"No Economic Victory" is no longer part of the engine, so the property can be deleted
"Heavy Bombers Pick best of X Dice" is no longer part of the engine also, and it was replaced with "LHTR Heavy Bombers" which does essentially the same thing. (LHTR Heavy Bombers pick the best of the first 2 dice, so you have to have heavy bomber dice set at 2 for it to work, which you do, so no worries.)
you also may want to add: <property name="neutralCharge" value="0"/> because if you do not add it, it defaults to "3".
This map is awesome and think you are a genius! Every map you come out with is of the highest quality
Some suggestions after playing this a couple of times.
USA is still very weak compared to Japans naval faction Yamamoto. It is out collects USA by 30+ on average in addition to starting off with a larger navy. Once it loses the islands it is lucky to collect anything over 50 ipc's. Since USA does not have access to much territory worth anything I feel mainland USA should be increased much more. Can not see how allies could possible win since Japan army faction seems to steamroll china rather easily as well. I understand you want to give the axis a chance however it is not accurate to think Japan ever had more industrial capacity than the USA. Small tweak will give the allies a chance and make a very popular map. The way it is right now if the Allies do not have a chance people will not want to play unless they can be Japan.
Increase USA to collect 70 ipc's even after losing its islands. Bumping up California, San Fran, ect
Increase Midway to 2 or 3 ipc's. (Gives Japan some reason to not ignore USA as is the case with the games ive seen)
Give China a factory in Schezwan worth 3 ipc's.
Increase Sinkang to 3 ipc's
I think the map is very close to being balanced and these changes can help with balance.
Ok, I hosted =THE RISING SUN= v.08 in the Depot.
Sieg, you only have to give me some email address of yours, so that I can then give you write access to both screenshot and zip file. You then can update both files independently in the future.
Zip file needs to be zipped (not rar-ed), and in the structure of the one currently hosted in the Depot (so no =THE RISING SUN= folder within the zip).
Screenshot should be jpeg (to minimize download time) and 400 pixels in width (standard for the repository).
Kind of you, Gneis, but I cant can only answer with guesses, since sieg made these changes all on his own account.
Most simple answer probably is that the map seems to have a stronger focus on naval action (although I actually aint sure that holds in the long run, since the income structure actually doesnt support extended naval investments). Given that it is more focused on navy, it seems to come naturally to diversify the naval unit structure a bit, while simplifying the land unit structure.
I would have thought that adding/removing units might have been better than changing existing ones, with respect to the nice synergy between NWO and this map. But changes are limited, and new units would also require new graphics.
On the specific changes:
-the inf transporting super subs can enable fantastic sneak moves. If the game benefits from that, or becomes too instable - time will have to tell. I had them included in a test version of NWO, but removed em again, for some map specific reasons.
-The Super Transports are great value for shipping troops (of cause with the trade-off that they aint good fodder). However, nations who may need transports seem to have transport capacity in abundance already. Think their impact currently is low.
-t-boats: Not sure if making them another transport unit (for 5 in total!) actually diversifies the unit structure, since the raised price also weakens their role as the ultimate fodder. But might be fun on the map. Slow fighting transports (t-boats), bombarding transports (cruiser), normal transports, diving move-3 transports (S.Sub) and ubertransports (SuperTrns). Funny.
-SuperCarriers and long range ftrs seem to be made to be used by the US. Given the enhanced offensive potential of a Super Carrier over a normal one, it is placed between Carrier (defensive buy) and Battleship (offensive).
you no longer need to use .gif files for your flags....
you can now use .png files for all flag sizes (the large, the medium (32x32), and the small (12x12))
this will go some way towards removing the ugly white circle around your current batch of flags, if you use the originals, resize them, and save them instead of the gifs (pngs allow for transparency, while gifs do not allow for transparency and generally save transparent as white)
also curious why the japanese units have red/black dots on them? makes them look bad...
Actually, these "ugly white circles" had nothing to do with the flags being in .gif format. They just been there. I removed them for NWO. If anyone noticed: NWO still uses .gif flags, but without the white circles. This is for compatibility reasons (old savegames otherwise wouldnt work).