@hepps Basically yes. The only mods I am not converting are mods designed specifically to use deprecated versions of the AI.I may have missed some mods over the years.
Best posts made by RogerCooper
Roger's Scenario Thread
Having completed the conversion of all the older scenarios, I am starting a thread specifically to cover my own scenarios and to review existing scenarios. I prefer to play as 1 country against the AI and so I will not review scenarios not playable by AI.
(All of Roger's maps will be pinned at the top of this thread! Feel free to edit or add comments Roger. edited by Prastle)
(Roger's link is located here for all of his vast repository.)
My first review is of Camp David-1967
Source: Experimental scenarios under Camp David
Gameplay: The units are typical A&A units. The Arabs have higher income and more units. The Israelis have better quality and the central position. The scenario is interesting to play. No victory conditions are defined.
Historicity: The 6 Day War does not mesh well with the strategic focus of A&A. The vital role of air power is lost with traditional A&A combat model. Jordan's lack of strategic depth is shown.
Description13th Century Icelandic Civil War. I added victory conditions
Game Blood and Iron
Description World War II on a world map
Map Middle Earth-Fords
Scenario Big World April 1940
Description World War 2 in 1940 using the Big World map. I added victory conditions
Scenario World War II v5 1942 2nd Ed. (High Production Mod)
Description World War II v5 with higher production values
RE: Roger's Scenario Thread
@rogercooper Never really understood why that has never been in download list, but my issue with it, if I recall correctly, is having a single player for all the minors. I just cannot accept that Finland, Romania and Thailand are the same country.
It is a bit odd, but is it any odder than US & China being the same country?
RE: Terms: Nation - Resolved -
It is worth noting that the "powers" in Axis & Allies are not always states/nations/countries/polities. In the base game, Germany, Britain and the United States are actually alliances. In the global game, UK-Pacific is a theater of operations. A number of scenarios use high-level military formations (such as Camp David). Non-state entities also show up in some scenarios such as zombie hordes, Japanese daimyos, Chinese warlords or New York criminal gangs. For that matter some of the "players" are not playable e.g. the Global Game has 5 non-playable "players".
As there is really no perfect term, we might as well leave it as "player".
RE: Improving AI
Given the complexity of creating an AI for a game like TripleA, the current hard AI performs quite well, especially on a tactical level. I often play 1 country and let the AI take the rest. This generally makes for challenging and entertaining games.
What I would like to see is the ability of scenario designers to give objectives and directives to the base AI. This should be doable without undue effort.
For example, I am reworking the Axis & Allies: D-Day game in TripleA. I found that making the game's 3 objective cities German 'capitals', the AI played significantly better.
RE: Camp David 1948 map issue
@Matua This looks like a bug, but a minor one. The bombing damage is being applied directly to your PU's rather than as a damage to the factory. Therefore there is nothing to repair. This was the standard rule in earlier versions of A&A.
However, I don't see why that is happening. The XML has the correct value.
<property name="SBR Affects Unit Production" value="true" editable="false"> <boolean/> </property>
This property has been superseded by "Damage From Bombing Done To Units Instead Of Territories" but it should still work.
You should submit a bug report.
RE: Non-amphibious Transports Confuse AI
@redrum It is a unit property. Here is a how it descibed in POS2
canInvadeOnlyFrom values: is a colon dilimited list of the transporting units which this unit can perform amphibious assaults from.
A unit which can not perform amphibious assaults may instead disembark during non-combat
can be set to "all", or "none", or a list of some transports. if this option is not present, it defaults to "all"
This should be used more. Landing on a defended, hostile coast requires specialized landing craft, while troops can be moved to friendly ports on almost any ship type. It is also realistic to prohibit tanks from invading, forcing the beachhead to be secured with a infantry & air power.
RE: Has Anyone Tried To Make World War I Larry Harris Game?
This version adds 2 main elements. The first is that every power can collapse by losing some homeland areas. A version of this could be easily implemented, although not Larry's exact rules.
The other major change is that land units can non-combat move 2 areas. There are some workarounds to get this effect, but it would be better if the engine (& AI) supported directly a non-combat move unit property.
There are also some setup changes and Naval bases give extra movement.
When I finish my current conversion project (I am converting all old version scenarios to the current version), I will try implementing something along the line Larry's rules. Instead of the non-combat move of 2, I would allow capitals to boost land moves by 1.
RE: Terra Firma 1939
Though this is the first map I plan to release to the public, it's the third map I've made so far. Earlier last year, I produced a 1000+ province map of just Europe, complete with around 20 factions and 25 unit types. The map is mostly finished, but was designed for TripleA 1.8. Rather than expend the energy updating that map, I decided to produce Terra Firma, which toned down the province density but scaled up to a global scale.
Can you post your a link to your old map. I can easily convert it to version 1.9.