And depending on how I implement fuel...
True north strong and free
Large WWII map with many advanced features and very detailed map based on Dec 1941 starting date.
Historical threads for TWW can be found here:
Before v2.5: http://tripleadev.1671093.n2.nabble.com/Total-World-War-before-2-5-tp5993258.html
@CrazyG Well Redrum asked about what would be helpful to get this MOD working to my desired satisfaction... for that reason I tried to keep my list to things I imagine are not overly difficult to code into the engine.
While changing the way land transport functions would be tremendous.... it seems to me over the years that changing it means a major overhaul of the engine as I remember Veq saying it touched so many different things in the code. On the other hand, if we can implement something like "allowsmovement" (which I imagine could be added much more easily), then I can make trains a simple land transport unit. While it still means they can only carry 1 unit at a time, I can make that work by giving the train increased range. But without a way to restrict trains to only territories with rail... trains become a... err... train wreck.
@Hepps Thanks for the insight. I guess that means I should give TWW a real go as I've downloaded it a number of times over the years but never had time to power through more than a few turns. Do you still see a decent following around TWW?
You should have long since tried it. Just come on the lobby anytime and gimme a slap. People still play regularly... but since all the big swinging *icks in the lobby never took to it... it is a cult following for live play. Just remember it cannot be played by the AI. So a human opponent is 100% required. Also, if you are going to play it.... do yourself a favour and read the game manual.... it is a PDF inside the map folder.
Good suggestions on things to improve/add:
1/2/4. Makes sense and are pretty straightforward.
I figure if I just keep saying the same suggestions in every thread I can find where it is applicable... sooner or later you'll be forced to code them. I am adopting the Shawshank Redemption tactic... I shall make a suggestion each week until you cave.... then I shall start making two a week.
- Can you provide an example of how you are looking to use this?
So the idea is to have the ability to design a unit ( the rail in this example) that would allow a unit (train in this example) to move in and out of the territory. If there is no (functional) rail then the unit would not be capable of moving into or out of the territory.
The xml might look something like this...
<attatchment name="unitAttatchment" attatchTo="germanrail" javaClass="games.strategy.triplea.attatchments.UnitAttachment" type="unitType">
<option name="isInfrastructure" value="true"/>
<option name="movement" value="0"/>
<option name="attack" value="0"/>
<option name="defense" value="0"/>
<option name="canBeDamaged" value="true"/>
<option name="maxDamage" value="4"/>
<option name="maxOperationalDamage" value="2"/>
<option name="canDieFromReachingMaxDamage" value="false"/>
<option name="isConstruction" value="true"/>
<option name="constructionType" value="rail"/>
<option name="constructionsPerTerrPerTypePerTurn" value="1"/>
<option name="maxConstructionsPerTypePerTerr" value="99"/>
<option name="requiresUnits" value="germanCombatEngineer"/>
<option name="consumesUnits" value="1:Material"/>
<option name="allowsmovement" value="99:germantrain"/>
- I know very little on how the map images actually work so no clue on how difficult this would be.
Thought I'd ask.... since this would allow a map-maker to create more visual interest while also allowing players to achieve a minimalist style should they desire it.
@redrum Overall it retains, in spirit, a wide number of things from TWW. However, most everything is altered in some way...
The "is destroyer" function is completely eliminated from the game. There will be no way to stop subs from submerging at any point in the game ever. Instead specific surface units will excel at sub hunting as the game progresses.
Far more units have the ability to strike other specific units during battles. Similar to how AT Guns functioned in TWW. Now units such as tanks will have the opportunity to strike other armoured vehicles (units with higher combat values) prior to being forced to have their attacks simply gobbled up with Inf. fodder. This will be for both Att. & Def. units and is present in all land, sea & air units.
In the Tech tree things have been retained but also altered... such as the Special Warfare tech branch is retained... except that in GD all Infantry units will be capable of doing an amphibious assaults from the outset of the game. (Whether sending them on an amphibious assault is in your best interest is a completely different matter)
While terrain will remain a major factor in combat values, some aspects have been changed based on what we found in TWW. Such as the Coastal terrain has been changed and its effects are altered dramatically to reduce its impact where it made little to no sense.
Defensive structures still provide support but have no defensive rolls of their own and can be captured.
As far as things that would be ideal for this MOD that don't function as I would wish...
Intercepting ability being governed by airfield. Set up exactly as scrambling is done.
Submerge capability for land units.
A simplified property or unit attachment that specifies "allows/permits unit to move"
The creation of a "When damaged turns into" feature.
Multiple relief layers within a map.
Not sure what else... I shall think on it.
And here is the resource make up for the game...
Beyond that there are a couple of other things that will be fixed settings within the game...
This will be exclusively a DICE game based on how the units are designed and interact.
All air combat is separated from ground combat. Air providing a supporting role in ground warfare once air combat is resolved.
Combat rounds will be limited to 3 volleys per side.
Resources will be tradable. (All except MP)
Global diplomacy system for 20 neutral nations. (Entirely new system)
Dynamic unit production systems. (Changed from TWW)
Expanded R&D tech tree. (Changed from TWW)
Redesigned terrain modifiers. (Changed from TWW)
New Convoy system for movement and resource acquisition.
Seasonal events altering movement and combat. (If I can make it work as envisioned)