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WaterMOD small update

Some small WaterMOD issues were fixed. Download & specifications page have been updated.

  • (any) subs can dive under any ship now. (no ZOC at all for sub class)
  • ship class rebalanced. (some pricing, movement & combat values for frigate, destroyer, cruiser, battleship)

New sprite designs

2 tables with units and terrains design updates:

  • terrain hexfields have been redesigned to fit climate classes better when used by map generator
  • units show new transports with different amounts of cargo displayed (blue boxes)
  • mod-tags next to right border of each unit sprite

    new terrain table

    new units table

WinterMOD playable

For long time WinterMOD was up our sleeve, the graphics Weewar player Madmike had drawn long time ago were ready to be used, I just put them together with some XMLs, added and changed some terrains a bit to fit the theme better and also added a new unit, the skidoo. 3 maps are ready to be played.
In WinterMOD movement over most of the snowy hexes generally costs more mobility points than on Weewar’s normal looking hex-fields. Here comes the skidoo in play. It is very fast, even faster, if it goes over snow or deep snow than the hovercraft unit, but it is hardly stronger in combat than a normal trooper. Still the cost of more than double a trooper’s price is worth it, as we all know it is crucial to reach a neutral base faster than your opponent. And you will love its additional move ability that enables you to go one hex further after having moved or attacked already, same as aircraft units can do but even  including a possible capture! The other units kept their combat values but their mobility was rebalanced slightly to make the new terrains more difficult to pass.
The terrains stayed in the principles of Weewar, mountains, woods and swamps have the same combat modifiers, only the graphics changed to winter style, plain is called snow now.
Desert was replacd with Deep Snow, all land units getting stuck in there suffer a decrease of attack and defence of -1.

Completely new is the ice hex, imagine an ice layer that is not too thick, enabling some land and some sea units to enter the same tile which is quite unique. It has these effects on units:

  • Heavy HARD units (with low mobility) cannot enter ice, because they could brake it and drown. Light & fast HARD units are okay.
  • SOFT units can cross ice but suffer -2 defense as there is no cover on it.
  • Light SPEEDBOATS can not enter and heavy BOATS need 1 turn to brake their way through 1 hex of ice (very high mobility cost). HOVERS are not affected and move like on water.
  • SUBS cannot stop on ice but they can dive beneath it, if they can reach an open water hex behind the frozen water.

Also new is the blizzard hex. I had that idea as I’ve been playing an Antarctica map on Weewar with Rahl and Norami, where void tiles were placed to represent the hostile environment. I didn’t like the void which was
looking like holes in the map and came up with the blizzard idea instead. This hex does a lot to your units’s stats, it raises defense +10 and lowers attack -10, costs much mobility and air units may not stay on the hex but only go through it.

Basically the mod is not very different to the Weewar rules and feel, the only main changes are the lower mobility, the skidoo and ice. Feel free to expand it or modify it further if you’d like to, it will be  downloadable soon.

WaterMOD continued

edit May 12th 2010 by Casaubon

Hi readers, due to the fact that Norami is very occupied at the moment Casaubon takes over his WaterMOD temporarily. I want to  expand Norami’s ruleset a little and bring it to playable state, with bigger difference from the other MODs. Land units were reduced to a few units, which merged from subclasses. For example I merged tank and heavy tank to just simply “tank” that will perform something like in the middle of the old two. Merged units got new sprites. Capturing is different, you won’t use hovercraft for captures separated by sea  in this MOD like you are used to in Weewar.

features:

    artillery

  • land units: trooper (captures), tank (2 range), anti aircraft, artillery (5 range)
  • in air similar to weewar: helicopter (captures), jet, bomber
  • in speedboat class: speedboat, torpedoboat (hunts subs), mine trawler (places seamines), jetski (captures)
  • in ship class: frigate (fast anti sub & air), destroyer (a bit weaker than in weewar), cruiser (5 range), battleship
  • in sub class: submarine, diver, scuba scooter, seamine
  • 2 stationary land units (not buildable): coast gun, stationary anti aircraft
  • additional sea & underwater terrains like deep water(+ subs, – speedboats), shallow water (no ships), reef (+ sub),underwaterbase (divers), ledge (blocks), shipyard (ship building)
  • harbors can produce speedboats but also troopers and add to naval repairs like repairshops do for land units

what could be done in a future update:

  • further balancing when there is some more gaming experience (are seamines too expensive? perform destroyers not differently enough from frigates, are cruisers too powerfull, do divers need an own class, etc.)
  • maps maps maps maps maps :)
  • implement the aircraft carrier and freighter unit to the ship class, if transports are implemented in weebot. also change seamine placement from a captured build (like an oilrig build in KajahMOD) to the mine trawler’s real cargo without making the trawler disappear after placement, which is also possible only with code enabling implementation of real transports.
  • I also tried to draw a Harrier (aircraft) but failed, planes are the most difficult to draw in weewar style. Maybe anybody can achieve that later.
  • For a more detailed Html information table see the

    new WaterMOD Unit & Terrain Specification

    WaterMOD land units in action:

WaterMOD navy in action:

WeeBOT day of play

Hi folks,

it seems that currently Weebot is more about modding and editing than playing, so I had the idea to announce a certain time to host a single game by internet. Remember, we don’t want to compete with Weewar.com so there will be only single games provided every now and then. To start it off slow I will be hosting a simple game in one of the finished MODs and the participants will choose what MOD and map will be played. For a later day of play we can have a poll, but for the first time we can do the deciding by mail or comments to this post. It would be cool, if people who actually want to play in this coming up game event could make a comment here and tell us their:

  1. WeeWar Name
    (sorry if someone is completely new. He/She definitely should play a bunch of weewar matches first to learn what this is all about. Explaining to a newbie during that game itself would take too much time)
  2. Time Zone
    (we need to find a common time we could play together where everyone could do at least some turns, the game can be saved and continued sometime later, though. there is this nice browser applet that we could use to enter the player’s time zones and find a time window that is good for all)
  3. contact
    (real time messenger contact like skype would be helpful, or weewar nickname for opening a simultaneous chat there, in worst case just an email address should work too. The host needs to tell you how to configure the clientconfig.xml and serverconfig.xml or send these 2 files already setup over to you in order to connect the clients to the server.)

Also planning to record the game by the WeeBot HQ app and display the video here with the results :)

edit (4/25/2010 player time zones added):
Australia (East): Kajah
USA (East): Norami
Austria: Yourtime, Casaubon
Poland: Bladum
feel free to join the list! :)

edit (4/28/2010 map suggestion added):
we could play this 5 player map where the 6th purple player could be played by the AI

Case studies for WildWestMOD terrains

My second post for WildWestMOd is regarding
the graphical style for terrains; I left the Weewar design principles in some points:

  1. bases that can be captured do not change their color as a whole but the change of ownership adds only distinctive  attributes. those are side specific colors at the  hex-borders (as you have seen already in the factions post)  and a flag or any other side- specific symbol
  2. items that can be manipulated (like units or capturable terrain) have a black border to display more contrast to background
  3. the playing field consists of terrain hexes that look less symbolic than in weewar and are more naturalistic. I’m working on 3 naturalistic terrain sets : grassy (green set), barren (red set), and prairie (yellow set).
  4. combination of naturalistic terrain and more comic style units (and buildings) should help the player to distinguish between the map and things he actually could manipulate
  5. terrain of the same kind may show just 1 or more than 1 slightly different graphics to increase diversity of the whole map appearance
  6. hex size is 10 px larger

Ruins changed in CasaMOD

Hi another small update for CasaMOd, I changed the rules for ruins, I thought they were not different enough from other terrains. Formerly their stats were just kind of a different looking tile for woods that fits better into some streetfight maps. I made them capturable now. After your units captured the ruins, like they fortified some of them with sandbags, brought in crates with supplies (ammo, spare parts & donuts?) and set up tents, ruins now boost repairs, defense  and create a minimum of income. It was kind of hard to make them look owned by colors like green or yellow because of the indifference to the sandy or grassy floor texture, so I added tents in the middle to the captured state, while the neutral grey state doesn’t show the tents.

neutral ruins captured ruins

  • can be captured
  • generates 5%  income
  • specifications changed to
    - HARD, AMPHIBIC same as in town or base (repair only +1 if captured)
    - SOFT  attack/defense +1 (& another +1 if captured)
    - SOFT repair +3 if captured  (main feature)
    - movement cost same as on town, base etc.

I also thought of removing wasteland completely form CasaMOD, I didn’t use the terrain much except in 2 city maps (NY, Wien). The stats are pretty much same as for roads and the tile feels a bit redundant. Don’t you think I should take it out to decrease the amount of terrains in terms of simplification?

Another idea, what do you think about that; as I made the New York map there is a single terrain there named “landmark” and showing the Statue of Liberty and giving extra $$$  if captured. As I made other country or city maps I thought I could add landmarks there too. The California map could have the Golden Gate Bridge and the Nevada map the Hoover Dam etc. I’m not sure, if each one would need its own specifications xml file. Kajah could several .png be linked to 1 specification xml in the imagemap xml or do they need to be all separate with unique IDs? What do you guys think of the landmark terrain in general? Is the landmark idea good at all or should I keep the terrains limited without them?

edit Apr.08

Okay I added the Golden Gate Bridge as second landmark terrain to casaMOD, you can see it in red ownership on the California map screenshot in the previous post. It gives you 300% income if captured and behaves like a normal bridge. The CasaMOD upload will be updated soon, including the bridge and some minor map balancing changes.

Maps update for CasaMOD

Some of the new maps  have not been included in the former version, so the CasaMOD download has been updated, purged from original weewar maps and includes all modified maps now, some minor balancing has been done too. There will be a further map update later hopefully, but currently I’m shifting my attention to WildWestMOD again.

Maps that have been altered for this mod, containing CasaMOD specific terrains like wasteland, hills, mountain peak, shallow water, deep sea, roads, ruins or landmarks:

  • Jungle river
  • XS 2pl.

    small fight for a crossable river.

    important  terrains: bunkers, jungle, forests, shallow water

  • Crossroads
  • S 3pl. (FFA)

    small  map with a single road connecting the factions.

    important  terrains: plains, roads, towns, bunker

  • Waters
  • S 2pl.

    small sized sea-fight scenario with 2 bases 2 harbors and 1 airfield for each player.

    important  terrains: water, deep sea, shallow water, harbors

  • Nevada
  • M 2pl.

    medium sized fight in the deserts and mountain ranges of nevada.

    important  terrains: deserts, mountains, hills, towns

  • Lakedon
  • M 3pl. (FFA)

    medium sized and geometrical sea-fight scenario, with a stronger red player in the center.

    important  terrains: deep sea, shallow water

  • California
  • M 3pl. (FFA)

    medium map with invasion from sea and land based battle.
    important  terrains: roads, towns, mountains

  • Central America
  • L 6pl. (teams)

    large sized map displaying warring latin american states split in 2 teams (red white purple vs. rest).
    important  terrains: jungle, hills, roads, towns, mountains

  • Nam68vietnam68 map for CasaMOD
  • L 2pl.

    large map where masses of red viet cong troopers face blue US fire power.
    important  terrains: jungle, forests, swamps, hills, shallow water

  • Wien Habidere
  • L 6pl. (FFA)

    large city map of the Austrian capital with 2 starting positions for each player.
    important  terrains: bases, towns, roads

  • New York in ruins
  • XL 6pl. (FFA or teams)

    extensive street-fight scenario with very many capturable structures that produce low income.

    important  terrains: bridges, towns, ruins, wasteland

  • From Casablanca to Cairo 1942
  • XXL 4pl. (teams)

    huge historical world war II scenario in north africa of 1943 played in 2 teams.

    important  terrains: deserts, hills, roads, towns, bunkers, harbors, airfields


Weebot as unit

I thought it would be fun to add weebot as a playable unit to KajahMOD to have a kind of maskot :) so there is a small update to KajahMOD uploaded. to top it I added also a weebot headquarters terrain that actually can build those robots so some folks might get confused by the same names of unit, terrain and the apps  ;-)

Changes since last update:

  • download updated
  • new map weebot industries: a 3 player map you can play as teams (red + plue vs. purple) or FFA. the pressure from both sides competes with the economical potential of the middle player. weebot industries map preview
  • new unit: Weebot
    though it is hard class (like tanks) it can capture structures and terrain(!). combat values are 5 in attack & defense, range is 1, move is 3 hexes.  the main feature of weebot other than capturing  is it’s cheap prize of 100, low upkeep cost of 2 and the fact that snipers wont do much damage on them (for comparison troppers have an upkeep of 10 and defense value of 6)
  • new terrain: weebot headquarters
    the new weebots can be built in the new weebot hq only, this hex has the same combat modifiers like  a base. it doesn’t produce any income though and cannot produce any other units than weebots. so if you don’t want any weebots appear on your map and stick to the classic units,  just don’t place the terrain that could produce them.

Factions in WildWestMOD

This will give you an idea of the sides you will be able to play in  WildWestMOD.  I was working on new graphics for the 6 factions. Each set with a total of about 10  different looking units, split into the 3 combat classes infantry, cavalry and artillery. A building class (like in KajahMOD) will also be provided to display destructible fort walls. The support units are part of the infantry class, such as builders or wall destroyers, can be built in special bases only and do not appear that often on the maps, if there is no forts or spots to found new income generating structures (such as gold-mines etc). In average the three main combat  classes contain three different units and the drawing is almost finished, the few units marked with a *  have not been drawn yet. The units visible below are shown, when a structure is beeing captured.
Faction balancing: Normally infantry has 3 hitpoints,  cavalry 2 and artillery 1 only.  Because Indians, Pioneers and Mexicans will not be able to build advanced artillery such as the siege cannon, they get other balancing bonuses such as cheaper basic units or  some of their units get an additional hitpoint. Also Indians will get another balancing advantage (not figured out the details yet, probably an extra income generating unit like the hunting party) because they can not (re)build forts at all, but burn them down only. (I will write about terrains and forts in my next post…) Some units in different factions will share the same specifications like the yankee trooper and the rebel conscript for example, but others will be quite faction specific. Because unit hitpoints are mostly set to 3,  I’d like to have built in a certain probabilty of a unit missing its target completely when shooting on it. Especially long range units such as cannons should have a certain chance to miss charging enemies that want to get close. This option of “bad luck” will be stronger than in Weewar and balancing will be important to keep the golden mean for that.

    Yankees: regular United States Army in bluecoats and light blue pants.
    3 in infantry class: militia, troopers, skirmishers (+ 2 support units: garrison, settlers)
    3 in cavalry class: cavalry, skirmish cavalry, veteran cavalry
    3 in artillery class: horse artillery, field artillery, siege artillery

  1. Rebels: civil war Confederate States Army in cadet grey or butternut colored uniforms.
    3 in infantry class: militia, conscripts, marksmen (+ 2 support units: garrison, settlers)
    3 in cavalry class: regular cavalry, volunteer cavalry, veteran cavalry
    3 in artillery class: horse artillery,  field artillery, siege artillery
  2. Indians: plain Indian faction in greenish clothes or half naked.
    4 in infantry class: warriors, archers, musket shooters, elite warriors (+ 3 support units: pillagers, hunters, refugee party*)
    4 in cavalry class: pathfinders, horseback archers, musket riders, chief riders
    0 in artillery class: none
  3. Pioneers: not uniformed frontiersmen clothed in individual colors.
    4 in infantry class: townsmen, farmers, trappers, gunslingers (+ 2 support units : pioneers, tnt blasters)
    3 in cavalry class: wranglers, cowboys, desperados
    1 in artillery class: fort cannons
  4. Mexican: patriots’ faction in national tricolore (green white red)
    4 in infantry class: peones, guripas republicanos, guerillieros, pistoleros (+1 support unit: colonizadores)
    3 in cavalry class: charros republicanos, caballeros, caudillos
    2 in artillery class: morteros, artilleros
  5. Empire: royalists’ forces with French,  Belgian and Austrian colonial troops in empire tricolore (blue yellow red)
    3 in infantry class: line infantry, mountain troopers, legionaries (+ 1 support unit: garrison*)
    3 in cavalry class: hussars, dragoons, colorados
    3 in artillery class: mountain artillery, field artillery, le brutal
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