World at War variant vXXX
Mario Rafael Herrera Vaca last edited by Mario Rafael Herrera Vaca
It would be a great idea to have the option of a "historical start" or "do politics panel option" in order to enhance realism as it is in the big world 2: Raise of the axis map. Thanks in advance for your attention.
@mario-rafael-herrera-vaca we are an open source community. You are free to develop one.
@mario-rafael-herrera-vaca ww2Global has politics and has 1940 start date.
On side note, I have been working on a successor to the Big World map. Keep a look out. Although the initial version will likely start in spring 42.
planned is to add also for the neutrals real neutrals, like in nwo neutrals...
so the neutrals play separate and dont leave the territory.
if you want to discuss, please mail: email@example.com
@sneakingcoward I already tried to reach you at the mail that you gave me. Unfortunately the server return it to me. I love this map, but I dislike the fact that recruits can´t defend at a roll die of 1, because if we attend to historical facts and common sense. All countries, when are invaded, use their recruits to defend their territory. I tryed to modify the xml file, but I have no luck with the change. Thanks in advance for your attention.
I was about to make your request for you, regarding recruits. However after looking deeper, I noticed that recruits are used as a mechanism to build all other units only. They were never intended to be fighting units.
In fact these units are capturable units as well. Think of these units as civilians with no weapons and you may see it makes little sense to have them defend.
Are you sure you want them to defend? Actually they may not fight even if I give them a defense value since they are infrastructure also.
@sneakingcoward Nice rule set you have here. Just Europe is very cramped when geographically correct proportions used. Would be nice to see that more player friendly. Nice job.
@general_zod I thank you a lot that you take a look into my request. I really apreciate that effort. As I stated before in other post, it is an historical fact that recruits are used to defend the home territory. Hence, it makes sense to have the ability to defend at a roll die of 1, but are uncapable of attack. I just imagine that they can be involved in the offensive side as cannon fodder. Another way of see them is like the LHT rules of original A&A regarding the involvment of transports in naval battles. If the are in the attacker side, they can be used as cannon fodder, but they can´t attack. If they are in the opposite side, they can defend at a roll die of 1. If it is impossible for yo to make the change, it´s ok. I really appreciate your time.
Thank you very much.
@mario-rafael-herrera-vaca if you cant reach my mail, please give me yours...
map is played frequently pbem, online takes to long.
you are invited to play a testmatch...
but be aware there are good players out there.
that europe is crowded at the start is ok, after first turn this is gone.
my mail: firstname.lastname@example.org
the rising sun vXXX is also based on the ruleset of waw vXXX
goes faster but anyway 30+ rounds are normal.
vicvictory last edited by vicvictory
@general_zod You're right. Recruits are used as a mechanism to build other units only. @Mario-Rafael-Herrera-Vaca Recruits have to be regarded as a resource item only like iron or fuel. Recruits units are produced by Factories, depending on the maximum production unit value of a specific territory at the end of the round. They will be consumed by producing specific units. When @sneakingcoward first implemented the resource item "recruits" into World at War variant vXXX map and second in The Rising Sun variant vXXX map, gameplay became once more realistic. Both maps belong to TripleA maps that are state of the art.