Factory map / Campaign

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AltWW2Enjoyer
Posts: 8
Joined: Mon Sep 11, 2023 7:04 pm

Factory map / Campaign

Post by AltWW2Enjoyer »

I had an idea for a campaign (that I will be making) focused on manufacturing weapons your going to use in battle
(Already tested this in age of fantasy, think it'd work better in aoww though)
Using triggers I can make this process work
1. Player moves civ unit to marked tile with sign nearby explaining what it does
2. Civ activates condition of trigger moving them back to original space (reseting cycle) and spawning units on Map or in section of factory
3. "Worker" units either walk farther (more turns) to reach better unit spawners or spawned units progress in factory to become better and better units

I think it'd be a pretty interesting new way to play AOWW
Deciding whether or not to spend additional turns upgrading units or just deploying them
In AOWW you spend more turns to get better units, but in this map/Campaign you'd be able to "bail out" if it took too many turns to create a unit.
I make and plan for making excessively large AOWW campaigns.
41/90 maps done on A.E.A.N War.
0/(20?) On A.E.A.N, Mexican Front.
0/(80?) On Unnamed red dawn ripoff.
0/(5?) Factory campaign.
AltWW2Enjoyer
Posts: 8
Joined: Mon Sep 11, 2023 7:04 pm

Re: Factory map / Campaign

Post by AltWW2Enjoyer »

(Forgot to iterate that units spawned will most likely be AI controlled, to separate it more from normal AOWW

Plus would be different tactics
-Normal AOWW - Use positioning of units to advantage, use unit strengths
-Factory Campaign - Use strategic spawning of certain units, element of randomness, ai might make horrible decisions you'll have to work around
I make and plan for making excessively large AOWW campaigns.
41/90 maps done on A.E.A.N War.
0/(20?) On A.E.A.N, Mexican Front.
0/(80?) On Unnamed red dawn ripoff.
0/(5?) Factory campaign.
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