World War II Global 1940 Alpha 3

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World War II Global 1940 Alpha 3

Veqryn
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This post was updated on .
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
Please contribute to the TripleA 2013 donation drive:
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Re: World War II Global 1940 Alpha 3

Veqryn
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This post was updated on .
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.

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 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
  • Germany/Italy/Japan can declare war on USA or Russia or China at any time.
  • If Germany/Italy/Japan is at war with one of USA or Russia or China it doesn't affect relations with the other.
  • While not yet at war with the USA, Japan may not move into sea zones within 2 spaces of Western USA or Alaska.

Russia
  • Russia cannot go to war against the Germans and Italians until the beginning of purchase units phase of Russia 4, unless of course they attack it first, or the Axis capture London.
  • Russia and Japan may declare war on each other at any time. When not at war, Russia may not enter China.

USA
  • If USA is not at war with Germany or Italy, USA may only move its units to sea zones touching USA territories and also Sea Zone 102.
  • If USA is not at war with Japan, USA may not move its units into sea zones touching Japanese controlled territories.
  • 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.
  • Once at war, the Minor Factories in continental USA upgrade to Major Factories automatically for free, and may be used immediately.

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 Non 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 not yet at war with Russia.
  • 5 PUs for each German controlled territory: Volgograd or Novgorod or Russia.
  • 5 PUs if Axis controls the Caucasus.
  • 5 PUs if there is at least one German land unit in Egypt, whether or not it is controlled by Italy or Germany or Japan.
  • 5 PUs if Germany controls both Denmark and Norway and Sweden is not allied-controlled or pro-allied.
  • 2 PUs for each German controlled territory: Iraq or Persia or Northwest Persia.
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, Italian, or Pro-Axis neutral territory that Russia controls.
  • 10 PUs one time only, the first time Russia conquers Germany (Berlin).
Japan
  • 10 PUs if not yet at war with USA, UK, or ANZAC, and has not yet attacked French Indo-China.
  • 5 PUs if Japan controls all of Guam, Midway, Wake Island, Gilbert Islands, and Solomon Islands.
  • 5 PUs for each Japanese controlled territory: Hawaii, India, New South Wales, and Western United States.
  • 5 PUs if Japan controls all of Sumatra, Java, Borneo, and Celebes.
UK
  • 5 PUs for UK Europe if UK Europe controls of its original territories.
  • 5 PUs for UK Pacific if UK Pacific controls both Kwangtung and Malaya, and is at war with Japan.
ANZAC
  • 5 PUs if the Allies control Malaya, and ANZAC controls all of their original territories, and is at war with Japan.
  • 5 PUs if the Allies (not including Dutch) control all of Dutch New Guinea, New Guinea, New Britain, and the Solomon Islands, and is at war with Japan.
Italy
  • 5 PUs if no Allied ships are in the Med: sz92,...,sz99.
  • 5 PUs if Axis control at least 3 of: Gibraltar, Egypt, Southern France and Greece.
  • 5 PUs if Axis controll all of: Morocco, Algeria, Tunisia, Libya, Tobruk, and Alexandria.
  • 2 PUs for each Italian controlled territory: Iraq or Persia or Northwest Persia.
USA
  • 10 PUs if USA is at war and EUS, WUS, and CUS are American-controlled.
  • 5 PUs if USA is at war and Alaska, Aleutian Islands, Hawaiian Islands, and Johnston Island, and Line Islands are American-controlled.
  • 5 PUs if USA is at war and Mexico, South Eastern Mexico, Central America, and West Indies are American-controlled.
  • 5 PUs if USA is at war and the Philippines is American-controlled.
  • 5 PUs each turn the USA has one land unit in France.
China
  • 6 PUs and may build artillery if the Allies control India, Burma, Yunnan, and Szechwan.
French
  • 12 PUs worth of free units in France the first time France is Liberated (The engine will give you 4 infantry automatically. Use edit mode if you want something other than 4 infantry by deleting the infantry and replacing them with what you really want).







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
  • Major Industrial Complexes can only go in territories worth 3 or more, and must be originally owned territories.
  • 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.
  • Bombers now do 2 additional damage in strategic bombing raids, in addition to their dice roll.
  • Carriers are two hit.
  • Minor Industrial Complexes have 3 production capacity. A Minor IC can be upgraded to a Major IC for 20 PUs, but only on originally owned territories.
  • Major Industrial Complexes have 10 production capacity. When a Major IC is captured it automatically becomes a minor IC.
  • AA Guns may be taken casualty in combat, and may only fire at up to 3 aircraft each.
New Units
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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http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
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Re: World War II Global 1940 Alpha 3

Veqryn
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res
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Re: World War II Global 1940 Alpha 3

thestick
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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Re: World War II Global 1940 Alpha 3

prastle
Awesome!!!  Nice work on the sound options and sounds in game and lobby!
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Re: World War II Global 1940 Alpha 3

Veqryn
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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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Re: World War II Global 1940 Alpha 3

wirkey
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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Re: World War II Global 1940 Alpha 3

Veqryn
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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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Re: World War II Global 1940 Alpha 3

wirkey
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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Re: World War II Global 1940 Alpha 3

beelee
it doesn't make any difference to me
I think it works good
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Re: World War II Global 1940 Alpha 3

Veqryn
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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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Re: World War II Global 1940 Alpha 3

Bung
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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Re: World War II Global 1940 Alpha 3

edfactor
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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Re: World War II Global 1940 Alpha 3

edfactor
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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Re: World War II Global 1940 Alpha 3

Veqryn
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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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Re: World War II Global 1940 Alpha 3

Veqryn
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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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Re: World War II Global 1940 Alpha 3

wirkey
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Re: World War II Global 1940 Alpha 3

eurofabio
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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Re: World War II Global 1940 Alpha 3

Veqryn
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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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Re: World War II Global 1940 Alpha 3

Veqryn
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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
Please contribute to the TripleA 2013 donation drive:
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