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World War II Global 1940 Alpha +3
![]() Presenting Global 1940 Alpha +3 (and Second Edition) Map, art, and XML by Bung Conditions, Objectives, Triggers, and special XML code by Veqryn Engine functionality to be able to run the map, mostly by Veqryn World War II Global.zip Current version is 3.5, and only runs using TripleA 1.6.1.2 and later. 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
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Global 1940 Alpha +3
Credits: Bung, Veqryn Note This game uses the latest Alpha +3 rules, as posted on Larry's website. 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 When not yet at war, you may ask for permission to move through a canal, and if granted, use Edit Mode to move the units. Stuff Left TODO * Do not allow blitzing or movement through Friendly Neutrals. * Air units may not land in or move through Friendly Neutrals, including the same turn they are captured. * Friendly Neutrals can not be 'captured' with an AA Gun, only by land units with an attack power. * Kamikaze attacks will prevent bombardment. So will Scrambling attacks. * Captured naval and air bases can not be used until next turn. In other words, you can't somehow use the naval base for bonus movement during noncombat. * New Blockade Zone rules. * If UK Pacific captures Japan, the money goes to UK Pacific, even if UK Pacific's capital is occupied. * Technology does not yet work. * UK Pacific may for part or all of any Tech Tokens purchased by the British. * Tactical Bombers may only target Airfields and Harbours for strategic bombing, and may not target any factories. * Do not allow USA movement to end in Sea Zones 17, 22, 32, 33, 34, and 37. 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 European Victory Cities OR 6 Pacific Victory Cities where at least one is Rome/Berlin/Japan. Allied Victory: Berlin and Rome and Japan 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.
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 ANZAC and France only, while Japan is at war with China 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/Japan
Russia
USA
Neutrals There are three types of neutrals:
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
Kamikaze Attacks Japan starts the game with 6 attack tokens, and may begin doing Kamikaze Attacks at the start of the game. These attacks can only be done in sea zones that contain the Kamikaze symbol [the sea zones surrounding: Japan, Okinawa, Iwo Jima, Formosa, and the Marianas]. At the end of Japan's enemy's combat-move phase, Japan may target any surface warship in a Kamikaze zone for one or more Kamikaze attacks, ONLY if the enemy is conducting an Amphibious Assault from that sea zone. For each attack, a die is rolled, and a 2 or less is considered a hit. Casualties are removed immediately, and do not participate in any battles. Kamikaze attacks prevent bombardment as well. Submarines Prevent Unescorted Transports From Making Amphibious Assaults In any Sea Zone containing an enemy submarine, but not containing an Owned surface warship, the submarine will prevent the offloading of troops for an amphibious assault. Scrambling Fighters and/or Tactical bombers can be scrambled from any territory bordering a sea zone, 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)[tactical bombers can not target factories though]. 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 all air involved roll at 1 (jets rolls at 2). 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 may lose some of the PUs it would have otherwise collected. Surface warships roll 1 dice, Submarines and Air units roll 2 dice, and carriers and transports roll zero dice. For any roll of 3 or less, that amount of PUs will not be collected by the surrounding land territories. 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
Units These changes to units are things other than price/movement which you can see in the buy menu.
Tactical Bombers: can land on carriers, can bomb, and if paired with a tank or fighter the Tac attacks at 4. Tactical Bombers can also strategic bomb Airfields and Harbours (but not factories). 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 allow up to 3 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: 2.7 Fixing Strategic Bombers so that they add +2 damage onto raids. Allowed USA to go to war if Japan declares war on ANZAC / UK. Added one missing UK infantry to Egypt. Dropped price of Cruisers to 9, when you have shipyards tech. 2.6 Deleting connection between Timguska and Kazakhstan. Adding missing artwork for radar tech. 2.5 Allowed Axis powers to declare war on Americans separately, and for Americans to declare war on each Axis power separately. Fixed Danish Straight to only require Denmark. Fixed Japanese National Objective for controlling India, Hawaii, New South Wales, and Western United States. Allowed Japan and ANZAC to take over friendly neutrals on European board. German objective for unit in Egypt now counts for 5 instead of 3 pus. Added missing art for Airfields with Rockets. 2.4 Fixed issue with Mongolian units not converting to Russians under most circumstances. Prevented placement of factory units on islands on the pacific side. Switched Jehol and Shantung production. Changing Russian Lend Lease objective to only work when at war with Germany or Italy. 2.3 Changing politics to match Alpha +3 politics. Finishing stupidly complex Mongolian rules and their triggers and politics. Fixing Russian nationa objective for sz125 so that it affects all units except transports. 2.2 Added Mongolia in order to have complex Mongolian rules. Finishing Alpha +3 National Objectives. 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. Adding connection between Timguska and Novosibirsk Adding connection between Sikang and Tsinghai 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 2.1 Fixed bug preventing UK_Pacific units from turning into British units. Adding missing connection from French West Africa to Nigeria. Deleting connection between SZ95 and Southern France. Deleting Morocco from Gibraltar canal. 2.0 Everything done, now playtesting.
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res
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Nice work!
![]() About air battles: don't all attacking craft, bombers included, attack at 1, while interceptors defend at 1 in Alpha 3? |
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Awesome!!! Nice work on the sound options and sounds in game and lobby!
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This post was updated on .
In reply to this post by thestick
the xml is correct, but the game notes are not
all air attack/defend at 1 i've updated the game notes FYI: if japan attacks a russian territory by mongolia, the mongolian territories will switch sides but the units will not. Please use Edit mode to change the units to russian and i'll work out what is wrong later... (actually it was working 2 days ago, but then i changed some other things and must have somehow undid it) edit: also, apparently you can select factories to intercept. Do not do it! i've already fixed the bug, but you have to wait for the next version of triplea, again.
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Japan should be able to declare war on UK/ANZAC and US seperately. A DOW on UK/ANZAC DOES NOT mean that US are at war immediately. It only means that US may DOW on Japan on their turn.
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That is just flavor i thought.
Does it make any actual difference? (and for the 0.000001% of games where it might make a difference, there is always Edit Mode) Because it would take about 10-20 more hours to do that kind of stuff, which is why I made it simple to begin with. I'd rather like to avoid that kind of thing, unless it really is needed.
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i think it actually make a difference, if there are combinded allied fleets and Japan can just attack one of them.
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it doesn't make any difference to me
I think it works good |
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In reply to this post by wirkey
i'll get around to fixing it, just not tomorrow.
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we need to make sure the game notes has the latest updates from the alpha 3 thread, can anyone help out? there was an issue today with someone who didnt know the way the rus/jap pact worked and got upset.
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In reply to this post by Veqryn
The setup does not seem to be the Alpha 3 rules, is this intentional or is it being updated or did i get an old version?
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nevermind i figured out the problem, though not a solution yet.
the file ww2global40_alpha3 seems to be a text file instead of an xml document. |
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edfactor, you downloaded an old version
i've updated it twice since you got that version the latest one comes with the Alpha as xml, not as txt, so please go and update your map again (and check for updates regularly, because I am updating this map once every 2 weeks)
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In reply to this post by Veqryn
Version 2.4 is out,
changes Fixed issue with Mongolian units not converting to Russians under most circumstances. Prevented placement of factory units on islands on the pacific side. Switched Jehol and Shantung production. Changing Russian Lend Lease objective to only work when at war with Germany or Italy. i definitely recommend checking for updates on this map every week, so go update it now! thx, veqryn
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about the DOW on UK/ANZAC and US
http://harrisgamedesign.com/phpBB3/viewtopic.php?f=40&t=4280&start=16 |
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In reply to this post by Veqryn
Question about kamikaze stuff:
just works if the map uses politics and of course the nations involved are at war? Because I'm modding a map, not using politics and is not working. |
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i suggest you start a separate topic for your mod.
kamikazes are pretty straight forward in the xml, just read through it and also read the comments about them in POS2 xml yes, you need to be at war
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In reply to this post by Veqryn
Version 2.5 released today.
Please update your map, as this is a big list of needed changes and fixes: * Allowed Axis powers to declare war on Americans separately, and for Americans to declare war on each Axis power separately. * Fixed Danish Straight to only require Denmark. * Fixed Japanese National Objective for controlling India, Hawaii, New South Wales, and Western United States. * Allowed Japan and ANZAC to take over friendly neutrals on European board. * German objective for unit in Egypt now counts for 5 instead of 3 pus. * Added missing art for Airfields with Rockets. thanks, veqryn
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