Thank you for the detailed answer. I will start to learn basic programming then Java and finally the engine.
My obsession is firstly simultanous rounds then fog of war.
I will probably have been reviving this topic from time to time.
Thank you for the detailed answer. I will start to learn basic programming then Java and finally the engine.
My obsession is firstly simultanous rounds then fog of war.
I will probably have been reviving this topic from time to time.
1 Aggression 1941
2 Domination 1914 No Man's Land
3 Camp David
4
The problem might be specific to me only since in my native language there are two separate letters as "ı" and "i". The similar problem had occured when I downloaded v3,v4,v5 and revised. They are all downloaded like wwıı not wwii then I had edited them manuelly.
Advantages of simultane round system;
More strategy; In this way you will have to predict your opponent's movements as much as possible.
Joint operations; Separate allies nations will be able to attack anywhere together.
Less stacks: More dynamic game.
Faster game: You won't need to wait your opponent's movements.
Reversibilty: In the current engine you can simply lose the game easily if you are even slighly behind your opponent in terms of TUV or production, but i this way you can reverse the game in every rounds.
WARNING! The balance hasn't extensively tested yet. Still progressing and this post will be edited constantly.
A WW2 scenario loosely based on 1941. Victory condition is economic which is exceeding 1500 production power for Axis and 2000 for Allies
Axis: Germany, Italy, Japan
Allies: America, England, Russia, China
Turn Order
Germany,Russia,Japan,England,Italy,America,China
-6 sided dice, no national objectives, no tech, no triggers, no multiple resources.
Unique Rules
1) Upkeep: Every units except factories requires upkeep which range from 3%-10% of their costs per round.
2) New anti-air rule: Every unit except transports have anti air ability which 1/6 shot down chance per attacker air units. Further stacks have no impact on their anti-air abilities.
3) Very Cheap Air and Naval Units: To preserve fighter's effectiveness and their relative upper hands against naval units; unit costs in both of these branches decreased massively which losing fighter is just as bad as losing extra infantry or the most expensive naval units are not more expensive than armours.
4) New Factory Rule: No nation can use occupied factories and no nation can build new factory.
5) Draw: Games can end without victor which occurs only if no side achieve its victoy condition until the end of round 20.
6) New Capital Rule: Nations do not lose their all remained incomes or unit mobilizing abilities as long as they have still unoccupied factories. But all capitals provide +1 defense to all units in the area (except Germany which provides +2 defense).
Plans and Ideas
1) Balance related updates: Including changing starting set-up and starting incomes only. Unit stats and territory values will mostly likely remain as what they are.
2) Victory condition related updates: Still trying to find out the most appropriate round for draw option. There could be still some changes in this topic but victory will always come with economic victory and there will be always draw possibility unless I will came with better draw idea.
3) Making draw supportable by the engine: Still not sure if it is possible to end games forcefully in a certain round.
4) Auto-Intercept: Just automatically letting all defender airs to intercept to speed up the game. Not sure if it is supported by the engine either. But I would want to add it as optional rule.
5) Sounds: I would definitely add unique sounds, still waiting developers to fix sound overlapping issue.
6) Showing upkeep in the purchase screen: If there is an easy way.
7) Showing date in the top-right corner: Maybe in one day.
I belive triplea should really need functional air warfare which may be took place in any territory not only Factory territories. Just I want to detect my wish list before pulling any request.
What are the optimal air attack/air defense powers for fighters/bombers
Would they need additional technologies?
Would we need more fighter models such as
-close air support (low range-supports land units),
-light fighter (normal range-protect fighters/fights with enemy fighters),
-NAV (attacks enemy ships only),
-Bomber (High range-strategic bomber),
-Tactical Bomber (High range, supports land units/attack ships/strategic bomber but thye perform worse in all of these categories.)
Should AA be destroyable with strategic bombings?
Ay more ideas?
When I open some maps, the right bar sometimes isn't shrinked at maximum extend depends on the dimensions of small map. For example;
I could only shrink the right bar to its maximum extend manuelly when I open up "show history" only.
Why not just setting up the right bar default as it is in the second picture?
If casual players want to contribute improvement of AI should they only come with save games that uses fully A&A rules without any exception? But also A&A rules are different in each versions but most popular-casual maps are based on strickly v3 rules.
For example I've tested AI in Aggression 1941 despite slighly different rules than v3 rule-set, AI mostly makes the same mistakes and even have problem to understand v3 rules.
Germany
Russia
Japan
England
Italy
America
China
@SilverBullet Its a breach of elegant game design.
I think it would be more simplistic and logical way to implement them when conditions are achieved, not when their achievements are preserved until at the end of round.
Also giving players the choice whatever they want to continue or not after the victory condition achieved is kinda redundant since it already means the end of the game, if they don't want to use the rule, they can already turn off it.
I would like to help updating bots if there is a need. Thanks.
@SilverBullet No picking, Just having a fixed casualty turn order from the cheapest to most expensive one to save time.
I would want not allowing defenders to pick their casualties in my game. Is it possible?
I would want to learn how to create unit images step by step via GIMP. I need realistic basic unit images of major WWII nations. I mean even a color blind person should be able to tell a German infantry apart from other ones. The same as for other units.
It looks way better, some unit images are missing btw.
Correct.
If it is allowed to further shrink the right bar after opening history bar then why not allowing it default.
İf it makes the right bar too small, then why players are allowed to further shrink it after opening history bar?
Then the ability of further shrinking right bar after opening up history bar seems like a bug.