Big World 2

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Big World 2

Prussia
This post was updated on .
Big World 2

Everything ww2v3 has to offer, and MORE!!!

Release version 6.1.2



Enjoy!!
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Re: Big World 2

Prussia
This post was updated on .
Download Link:

http://www.mediafire.com/download/x3v3525mvfrafte/big_world_2.rar

@ Veq: Please update the download link. This link replaces earlier zip file on the map depot.
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Re: Big World 2

Prussia
This post was updated on .
Baseline

Credit to maker of Big World, this map uses the same baseline with the following improvements:

1. Add Berlin
2. Combine England and Scotland into Britain
3. Add low countries

Germany's capital must now be captured from land to avoid "Opps I forgot eastern germany is the capital".

United Kingdom is now much easier to defend and can reach more territories via air.

Low Countries is an ideal air base for Germany. Fighters stationed there can attack 4 vital seaszones and give support for Army Group North in the Eastern Front.

4. Break up Balkans into Eastern Balkans and Western Balkans; also rename Macedonia to Greece:


5. Break up Thai-Malay into two territories Thai and Malay


6. Add Island of Taiwan:

Important airbase for Japan and will save it from buying carriers if the surface fleet is not hard-pressed.

7. Changes in south Pacific

Marshall Island is no longer connected to SZ99, and added Gilbert Islands in SZ100. This is to de-emphasize the importance of SZ99 to avoid the naval engagement in the pacific to a stand-still.
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Re: Big World 2

Prussia
This post was updated on .
Maps included in Big World 2: (All updated to triplea 1.5.2.1)

Big World 2 : Balance of Power

This map is designed for those who favour revised or NWO style game play. It was converted from a map with great balance and only minor tweeks are made to it. Experienced players on Big World : 1942 or its variants should have very little problem adopting this map. Playable nations are Russia, Germany, Britain, Italy, China, Japan and USA.

Big World 2 : Balance of Power v3 rules

This map is ww2v3 compliant (except costs of a few units) and has absolutely everything ww2v3 has to offer, and much more!. The playable nations are the same as ww2v3 and the National Objectives follow closely to that of the ww2v3. Two distinct improvement are present. 1. Japan would not be able to easily overrun India or Austrialia. 2. If Allied aid is inadequate, Germany can single handedly overrun Soviet Russia. Unlike popular misconception, this map rarely last more than 6 hours.

Big World 2 : Rise of the Axis

This is an experimental 1939 set up. One Unique feature is the inclusion of the French, and amazingly they are likely to survive until at least G2. Is is more cost-efficient for Germany to capture Poland before France. This map offers a great variety of strategies for axis but the game balance needs to be tested. Politics will play a major part on this map.

Big World 2 : Rise of the Axis v3 rules.

Similar setup as Rise of the Axis, transports and submarines follow v3 rules.
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Re: Big World 2

Prussia
This post was updated on .
Features Common to All 4 Maps 

Very Realistic Territories - comparing to ww2v3, the territories are much more reasonable. It takes much longer to travel from Burma to Iran than from Germany to Italy, but the ww2v3 map does not reflect this and the result is unstoppable Japanese expansion. The map is ideal size that it has enough details on the territories yet players can usually finish a game in one session in online live playing.

New Relief Tiles - Credits are given to the creator of the ww2v3 relief tiles as I used their sea relief. Over land, features of lakes, major rivers, mountains and other terrains are fully disclosed, together with some watermarked prints of actual pictures from WW2.

Sea Zone Numbers - They are now present on both the base tiles and the relief tiles. Numbers are usually located on the lower right corner of a sea zone and have fitting color

National Objectives - See below for details. They are very similar to those found in Big World : 1942 v3 rules.

National Advantages - unique features of each nation. See details below.

Chinese man power - China can purchase units using IPC, AND obtain 1 inf per 2 territories held after combat. inf may be placed anywhere up to 3 per territory, but all other units must be placed at a factory. This reflects China's manpower and lack of industrial resources

Tactical Bomber - This unit has 4 attack 3 defence and 4 movement. At a cost of 11, its function is precisely the name suggests, for ground support or costal assault on shipping. The bomber's attack strength is reduced to 2 and is better used for strategic bombing at a cost of 11 IPCs.

Air combat for strategic bombing - Fighters and tactical bombers may participate in air battles prior to strategic bombing. Both attacking and defending fighters roll at 2 and tac bombers roll at 1. The air battle lasts only 1 round and any surviving bombers are still subject to AA gun fire before bombing. This rule makes it possible to defend against strategic bombing

Fighter Intercept - Fighters and bombers may intercept strategic bombing raids. Air combat prior to SBR last 1 rounds. Both defending and attacking fighters roll at 2, tac bombers roll at 1. Surviving bombers are still subject to AA gunfire.

Submersible subs - Submarine may retreat before the battle unless a destroyer is present. This rule makes the battle of atlantic extremely interesing. In Big World 2: Balance of Power v3 rules, submarines may never be taken as air casualty without enemy destroyers following the v3 rules set. In the other two maps, submarines may be offered as casualty just like in the revised.

Capital Ships Placement - Battleships and Carriers may only be placed in specific territories. This reflects that only the homeland shipyards have the capabilities of building these capital ship. The complete list is "SZ 9 North Atlantic:SZ 10 North Sea:SZ 11 West Baltic Sea:SZ 12 East Baltic Sea:SZ 16 North Atlantic:SZ 17 English Channel:SZ 25 Adriatic Sea:SZ 24 Tyrrhenian Sea:SZ 18 West Atlantic:SZ 91 East Pacific:SZ 73 East China Sea:SZ 74 Sea of Japan:SZ 86 West Pacific

Carrier-Fighter Placement - no matter how precise these rules are defined in v3, LHTR, or v2, edits always occur. For simplicity, any combination of carrier-fighter placement is allowed on all maps, including Big World 2: Balance of Power v3 rules. Those allowed rules are:

Placing New Fighters on New Carriers
Placing New FIghters on Existing carriers
Landing Existing Fighters on New Carriers
Moving Existing Fighters from Factory to New Carriers

Once again this is not meant to override v3 rules, but it's simply because edits occur all the time.
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Re: Big World 2

Prussia
This post was updated on .
=== Politics ===

Politics determine the the status of war between nations. To enable politics, BOTH "Use Politics" AND "Use Triggers" must be enabled. If politics is not enabled, all allied powers would start the game at war with all axis powers. If politics is enabled, the following rules apply:

War - Full-scale hostilities
Neutrality - Units may not move into each other's territories. Will not trigger naval combat if ships of both nations are in the same sea zone.
Friendly - Units may not end movement in each other's territories, but fly-through is allowed.
Allied - no restriction on movement between nations.

== Balance of Power ==

All Allied nations are at war with all Axis nations, except:
Russia is neutral with Japan
Russia is Friendly with all other allies.
Russia may declare war on Japan at any time
Russia may open borders and change relationship with other allies to "Allied" at any time
Japan may declare war on Russia if either
A) Japan conquers the Chinese Capital, Western Sinkiang
B) Japan conquers two of India, Austrialian or Hawaii
C) Russia opens its borders and allows Allied units on Russian Soil.

== Rise of Axis ==

Initial Relationships:

Germany and Italy at war with Britain and France
Germany and Italy neutral with US, Russia and China
Germany and Italy are allied with Japan
Russia is Friendly with China, and neutral with everyone else
Britain and France allied with US; however if Germany is neutral with US, US units will not fight Germans
Japan is at war only with China, and is neutral with all other Allied nations
USA is neutral with all other players except britain and France.

Possible Political Actions:

Germany (with italy) may declare war on Russia, China or US at any time
Russia may declare war on Japan at any time
Russia may declare war on Germany and Italy if they are not at war by round 4
Russia may open borders and change relationship with other allies to "Allied" at any time
Japan may declare war on Britain, France and US simultaneously at anytime (Must declare war on all 3)
Japan may declare war on Russia if either:
   A) Japan conquers the Chinese Capital, Western Sinkiang
   B) Japan conquers two of India, Austrialian or Hawaii
   C) Russia opens its borders and allows Allied units on Russian Soil.
Britain, France and China may not declare war first.
USA may declare war on all axis by round 4 if not already at war

=== Technology ===

To allow technology development, check "Tech Development" box before the game begins.

Tech is now grouped into 4 categories:

==Air Advances==
Jet Power - Fighter and tactical bomber +1 attack
Long Range Air - All air units +2 movement
Heavy Bomber - Bomber attack at 4 and roll 2d6 during SBR
Paratroopers - Bomber may carry inf/marines  

==Naval Advances==
Super subs - Subs +1 attack
Shipyards - Reduced cost of naval units
Destroyer Bombard - Destroyer may bombard

==Land Advances==
AA Radar - AA gun hit on a roll of 2
Improved Artillery - Artillery supports 2 inf
Mechanized infantry - Halftracks can carry inf/marines  

==Production Advances==
Rockets Advance - AA gun can fire rockets
War Bonds - Random 1d6 income per turn
Increased Factory - Every factory >3 production can produce 2 more  

Germany and USA can choose which of the 4 groups of tech they want to roll. UK can choose between "Air", "Naval" and "Land and Production"; Russia can choose between "Air and Naval", "Land" and "Production"; All other nations can only choose between "Air and Naval" and "Land and Production" like v3 tech rules.

Additionally, each nation is more likely to obtain certain tech within a category if they hit 6 on tech rolls. The cost of a tech token is also different. There are also restrictions on which tech the nation can obtain.

National Tech Specialties (Tech Cost) - More likely to obtain these techs  
Russia (5) -improved artillery, increased factory, cannot obtain destroyer bombard
Germany (5) -jet power, super sub, mechanized infantry, rockets advance
Britain (5) -AA Radar, shipyards
Italians(8) - equal chances, cannot obtain jet power
French (8) - equal chances, cannot obtain rocket advance
Chinese (10) - equal chances, cannot obtain any naval tech
Japanese(6) - equal chances, cannot obtain rocket advance
Americans(4) - equal chances, cannot obtain shipyards, Super Carrier is only available to US

To illustrate this, say the German player wants super subs and selects naval advances. Knowing that he is more likely to get super subs comparing to shipyards and destroyer bombard, he spends $20 wishing to make a tech hit. If he hits, then he is more likely to obtain super subs which he is willing to pay $20 for, than destroyer bombard or shipyards, which is not as valuable to Germany.

The same strategy however, would not work for the US player if he wants super carriers. He may choose naval advances but even if he spends $20 and obtain a hit, he may end up getting super subs, destroyer bombard or super carriers with equal probability. Therefore the US player must use his cost advantage (4 IPCs) and buy many tech tokens hoping to obtain the tech he wants.

=== National Objectives ===

National Objectives gives each nation extra money if they capture certain territories.

==Russians==

+5 if no non-Soviet Allied units on Russian territories
+5 if Soviets control 5 in 7 of: Novgorod, Western Russia, Southern Russia, Baltic States, Belorussia, Ukraine, Eastern Poland
+5 if Soviets control 4 of: Norway, Finland, Western Poland, Hungary-Romania, Austria-Czechoslovakia, Eastern Balkans  

==Germans==

+5 if Axis control all of: France, Low Countries, Western Germany, Eastern Germany, Western Poland, Austria- Czechoslovakia, Hungary-Romania
+5 if Germans control all of: Baltic States, Eastern Poland, Belorussia, Ukraine
+5 if Germans control Leningrad, Moscow or Stalingrad  

==British==

+5 if Allies control all of: Eastern Canada, Egypt, Bombay, New South Wales, Southern Africa
+5 if Allies control 1 of: France, Vichy France, Western Balkans, Greece
+5 if Allies control 2 of: Iwo Jima, Northern Japan, Southern Japan, Okinawa, Chosen, Northern Manchukuo, Taiwan  

==French== (Rise of Axis only)

+5 if Allies control France and Vichy France  

==Italians==

+5 if no Allied surface ships in Mediteranean and axis control all of: Italy, Sicily, Greece, Western Balkans, Morocco, Algeria, Libya
+5 if Axis control 4 of: Egypt, Syria, France, Vichy France, Gibraltar  

==Chinese==

+5 if Allies control all of: Northern Manchukuo, Chosen, Shantung, Kwangtung  

==Japanese==

+5 if Axis control all of: Northern Manchukuo, Chosen, Shantung, French Indo-China, Taiwan
+5 if Axis control 7 in 10 of: Kwangtung, Sumatra, Java, Borneo, Celebes, North Philippines, South Philippines, New Guinea, Solomon Islands, Okinawa
+5 if Axis control 2 of: Hawaiian Islands, Midway Island, New South Wales, Queensland, Bombay, Calcutta  

==Americans==

+5 if Allies control 5 territories of US main land (excluding Alaska).
+5 if Allies control France and Vichy France
+5 if Allies control all of: Morocco, Algeria, Libya, Egypt, Sicily
+5 if Allies control North and South Philippines
+5 if Allies control 6 of 8 Islands: Hawaiian Islands, Midway Island, Wake, Solomon Islands, Marshall Islands, Guam, New Guinea, Gilbert Islands

=== National Advantages ===  

During WWII, each nation have specific advantages that make them unique. Below is a partial list. These are meant to make larger maps (NWO, World At War, Ultimate world, Big World etc) more interesting. Note that National Advantages are not to be confused with National Objectives. To play with National Advantages, check both "Use Politics" AND "Use Triggers" options before the game starts.

==Russia==

Russian Winter

German forces in Russia faced severe Russian winter that grounded the Luftwaffe and caused guns to fail. All offensive actions were forced to a halt.  

Once during the game, the Russian player may declare a severe Russian Winter. Until his next combat move, no German or Italian forces may enter or attack Russian territory. The declaration is done by moving the "Russian Winter" unit out of Siberia to any of the adjacent Russian territory.

Conscription

Retreating red army removed much of the industrial resources in European Russia. When the area was recaptured, the red army simply drafted more men from liberated territories and moved back the factories.

Russia gets a free infantry in each of Baltic States, Belorussia, or Ukraine if it controls it after combat.

Japanese Neutrality

The Russians kept an uneasy peace in the Far East until the last days of the war. Both sides knew that the peace would not last.

Japan and Russia are neutral at the start of the game. Russia may declare war on Japan at any time. Japan may only declare war on Russia if either:
A) Japan conquers the Chinese Capital, Western Sinkiang
B) Japan conquers two of India, Austrialian or Hawaii
C) Russia opens its borders and allows Allied units on Russian Soil.

==Germany==

Tiger Tank

The most feared tank of all time - the Tiger. Even its name is intimidating

One free tiger tank is automatically placed in Western Germany if the factory is in German hands. Tiger tanks have 4 attack, 4 defence and 2 movement, and is two hit. Tiger tanks cannot be purchased in any other way. (On Rise of Axis, Tiger Tanks are avaiable starting round 6)

Wolfpacks

The battle of the Atlantic is one of the most prolonged battles of the war. Hundreds of thousands tons of supplies were lost to German Wolfpacks.  

Germany receives one free submarine in Mid Atlantic if it has a surface presence in either SZ 11 West Baltic or SZ 17 English Channel. (Note: if Germany spends $8 to buy a dd, this NA would give it a sub in mid-atlantic)

Rockets Advance

The Vengeance Weapon is Hitler's ideal response to Allied strategic bombing campaign.

Germany activates Rockets advance by the end of round 3 (Round 6 on Rise of Axis). Rockets are limited to 3 damage per shot.

Axis Allies (Rise of Axis)

Germany's Axis allies contributed significantly to its war effort on the eastern front. 100,000 Finns and 300,000 Romanians perished during World War II

Germany receives 2 free infs in Finland and 4 free infs in Romania when they conquer these territories for the first time.

Panzer Army Africa (Rise of Axis)

The reputation of Panzer Army Africa in its first year of operation reinforce'd the German's belief in their invincibility

When Libya falls to the Allies for the first time, Germany places 2 tanks, 1 halftrack, 1 artillery and 3 infantry in Algeria for free.

==United Kingdom==

Radar Warning

In the Battle of Britain, the armed forces of the United Kingdom and Nazi Germany fought with the most advanced weapons of their days. The RADAR system played a key role in the defeat of the Luftwaffe.  

British starts the game with Radar tech, so their AA guns hit at a roll of 2 or less.

Naval Dominance

The Royal Navy has dominated the waves for over two centuries. Its sailors and dockyards are among the best in the world.

British starts the game with shipyards tech.

==Italy==

none

==France==

French Resistance (on Rise of Axis only)

Elements of the French Resistance rose up against their German occupiers when they heard that their allies were coming.  

The first time that the French capital is liberated, place 4 French infantry there for free.

==China==

none

==Japan==

Decisive Battle

Japanese naval commanders had very detailed plans of a decisive naval engagement with the Americans that would force the enemy to the negotiation tables.  

Japanese battleships may provide support for 3 other warships (battleship, cruiser, destroyer) during an attack.

For the next three advantages, the conditions involve A)North Philippines, South Philippines, Iwo Jima, Okinawa, or Taiwan, togerther known as "Inner Islands"; and B) Guam, Solomon Islands, New Guinea or any of the "Inner Islands", together referred to as "Outer Islands".

Dug-In

The ferocity of Japanese resistance on remote islands was shocking to many Americans. To the Japanese, there is no better honor than to die for the emperor in battle.  

If Allies control any of the "Inner Islands", one bunker would be placed in South Japan and any Inner Islands still in Japanese control, up to a maximum of 3 bunkers on each island and 6 bunkers in South Japan

Kamikaze

Obsolete aircrafts, packed with explosives and grouped in Hundreds. These swarms were nightmeres to Allied ships.  

If any allied units are present in the "Outer Islands", 2 kamikazes would be placed in SZ 73 East China Sea. Kamikaze is considered a sea unit and can block seazones, attack and defend at 2 and may only be moved to adjacent sea zone. Kamikaze casualties do not fire back, and the Kamikaze dies after the first round of battle.

Tokyo Express

Japanese Destroyers ferried troops to Solomon Islands at night, avoiding Allied air attacks.

If any Allied units are present in the "Outer Islands", Japanese destroyers gain the ability to transport 1 infantry or 1 marine.

Siamese Allies (Rise of Axis Only)

Japan's combined tactics of military intimidation and territorial concession coerced the Thai authorities to ally itself with the Japanese.

Japan receives 2 free infs in Thailand when it conquers the country for the first time.

==United States==

Tech Funds

By the conclusion of the war, the United States became the most technologically advanced nation in the world - the result of a rigorous scientific and research program.

USA receives 1 free tech token every round on "Balance of Power", starting from Round 4 on "Rise of Axis".

Essex Class Carriers

The Essex Class was without equal at the time of its introduction in 1943 and the Japanese would soon learn to respect it.

USA may build two-hit carriers at cost of 18 with 3 defence. This carrier repairs at the end of the round. On "Rise of Axis", two-hit carriers would be avaiable starting Round 4.

B29 Superfortress

These heavy bombers wreak havoc over enemy territories and brought destruction to German and Japanese cities alike.

USA starts "Balance of Power" with heavy bombers, and activates heavy bomber by round 4 on "Rise of Axis"

War Economy

The enormous economic power of the USA gave its significant material advantage over the axis forces  

USA receives permanent PU bonus of 2 per round, up to a total of 10 per round. So, US gets +2 in round 1, +4 in round 2 etc and +10 in round 5 or later. On "Rise of Axis", in addition to the extra PUs, USA receives 3 free factories on Hawaiian Islands, Midwest and SouthWest USA when USA enters war with Germany.
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Re: Big World 2

Veqryn
Administrator
In reply to this post by Prussia
prussia, can you please update your map to triplea 1.3.2.1?


The exact changes that need to be made to the maps (all changes only really matter for maps using v3 or later rules):

1. Fix a naming problem in the step name for the "BidPlace" for japanese.  The game registers a bid place by having the step name exactly end with "BidPlace"
                        <step name="japanesedPlace" delegate="placeBid" player="Japanese" maxRunCount="1"/>
becomes:
                        <step name="japaneseBidPlace" delegate="placeBid" player="Japanese" maxRunCount="1"/>


2. Fix repairing by deleting ALL instances of "factory_hit" from the xml
So, from <unitList>, delete <unit name="factory_hit"/>
In unit attachments, delete <attatchment name="unitAttatchment" attatchTo="factory_hit" .... etc....
And in repairing, change the repair rules to read (change "factory_hit" to "factory"):
                <repairRule name="repairFactory">
                        <cost resource="PUs" quantity="1" />
                        <result resourceOrUnit="factory" quantity="1"/>
                </repairRule>
               
                <repairRule name="repairFactoryIndustrialTechnology">
                        <cost resource="PUs" quantity="1" />
                        <result resourceOrUnit="factory" quantity="2"/>
                </repairRule>
(obviously in custom maps, it might be "land_hit" that is deleted or changed to "land", or w/e, instead of 'factory/factory_hit')


3. To any "infantry" like unit (any unit that should be lifted by paratroopers), you need to add the following:
                         <option name="isAirTransportable" value="true"/>

4. To any "armour" / tank like unit (any unit that should be carrying other, when you have mechanized infantry tech [will carry any unit with 'isInfantry']), you need to add:
                         <option name="isLandTransport" value="true"/>

5. To any "bomber" like unit (any unit that should be lifting other units when you have paratroopers tech), you need to add:
                         <option name="isAirTransport" value="true"/>

6. Lastly, and Optionally, I am adding the following game options to maps:
                                <property name="Low Luck for AntiAircraft" value="false" editable="true">
                                                <boolean/>
                                </property>

                                <property name="Low Luck for Technology" value="false" editable="true">
                                                <boolean/>
                                </property>

                                <property name="Low Luck for Bombing and Territory Damage" value="false" editable="true">
                                                <boolean/>
                                </property>

                                <property name="Super Sub Defence Bonus" value="0" editable="true">
                                                <number min="0" max="1"/>
                                </property>

                                <property name="Battleships repair at beginning of round" value="false" editable="true">
                                                <boolean/>
                                </property>



For things like the new giveUnits code, or the new productionPerXTerritories code, see Pact of Steel 2's xml for examples of how to use it.

And any time "unitProduction" is above "production" in the xml, it has to be moved to be underneath production in order to work properly from now on, because production now overwrites unitProduction to be equal to production.
Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
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Re: Big World 2

Prussia
This post was updated on .
Politics, National Objectives, Tech, National Advantages are all enabled as of May 2011

Thanks to erik542 for playtesting and balancing.

Big World 2 release version 5.3 is now added - August 2012

Changes:

Added markers indication which sea zones can capital ships (Carriers and Battleships) be placed.
Fixed a bug that allowed bombers to roll in air battles
Fixed a bug that prevent Russian Winter from appearing on Rise of Axis
More balance to Rise of Axis by giving USA free factories when they enter war with Germany
Fixed a bug that allowed declaration of war when nations are already at war
Fixed a bug on Rise of Axis that cause US and Russia to be able to declare war only on round 4 but not later
Restricted the number of bunkers for Japanese Advantage.

Prussia
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Re: Big World 2

Prussia
I am hoping that the national advantages are distinct from tech like mech infantry etc.
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Re: Big World 2

Prussia
In reply to this post by Veqryn
@ Veq: Done
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Re: Big World 2

Meataus
Can we get these maps uploaded to sf pretty please?

Would like to play but some people dont use computers good so its hard to get a game going.
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Re: Big World 2

Meataus
I see the map available for download in the "In Development" section now, but when I try and download it says its not available as this map already comes installed with triplea.
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Re: Big World 2

eurofabio
In reply to this post by Prussia
I downloaded the maps however the National Advantages are not working...or am I doing something wrong?

Looks like the map is not updated.
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Re: Big World 2

Prussia
This post was updated on .
NA are now fully operational for Balance of Power Maps.

@ Veq: please update this in the depot. This is release version 5.0 and should replace the one in depot, which is version 4.7.
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Re: Big World 2

eurofabio
But coded at level of java or just trigger?

Do you need beta tester for this map?
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Re: Big World 2

Prussia
Some are currently supported by the engine but is simply not yet coded into big world 2, like free sub per round, but others are not.

Russian winter requires negative support which is not coded in java yet.

Japanese immunity to shore bombardment is not coded, but it can be worked around by reducing the bombarding ship's strength, but then it would come to negative support which is not coded.

I would absolutely love to have testers for this map, especially the 1939 rise of axis.
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Re: Big World 2

eurofabio
But may I play the map without National Advantages for now?

Or you will give me one map with some advantages?



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Re: Big World 2

Prussia
This post was updated on .
Map version 4.5, 4.7, 4.8 had no NAs what-so-ever.

Map version 5.0 has NAs for balance of power maps.

I am still working on the 1939 set up.
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Re: Big World 2

eurofabio
I downloaded the map from first post which looks like more updated than the other which I downloaded through the triplea.

Anyway, I have to do this question:

In the map downloaded through the "Download Maps" I found one error: wasn't possible unload troops in Low Countries through the sea 11. Then I looked in the Rise_of_the_Axis.xml and I couldn't found the connection between the sea 11 and the Low Countries.

In the map downloaded manually is possible land troops in the Low Countries through sea 11, which is ok. However, just for curiosity I tried to found the connection and again I couldn't found!

What I'm doing wrong?
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Re: Big World 2

Veqryn
Administrator
In reply to this post by Prussia
Hi Prussia,

Two bugs that I deleted from the xml(s) have returned in your new version.  Please correct them in your next release:

factory_hit should not appear in the xml anywhere.  please delete
"japanesedPlace" is not a correctly formatted phase step name.  please change to "japaneseBidPlace"

I've updated the map repository with bw2,

sorry for not seeing the map dl link earlier,

thx,
veq
Please contribute to the TripleA 2013 donation drive:
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