Red Sun Over China (RSOC) - Official Thread
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@cernel Yeah, I'll eventually clean up the image folders just not high priority.
Yeah, the notes could use some more clarifications on some of the rules and politics. Just haven't added that in yet. Mostly just fixed the existing notes and reformatted the content to make it readable.
So I'm open to considering adjusting British involvement but obviously 17 to 49 rounds is just ridiculous... I think a turn represents closer to 6-9 months given I expect the game to last on average around 10 turns and cover 1938-1945.
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@redrum Well, 6 months per round would mean British is at war on round 9. I guess that may be a compromise between playability and realism. The war in China ended up in stalemate for a long time, with the Chinese holding on Hunan, that the Japanese managed to break only in 1944, even to they were trying since 1941 (failing again and again).
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i'm trying to run Red Sun Over China and Warlords FFA on the latest version (from Github) but i get "failed to start game" when i try to start either of them, when i go to details it gives me this:
Sep 05, 2018 2:33:14 PM games.strategy.engine.framework.startup.launcher.LocalLauncher loadGame
SEVERE: Failed to start game
java.lang.IllegalStateException: Error in resource loading. Unable to load expected resource: polygons.txt, the error is that either we did not find the correct path to load. Check the resource loader to make sure the map zip or dir was added. Failing that, the path in this error message should be available relative to the map folder, or relative to the root of the map zip
at games.strategy.triplea.ui.mapdata.MapData.<init>(MapData.java:150)
at games.strategy.triplea.ui.HeadedUiContext.internalSetMapDir(HeadedUiContext.java:79)
at games.strategy.triplea.ui.AbstractUiContext.setDefaultMapDir(AbstractUiContext.java:103)
at games.strategy.triplea.ui.TripleAFrame.create(TripleAFrame.java:228)
at games.strategy.triplea.TripleA.startGame(TripleA.java:105)
at games.strategy.engine.framework.startup.launcher.LocalLauncher.loadGame(LocalLauncher.java:60)
at games.strategy.engine.framework.startup.launcher.LocalLauncher.launchInNewThread(LocalLauncher.java:39)
at games.strategy.engine.framework.startup.launcher.AbstractLauncher.lambda$launch$0(AbstractLauncher.java:51)
at java.lang.Thread.run(Unknown Source)Sep 05, 2018 2:33:29 PM games.strategy.engine.framework.startup.launcher.LocalLauncher loadGame
SEVERE: Failed to start game
java.lang.IllegalStateException: Error in resource loading. Unable to load expected resource: polygons.txt, the error is that either we did not find the correct path to load. Check the resource loader to make sure the map zip or dir was added. Failing that, the path in this error message should be available relative to the map folder, or relative to the root of the map zip
at games.strategy.triplea.ui.mapdata.MapData.<init>(MapData.java:150)
at games.strategy.triplea.ui.HeadedUiContext.internalSetMapDir(HeadedUiContext.java:79)
at games.strategy.triplea.ui.AbstractUiContext.setDefaultMapDir(AbstractUiContext.java:103)
at games.strategy.triplea.ui.TripleAFrame.create(TripleAFrame.java:228)
at games.strategy.triplea.TripleA.startGame(TripleA.java:105)
at games.strategy.engine.framework.startup.launcher.LocalLauncher.loadGame(LocalLauncher.java:60)
at games.strategy.engine.framework.startup.launcher.LocalLauncher.launchInNewThread(LocalLauncher.java:39)
at games.strategy.engine.framework.startup.launcher.AbstractLauncher.lambda$launch$0(AbstractLauncher.java:51)
at java.lang.Thread.run(Unknown Source)Sep 05, 2018 2:34:05 PM games.strategy.engine.framework.startup.launcher.LocalLauncher loadGame
SEVERE: Failed to start game
java.lang.IllegalStateException: Error in resource loading. Unable to load expected resource: polygons.txt, the error is that either we did not find the correct path to load. Check the resource loader to make sure the map zip or dir was added. Failing that, the path in this error message should be available relative to the map folder, or relative to the root of the map zip
at games.strategy.triplea.ui.mapdata.MapData.<init>(MapData.java:150)
at games.strategy.triplea.ui.HeadedUiContext.internalSetMapDir(HeadedUiContext.java:79)
at games.strategy.triplea.ui.AbstractUiContext.setDefaultMapDir(AbstractUiContext.java:103)
at games.strategy.triplea.ui.TripleAFrame.create(TripleAFrame.java:228)
at games.strategy.triplea.TripleA.startGame(TripleA.java:105)
at games.strategy.engine.framework.startup.launcher.LocalLauncher.loadGame(LocalLauncher.java:60)
at games.strategy.engine.framework.startup.launcher.LocalLauncher.launchInNewThread(LocalLauncher.java:39)
at games.strategy.engine.framework.startup.launcher.AbstractLauncher.lambda$launch$0(AbstractLauncher.java:51)
at java.lang.Thread.run(Unknown Source)Edit: nevermind, just got the wrong version
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Did some work on the units today.

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I like everything except the symbol on the Guerilla because before they just looked like flying men.
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@Hepps Propaganda unit could be inspired by the Command & Conqueror Generals Chinese "propaganda tower"!? I don't know how the specific unit works on the map, but if it is a stationary unit it could be fiting that it was a loudspeaker-tower.





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@frostion It is not a stationary unit. To be perfectly honest it is not a very well designed unit at all and is pretty 1 dimensional with little uniqueness or value.
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Here is the work of the Japanese...

Kinda struggling with Mobile Infantry for Japan as I am not really sure what this is meant to represent.
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@hepps Probably, mechanized infantry. Suggestion for heavy artillery, remove the shells, since the gun is clearly the big one now.
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Kinda struggling with Mobile Infantry for Japan as I am not really sure what this is meant to represent.
Maybe have them on bicycles ? Seemed to work in Malaysia : )
sorry, just a thought : )
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@hepps Overall looks pretty good. A few comments:
- Not a huge fan of the new propaganda unit. To some extent, the name of the unit is questionable as I think it really represents more of a rebellion/uprising. I think I like the fist better than the new alternative.
- One thing that bothers me is the color of the units not being consistent. It looks better in the new sets except the cavalry and train look a bit darker.
- I removed armored trains so you can ignore those.
- Mobile Inf is hard to say but some form of truck is probably most appropriate. I'm generally ok with the existing one.
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I believe Mobile Infantry represent something like an Armored Personnel Carrier.
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@redrum Yes not all the colouration has been done to my satisfaction either.
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The Nationalists...

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@hepps Especially for this time period, the elite of the Cinese were the German trained divisions, whose soldiers would look almost exactly like German WWII soldiers (at the start of this game Germany still hadn't recognized Manchukuo as a country, considering that territory as a Japanese occupied part of China, like almost everyone else in the world). But, since eventually German support faded, your image is better for the elite you would purchase some rounds into the game (tho, realistically, the Chinese should just have no Elite, as their elite were still worse than the average German or Japanese soldier, or maybe having elite at start, but unable to buy any more from round 2 onwards, to represent the end of the German collaboration).
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@cernel Yeah I had thought along the same lines when I was re-using other designs. Instead I just did a new one...

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Maybe an easy way to make conscripts visually distinguishable from normal infantry could be to have the unit be an infantryman that stands at attention, for all nations. This would make sense as the conscripts are new and learning
The normal infantry could be an infantryman shooting/running/fighting. And an elite could be kneeling, as he is a veteran and knows when to duck or hide 
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@frostion That is what I have been doing.
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On this regard, they should really be upgrades of the cheaper one, like in Civil War. I'm like 99% sure this is what pulicat would have done too, had the option existed at the time. On this matter, I believe only units that didn't move on the turn should be upgradable (or having a property for that) (and can't move after being upgraded, in case of uncommon phase orders).
@Hepps If you are going to do that for all powers, then I'd surely remove the elite symbol (also, you can use icons for it, even if to be always displayed).
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