World War II Europe 1940

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World War II Europe 1940

Veqryn
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This post was updated on .
World War II Europe 1940




Presenting Europe 1940 (both original and second edition),
Map, art, and XML by Bung (second edition xml by Veqryn)
Conditions, Objectives, Triggers, and special XML code by Veqryn
Engine functionality to be able to run the map, mostly by Veqryn

World War II Europe.zip

Current version is 3.0, and only runs using TripleA 1.6.1.2 and later.

Both the original, and the new second edition (based on Global 1940 Alpha/Second-Edition) are included.

With the exception of anything I listed in the game notes, Everything should be working 100%.

If it isn't, then you need to post a message here with what needs to be changed.


Enjoy,
Veqryn & Bung
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: World War II Europe 1940

Veqryn
Administrator
This post was updated on .
Europe 1940

Credits: Bung, Veqryn
QA: zlefin, yamamot0
Respect: SGB, Wisconsin, Squiddaddy, Edwin

Note
This game uses vanilla rules, also knowns as OOB (out of the box).

Disclaimer
The game is not meant to take over your responsibility in knowing the rules. For example, the game engine is not always going to restrict or allow certain attacks. It is your responsibility to know the rules and abide by them. Most of the game notes that follow can be thought of as differences compared to WWIIv3 or WWIIv4 rules but obviously are not a complete manual for the game. Beginners to these games are suggested to ask for help in the lobby or on the forums at http://www.tripleawarclub.org.

Edit Mode
To Move Submarines passed the straight of Gibraltar, you may need to use Edit Mode. Same for asking permission to move through a canal when not yet at war.

Stuff Left TODO
* Create special rules for Canals.
* Do not allow movement during combat movement phase into Friendly Neutrals.
* Do not allow blitzing or movement through Friendly Neutrals.
* Caspian Sea is a sea zone (but what number?).
* Friendly Neutrals can not be 'captured' with an AA Gun, only by land units with an attack power.





Victory Conditions
To win with the following victory conditions, a side must maintain it for a complete round of play and must also control at least one of its own capital cities.

Axis Victory: 8 Victories Cities where at least one is Rome/Berlin.
Allied Victory: Both Berlin and Rome are under allied control and allies maintain control of one of their own capitals.

Canals/Straits
There are 5 canals/straits in the game with the following set of conditions.

Canal/Strait Name Geographical Location Land Movement Restriction Control for Ship Movement
Panama Canal Central America is one territory through which ships can move. None. It requires no movement to cross. Central America
Suez Canal Connects Trans-Jordan and Egypt. Connects sea zone 81 and 98. Possible. Egypt and Trans-Jordan
Strait of Gibraltar Connects sea zone 91 and 92. Not possible. Only Gibraltar, except there are no control restrictions on submarines.
Danish Straits Connects sea zone 112 and 113. Not possible. Only Denmark.
Turkish Straits Connects sea zones 99 and 100. Turkey is one territory through which ships can move. None. It requires no movement to cross. Turkey

Air units have no restrictions for any strait or canal.



Political Situation
At the start of the game Germany and Italy are at war with the UK and France only. Any countries not at war with each other ignore each other's naval units and obviously cannot go into each others ground territories. There are a number of specific politically related rules/conditions for each country:

Germany/Italy
  • Germany/Italy can declare war on USA or Russia at any time.
  • If Germany/Italy is at war with one of USA or Russia it doesn't affect relations with the other.

Russia
  • Russia cannot go to war against the Axis until the beginning of purchase units phase of Russia 4, unless of course an Axis power attacks it first.
  • When Russia is at war, it gets 2 bonus infantry in Novosibirsk during the unit placement phase each turn.

USA
  • If USA is not at war, it can only have its ships in sea zones 64, 89, 101, 102, 106, 116, 120 and 121
  • USA cannot go to war against the Axis until the beginning of PU collect phase of USA 3, unless of course an Axis power attacks it first.

Neutrals
There are three types of neutrals:
  • pro-Axis: When an Axis unit moves into one of these zones for the first time, that country gets a one-time bonus number of infantry, specified on the map, and control of the territory. The new infantry cannot be moved until the next turn.
  • pro-Allies: When an Allied unit moves into one of these zones for the first time, that country gets a one-time bonus number of infantry, specified on the map, and control of the territory. The new infantry cannot be moved until the next turn.
  • Regular: If a power attacks a regular neutral, all the other regular neutrals on the board become friendly to the other team.
Note: Capture of friendly neutrals must be done during Combat Movement.

When a country moves into a regular or non-friendly neutral during the combat move, it must conduct combat with the number of infantry specified on the map for that neutral. If it loses or retreats, however many infantry that remain are how many that stay in the zone. This means that if Finland was +4 for Axis, and Russia kills 2 infantry and retreats, then Axis only get 2 infantry when they move into Finland.



National Objectives
Germany
  • 5 PUs if Axis powers control all of: Norway, Poland, Holland/Belgium, Denmark, France, Southern France, and Normandy/Bordeaux.
  • 5 PUs if Axis powers control either Volgograd or Novgorod.
  • 5 PUs if there is at least one German land unit in Egypt, whether or not it is controlled by Italy or Germany.
  • 5 PUs if Germany controls both Denmark and Norway and Sweden is not allied-controlled.
Russia
  • 5 PUs if Russia is at war, sz125 has no Axis warships (all sea units except transports), Archangel is Russia-controlled, and there are no allied units in any Russian territories.
  • 3 PUs for each originally German territory that Russia controls only if Russia controls its original territories.
UK
  • 5 PUs if there are no German subs.
  • 5 PUs one-time for the first UK liberation of one of Holland/Belgium, Normandy/Bordeaux, or Western Germany. (5 only, not 10, not 15.)
Italy
  • 5 PUs if no Allied ships are in the Med: sz99,...,sz92.
  • 5 PUs if Africa has no allied units.
  • 5 PUs if Axis controll all of: Egypt, Southern France and Greece.
USA
  • 5 PUs one-time for the first USA liberation of one of Holland/Belgium, Normandy/Bordeaux, or Western Germany. (5 only, not 10, not 15.)
  • 30 PUs if USA is at war and both EUS and CUS are American-controlled.
French
  • 4 Free Infantry in France the first time France is Liberated.



Scrambling
Fighters and/or Tactical bombers can be scrambled from any island (not incl. UK) with an operating airfield (less than 3 damage) to help defend the surrounding sea zone using their standard defense values. They cannot retreat from scrambling (defenders can never retreat) and if the territory they were scrambled from is captured, they're given one extra movement point to land on a friendly territory or open carrier. Scrambled air cannot participate in any other battles that round.



Strategic Bombing Runs (SBR)
Bombing can now happen against both types of ICs, harbours, and airfields (attackers choice). Fighters can participate in the bombing run as escorts. Fighters in the territory being bombed can be launched as interceptors (no airfield necessary).

If interceptors are launched: a one-round air battle takes place right away where bombers dont roll, escorts roll at one and interceptors roll at two. Either attacking bombers or fighters can be taken as casualties.

After the air battle, or if there were no interceptors, the escorts are retreated and any bombers/tacs remaining can now be divied up to attack specific targets. Each target rolls its built-in AA gun against the bombers/tacs targetting it. If there is an AA gun in the territory being bombed it does not roll because its there to defend combat units and not complexes/bases.





Blockade Zones
If any enemy ships are in a power's blockade zones at the end of that power's turn, and the power controls the adjacent ground territory, then the power loses 1 PU for each surface warship and 2 PUs for each submarine present. The power in question cannot lose more PUs from a blockade zones then the worth of the adjacent ground territory to those zones.



Placement Restrictions
  • Major Industrial Complexes can only go in territories worth 3 or more.
  • Minor Industrial Complexes can only go in territories worth 2 or more.
  • Industrial Complexes can't be built on islands.
  • Over-purchase is returned and money is reimbursed.
  • Aircraft can be placed on the ground or on a [new] carrier in the adjacent sea zone that has a spot(s) open.



Units
These changes to units are things other than price/movement which you can see in the buy menu.
  • Carriers are two hit.
  • Minor Industrial Complexes have 3 production capacity. A Minor IC can be upgraded to a Major IC for 20 PUs.
  • Major Industrial Complexes have 10 production capacity. [Optional Rule: When a Major IC is captured it automatically becomes a minor IC.]
New Units
Tactical Bombers: can land on carriers, can bomb, and if paired with a tank or fighter the Tac attacks at 4.
Mechanized Infantry: can blitz when paired with a tank, and are supportable by artillery.
Carriers: now have 2 hitpoints, and when damaged they do not allow fighters to land, or to leave if cargo.

New Buildings
Harbour: Any ships that start their turn in a sea zone adjacent to a harbour get +1 movement points. Any damaged ships are repaired by a harbour at the start of the player's purchase and repair turn phase. Lastly, harbours can be bombed, and if they have 3 or more damage then they do not provide the above bonuses.
Airfield: Any air that start their turn on the ground territory with an airfield get +1 movement points. Airfields on islands (not incl. UK) allow planes on that island to scramble (see Scramble section above). Airfields can be bombed, and if they have 3 or more damage then they do not provide the movement bonus.



Credits to Veqryn for almost all related Engine code that allows this map to work.




Change Log:

2.2
Deleting connection between SZ110 and Scotland.
Deleting connection between SZ95 and Southern France.
Deleting Morocco from Gibraltar canal.

2.1
Released for everyone to download. Almost everything working, and playable.




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: World War II Europe 1940

Veqryn
Administrator
In reply to this post by Veqryn
reserved even more
Please contribute to the TripleA 2013 donation drive:
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Re: World War II Europe 1940

beelee
reservations gladly accepted!:)
job well done people
I haven't had too much trouble running the history,but there are a few minor things that you are obviously  aware of
 thanks again guys !
ice
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Re: World War II Europe 1940

ice
In reply to this post by Veqryn
holy crap, that looks awesome,

job wel done for the looks, and im sure for the rules aswel

this could be the first official aaa version im gona enjoy

ice
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Re: World War II Europe 1940

Jakob
In reply to this post by Veqryn
Hurray! Banzaii!

Good work Veqryn and Bung!
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Re: World War II Europe 1940

hapley
In reply to this post by Veqryn
hi there,

first off, thanks so much for all the work you guys have put into this. I LOVE IT!!

i downloaded and started to play and thought i would let ya know anything i find that doesnt work right (or at least seems to be wrong). im pretty sure that south france isnt sposed to be attached to sz 95. which it is atm.

thanks again for this

hapley
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Re: World War II Europe 1940

Bung
Hey yes thanks, please please test and let us know the bugs so we can fix it, I kinda think of first releases as  a pre-release, so lets fix what we can right away :)
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Re: World War II Europe 1940

Zallomallo
Bugs I've Noticed So Far!

Submarines don't appear on offence in the battle calculator!

The battle calculator produces an error when you are attacking a neutral country!

But this is very unbuggy for a first release!
ice
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Re: World War II Europe 1940

ice
not sure if its related, but i start getting an error message after i installed this map. when i deleted it the message did not disapear. it appeares whenever i open aaa or a map :


Warning: validation was turned on but an org.xml.sax.ErrorHandler was not
set, which is probably not what is desired.  Parser will use a default
ErrorHandler to print the first 10 errors.  Please call
the 'setErrorHandler' method to fix this.
Error: URI=jar:file:/C:/Program%20Files%20(x86)/TripleA/triplea_1_3_2_2/bin/triplea.jar!/games/strategy/engine/xml/ Line=6: Element type "triplea" must be declared.
Error: URI=jar:file:/C:/Program%20Files%20(x86)/TripleA/triplea_1_3_2_2/bin/triplea.jar!/games/strategy/engine/xml/ Line=768: Element type "relationshipTypes" must be declared.
Error: URI=jar:file:/C:/Program%20Files%20(x86)/TripleA/triplea_1_3_2_2/bin/triplea.jar!/games/strategy/engine/xml/ Line=769: Element type "relationshipType" must be declared.
Error: URI=jar:file:/C:/Program%20Files%20(x86)/TripleA/triplea_1_3_2_2/bin/triplea.jar!/games/strategy/engine/xml/ Line=770: Element type "relationshipType" must be declared.
Error: URI=jar:file:/C:/Program%20Files%20(x86)/TripleA/triplea_1_3_2_2/bin/triplea.jar!/games/strategy/engine/xml/ Line=771: Element type "relationshipType" must be declared.
Error: URI=jar:file:/C:/Program%20Files%20(x86)/TripleA/triplea_1_3_2_2/bin/triplea.jar!/games/strategy/engine/xml/ Line=772: Element type "relationshipType" must be declared.
Error: URI=jar:file:/C:/Program%20Files%20(x86)/TripleA/triplea_1_3_2_2/bin/triplea.jar!/games/strategy/engine/xml/ Line=773: Element type "relationshipType" must be declared.
Error: URI=jar:file:/C:/Program%20Files%20(x86)/TripleA/triplea_1_3_2_2/bin/triplea.jar!/games/strategy/engine/xml/ Line=774: Element type "relationshipType" must be declared.
Error: URI=jar:file:/C:/Program%20Files%20(x86)/TripleA/triplea_1_3_2_2/bin/triplea.jar!/games/strategy/engine/xml/ Line=1239: Attribute "type" with value "relationship" must have a value from the list "unitType territory resource player ".
Error: URI=jar:file:/C:/Program%20Files%20(x86)/TripleA/triplea_1_3_2_2/bin/triplea.jar!/games/strategy/engine/xml/ Line=1243: Attribute "type" with value "relationship" must have a value from the list "unitType territory resource player ".
Could not parse:jar:file:/C:/Users/User/triplea/maps/World%20War%20II%20Europe.zip!/games/ww2eur40.xml
games.strategy.engine.data.GameParseException: Class <games.strategy.triplea.delegate.PoliticsDelegate> could not be found.
        at games.strategy.engine.data.GameParser.getInstance(GameParser.java:328)
        at games.strategy.engine.data.GameParser.parseDelegates(GameParser.java:851)
        at games.strategy.engine.data.GameParser.parseGamePlay(GameParser.java:729)
        at games.strategy.engine.data.GameParser.parse(GameParser.java:121)
        at games.strategy.engine.framework.ui.NewGameChooserEntry.<init>(NewGameChooserEntry.java:27)
        at games.strategy.engine.framework.ui.NewGameChooserModel.createEntry(NewGameChooserModel.java:163)
        at games.strategy.engine.framework.ui.NewGameChooserModel.populateFromZip(NewGameChooserModel.java:128)
        at games.strategy.engine.framework.ui.NewGameChooserModel.populate(NewGameChooserModel.java:86)
        at games.strategy.engine.framework.ui.NewGameChooserModel.<init>(NewGameChooserModel.java:35)
        at games.strategy.engine.framework.startup.mc.GameSelectorModel.loadDefaultGame(GameSelectorModel.java:217)
        at games.strategy.engine.framework.startup.ui.MainFrame.<init>(MainFrame.java:61)
        at games.strategy.engine.framework.GameRunner2$1.run(GameRunner2.java:61)
        at java.awt.event.InvocationEvent.dispatch(Unknown Source)
        at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
        at java.awt.EventQueue.access$000(Unknown Source)
        at java.awt.EventQueue$1.run(Unknown Source)
        at java.awt.EventQueue$1.run(Unknown Source)
        at java.security.AccessController.doPrivileged(Native Method)
        at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
        at java.awt.EventQueue.dispatchEvent(Unknown Source)
        at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
        at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
        at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
        at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
        at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
        at java.awt.EventDispatchThread.run(Unknown Source)


ice
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Re: World War II Europe 1940

hepster
The game only runs in 1.5.0.0.  If you put it in 1.3.2.2. it will not work.
“A man can never have too much red wine, too many books, or too much ammunition”― Rudyard Kipling
ice
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Re: World War II Europe 1940

ice
wel it went into my user map with all mapzips, also i deleted both files with europe 40 and still getting it

edited: my mistake, i forgot to delete 1 file, fixed. anyhow thats 1 error the map gives :)

ice
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Re: World War II Europe 1940

Zallomallo
Another bug, the Strait of Gibraltar requires Gibraltar AND Morocco (besides saying it doesn't in gamenotes) as well as not even allowing submarines through!
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Re: World War II Europe 1940

Veqryn
Administrator
Ice,

The map only works with TripleA 1.5
Because it includes things that 1.3.2.2 does not understand, you will get an error every single time you try to use 1.3.2.2 and you have europe 1940 map in the user maps folder.

This is Not and error.  Just move the map zip to the program files / triplea / triplea 1.5 / maps folder


Zallo,
Morocco removed.
The subs not passing is mentioned in the game notes, so I already know about that one.

thx,
veqryn
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: World War II Europe 1940

MarkVIIIMarc
An excellent game.  I passed many hours last night playing this.  I used the UK against the More N Able Axis and my less than able Allies.  All America did was turtle up lol.  Thank goodness our South African land troops carried the day all the way up through the Balkans.

Interestingly enough the Axis about turn 5 decided to take over a good number of the true neutrals.  An interesting move.

As with any new development there seemed to be a couple glitches.  When doing shore bombardment it seemed the Axis had the opportunity to fire back at me and I had to remove casualties before my landing troops fired.  The order was something like: BB's fired bombardment, Axis troops fired back at allied land units, casualties were removed and then round two started.  Did I catch that right or were the dice flying too fast?

Also when I zoomed the map out to say 70% some of the ocean lines just disappeared.  

None the less, not bad and it did pass several hours of my overnight when I should have been sleeping for church.
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Re: World War II Europe 1940

Bung
Unfortunately triplea doesnt really zoom all that well, unlike what you might say "real game engines" can do, triplea kinda just uses the straight picture file for the map, so its like zooming a picture in and out on your computer or in your web browser, which doesnt always look very good.
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Re: World War II Europe 1940

Zim Xero
In reply to this post by Veqryn
I played 2 games as Germany versus AI.  no bugs noticed.  Very Nice first release game.  Appears to be a very strong favor towards Allies side which is fine.  Playing Germany... the first game, I gave up after using a strategy of attacking neutrals first.  This let the allies build up.  Second game I went after Russia 100% and won fairly quickly.  The politics adds color and excitement, but I feel as though Germany does better ignoring neutrals.  Germany seems a bit paralyzed by not being able to deploy into the Mediterranean in order to do much in Africa... but maybe thats just me.
'thats the way it is' makes it neither desireable nor inevitable
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Re: World War II Europe 1940

Veqryn
Administrator
This post was updated on .
Uh..... you attacked the True Neutrals?  That is a horrible strategy....

You should send 1  unit into Friendly Neutrals, and generally attack Unfriendly Neutrals before you enemy can get to them.  Strict/True Neutrals should be left alone for the entire game, normally speaking.

If you are looking for a basic Axis strategy, try this:

Round 1:
Destroy as much British ships as you possibly can
Conquer all of france
Conquer Yugo
Take all friendly neutrals
Destroy Med fleets

Round 2:
Move units into a position to attack Russia
Conquer Greece

Round 3:
Attack Russia


Alternatively, you can try a round 2 attack on Russia, but you will probably have to forget about Greece if you try that.


(Sea Lion is unbalanced, so I recommend not doing Sea Lion in order to keep the game "fair")
Please contribute to the TripleA 2013 donation drive:
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Re: World War II Europe 1940

Veqryn
Administrator
In reply to this post by Veqryn
New version, 2.2, is out now.

Changes:
Deleting connection between SZ110 and Scotland.
Deleting connection between SZ95 and Southern France.
Deleting Morocco from Gibraltar canal.



Also, now included with the zip is a second game: WWII Europe 1940 SeaLion-Balanced by me

The goal of this mod is to balance out a Sea Lion attack by Germany, without affecting other Axis strategies.
Changes:
1. Two French infantry added to London.
2. The Italian fleet combined off Sea Zone 97
3. One Italian Tank moved from Northern to Southern Italy.

Reasons for these changes:
1. We want to make a Sea Lion attack more costly, so we need to add defense to London.  However, if we add British units, then the UK can use those units for attacks and stuff.  The solution is to add French units, since the French have no transports, no airforce, and only attack at 1, and multinational transportation requires 2 turns and is a pain to do.  So basically, those French units are stuck in London for the entire game, defending against Sea Lion only, which is our goal.
2. The UK can destroy Italy's bigger fleet with 93% chance on round one, even before the Italian turn.  By combining, we are giving the Italian player a chance for some fun, and also forcing the UK to decide where it wants its air and naval force, giving them not much else to do except defend London.
3. We do not want UK gambling on a round 1 attack on Italy's capital, now that the fleet is moved.  So we move the tank back a space.  Since it has 2 movement, it can still reach where ever it wanted to go (France/Yugo/Africa).


thanks,
veqryn
Please contribute to the TripleA 2013 donation drive:
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Re: World War II Europe 1940

Veqryn
Administrator
This post was updated on .
In reply to this post by Veqryn
Europe 1940 version 2.3 released

only works with TripleA 1.5.1

Changes:

Preventing Combat-Movement takeover of Friendly Neutrals. You must now wait for Non-Combat Movement phase to take over them.
Allowing Submarines to pass through Straight of Gibraltar no matter who controls it.
Deleting connection between SZ65 and Ecuador
Deleting connection between SZ76 and Kenya
Deleting connection between SZ86 and French Guiana
Deleting connection between SZ88 and Venezuela
Deleting connection between SZ89 and Central USA
Adding Sea Zone 128 and its connections


thanks,
Veqryn



edit:
also, with TripleA 1.5.1, you can now play online and also browse the history panel, without any bugs!

Please contribute to the TripleA 2013 donation drive:
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123