Global Triumph: Second Strike logo

Conquer the world on your schedule! Claim a country and fight by land, sea, and air in this long-term, multiplayer browser strategy game.

Global Triumph: Second Strike Development

1 to 50 of 52
#1
User Icon
I've got the foundational pieces of the game up and running, and I'm close to opening up a world for people to play along as I add and test all the new features!

For now, here's a quick preview of the map and the different ways of setting land unit attacks.

- Attack Sector will send the unit (or group) along the fastest path (since sectors now have a terrain that affects movement speed).

- Attack Path will choose the most direct paths along the click line.

- Perpetual Attack sends units off in a direction.

Those attack paths will be followed through each cycle, for as far as the unit can move!

#2
User Icon

One thing I realized with setting "Attack Sector" with a group is that selecting the fastest path to the destination separately would lead to units becoming bottlenecked. So, I've adjusted the group setting to find the fastest paths while accounting for the expected movement of the other units in the group. You can immediately see the difference in the attack paths!

For the second group attack, I also clicked to enable the movement overlay as well as terrain view so you can see why it chose the route it did.

And finally, another attack method: swarm! This tells the unit to continuously head towards the closest sector that the country doesn't own, until there are no more sectors that are reachable by land.

#3
User Icon

I've added links to preview or play the alpha map. Remember, the game is in development, so things may change or break at any time! Playing the alpha map would be more about exploring the new game, helping test, and providing feedback.

#4
User Icon
I should note (since the help section won't be written until the game is built out), hold shift and drag on the map to zoom to your selection and hold ctrl to group select/toggle units.
#5
User Icon

Looking forward to this. It’s been a long time coming.

Thanks for getting this project going again. I’ll pass the word. 

#6
User Icon

Finally I can return to the place of my greatest victories. And my most embarrassing defeats..

I look forward to a glorious Alpha world campaign

#7
User Icon

Amazing! Glad to see this project being revived. The Golden Horde will march across the land (and sea) once again! 

Few notes but mostly assuming these are features that have not been implemented yet since this is Alpha after all: (1) From muscle memory, found myself attempting to combine units already but did not find an option to do so. (2) Sea base buildings do not appear as available to build but units have a board transport button. (3) My unit orders are in the log but I no longer see them on the map after closing the window and coming back. (4) The layout, map zoom, and the new tile set is really cool. 

#8
User Icon

Kadath, yes, there are features that will be built out over the next few weeks. (I'll do a separate thread on that.) The attack lines should be showing, though. To confirm, could you have clicked the "Preview Alpha Map" when you didn't see the attack lines? Or is it definitely when you click "Play Alpha"? If it's in the game, I'll have to debug.

#9
User Icon

Also, regarding unit merges, I think I may just have build and sell. I think I like the idea of the strength of a unit being reflective of a given unit's power rather than the number of them (which can them split and merge). And side note, sell is still to come.

Another change I made it scale. The alpha map is the medium size world, and I'm thinking of sectors more like provinces. Movement isn't quite as intense as the old game, so not quite as many pieces to gobble up. But, if you look at the feature list on the GT home page, you'll notice that more strategy will be needed on expansion as I build the rest out!

#10
User Icon
Also, welcome back to you all!!! I'm really excited to be bring this game back to life and having you guys play again!
#11
User Icon
Johnny
Kadath, yes, there are features that will be built out over the next few weeks. (I'll do a separate thread on that.) The attack lines should be showing, though. To confirm, could you have clicked the "Preview Alpha Map" when you didn't see the attack lines? Or is it definitely when you click "Play Alpha"? If it's in the game, I'll have to debug.

Johnny very exciting! I clicked the red Play Alpha map. The attack lines are not showing at all but verified the orders are still there. Now, if I cancel one of the units attacks the lines will reappear but the issue persists when I reload. See attached. This is on Chrome in both mobile and desktop. 

#12
User Icon
Okay, I made some adjustments to map processing that might have been the cause. Can you try again? If that doesn't do it, can you please go to the Chrome menu, More Tools, Developer Tools and see if there are any errors in the Console?
#13
User Icon
Johnny
Okay, I made some adjustments to map processing that might have been the cause. Can you try again? If that doesn't do it, can you please go to the Chrome menu, More Tools, Developer Tools and see if there are any errors in the Console?

Johnny that worked! Attack lines are back and no console errors. Will let you know if we encounter any more! 

#14
User Icon

I tried to cancel an airplane build and it still shows, then I cancelled an infantry build and that seems to not work either I will update, after the update if it actually canceled.

#15
User Icon
R005T3R_D
I tried to cancel an airplane build and it still shows, then I cancelled an infantry build and that seems to not work either I will update, after the update if it actually canceled.

So after the upload I had 17 jets which should have cost me $13,600 after looking at how far they can fly I have 13, I only paid for 6.

#16
User Icon
R005T3R_D
So after the upload I had 17 jets which should have cost me $13,600 after looking at how far they can fly I have 13, I only paid for 6.
R005T3R_D it looks like most went through but an order failed due to funds. I added some error messaging so if something fails (network issue, etc.) there will be a notification instead of failing silently.

Another thing I realized that I missed was that I have a 3m "freeze" on orders before the cycle, but it accidentally defaulted to 60 minutes. So, if you were trying to make changes after 3AM, they would have failed. I fixed that.

#17
User Icon
During tonight's 4AM cycle, sea bases and units will become active!
#18
User Icon
Johnny
R005T3R_D it looks like most went through but an order failed due to funds. I added some error messaging so if something fails (network issue, etc.) there will be a notification instead of failing silently.Another thing I realized that I missed was that I have a 3m "freeze" on orders before the cycle, but it accidentally defaulted to 60 minutes. So, if you were trying to make changes after 3AM, they would have failed. I fixed that.

I was definitely trying to delete the jet and the soldier in that window (I’m on mountain time) but I also only clicked one jet to order and one missile I was trying to check price and range, so I decided to buy one of each and figure it out later. 

#19
User Icon
Just some quick suggestions as we come up on the third cycle: (1) select all  in the orders menu (2) maybe a different color (yellow?) for unit dashed paths indicating the distance estimated to be travelled during the next cycle and leave white for anything beyond that (or even different color codes for each cycle). (3) Is victory progress meant to be 75% of occupied territory or all territory? 
#20
User Icon

1) Done!

2) Done! Though, I made the next cycle's movement be solid white and the remainder be dashed white. (I used yellow for boarding/disembarking and green for air attacks.)

3) The "Advantage" game mode is a percent of occupied territory, once at least 50% of the map is occupied. But, I just changed the value to 90% for Alpha.

Also, FYI, after tonight's cycle, Bridges and Fog of War will be active!

Edited 1 time - last
#21
User Icon

Let's gooo!!!

(is there a restriction on new players? my 14 yo son- who wasn't even born yet when we started with round 1!!! signed up, but can't get started on the map)

#22
User Icon
Johnny
1) Done!
2) Done! Though, I made the next cycle's movement be solid white and the remainder be dashed white. (I used yellow for boarding/disembarking and green for air attacks.)
3) The "Advantage" game mode is a percent of occupied territory, once at least 50% of the map is occupied. But, I just changed the value to 90% for Alpha.
Also, FYI, after tonight's cycle, Bridges and Fog of War will be active!

1) Amazing! 

2) This is good. The only other feedback here is perhaps the Attack Path option should also draw in the solid white line for moves within the movement range (and dashed beyond that) before the confirmation of the order. It shows up fine after confirmation but would help with decision making. Not huge, just QOL and probably good for my brain to do some simple math either way. 

I do like that different terrain has different movement cost which requires some more strategic thought compared to the old days. Will be interesting when we have some of the first engagements. Is there some sort of terrain type/elevation defense bonus implemented or planned?

3) Got it! 


It's awesome seeing these old faces pop up in the forum. 

#23
User Icon
Railhound
Let's gooo!!!(is there a restriction on new players? my 14 yo son- who wasn't even born yet when we started with round 1!!! signed up, but can't get started on the map)

Railhound try clicking the Preview Map, then selecting a capital there.

Sorry, since I'm still building out the game, I haven't put much into the whole world list, joining, etc., yet!

And that's amazing to hear about your son not being born for the first game and hopping it now!

Edited 1 time - last
#24
User Icon
Kadath
1) Amazing! 
2) This is good. The only other feedback here is perhaps the Attack Path option should also draw in the solid white line for moves within the movement range (and dashed beyond that) before the confirmation of the order. It shows up fine after confirmation but would help with decision making. Not huge, just QOL and probably good for my brain to do some simple math either way. 
I do like that different terrain has different movement cost which requires some more strategic thought compared to the old days. Will be interesting when we have some of the first engagements. Is there some sort of terrain type/elevation defense bonus implemented or planned?
3) Got it! 

It's awesome seeing these old faces pop up in the forum. 

Kadath I'll look into the path during set option!

There is both a "hunker down" and a terrain advantage to defending units, yes! This will also be put into documentation when the game is built out, but the details are:

- +2% defender damage per cycle held
- capped at +30%

- Hills: +15% defender damage
- Mountains: +25% defender damage
- Forest: +10% defender damage
- Plains/grass: no bonus

And agreed, love seeing old faces back on here!

#25
User Icon

Johnny is there an order to how ground units move, or is it the order I set it up?

#26
User Icon
R005T3R_D
Johnny is there an order to how ground units move, or is it the order I set it up?

R005T3R_D your units move in the order you set the attacks, correct!

#27
User Icon

Kadath I updated the "Attack Path" to calculate the route with each click, allowing me to highlight the next cycle's movement as solid and then dashed beyond. Also has the benefit of seeing what each click will do instead of seeing it at the end!

#28
User Icon

I loaded a Jeep and a construction truck on each of my two transports, I can’t move either. But I can’t select the transport ship itself. The other transport is new and empty.

#29
User Icon
R005T3R_D it’s fixed! The game should have only let you issue one board command at a time. I relocated the stranded units.
Edited 1 time - last
#30
User Icon
Johnny
R005T3R_D it’s fixed! The game should have only let you issue one board command at a time. I relocated the stranded units.

So I thought we could load 2 things on a transport, but in retrospect it might have been axis and allies… was that here or there lol

#31
User Icon

Hah, it must have been the other! But, it's my fault for not checking for a double boarding command. This is the kind of stuff I need to clean up in the Alpha map!

I'll be building out the rest of my ideas for the roadmap thread, then I'm going to start a Bravo map that has everything enabled from the start. The Alpha map is the medium size, so I may try the large size for the Bravo. I think the Research tab will be the most interesting, seeing what path people take for unlocking objects!

#32
User Icon
Johnny
Kadath I updated the "Attack Path" to calculate the route with each click, allowing me to highlight the next cycle's movement as solid and then dashed beyond. Also has the benefit of seeing what each click will do instead of seeing it at the end!

This is perfect! 

#33
User Icon

Some minor comments/questions/suggestions for today: 

(1) Is there meant to an air base transfer order for air units? I can't seem to find and if not would be helpful! To include the ability to sell air units.

(2) I'm digging the new economy system.  Still trying to figure out some of the nuances  but that's part of the fun. That said, it would be nice to see the projected 3 radius when building a new refinery - have to eyeball it right now. 


#34
User Icon

Kadath (1) I added a Sell option to air bases. (Forgot to include that!) I'll plan on adding a transfer, too, though I'm thinking that will only be for planes and helicopters.

And (2) I added a function that works when in Economy view. Clicking a sector will highlight all the sectors that would be in refinery range.

#35
User Icon

A few notes so far.

1) This is not the same game. You can see its bones but it is much more complicated

2)The early game is the most important. Missing three out of the first five days is your doom.

3)I don't really understand the point of refineries.  Sectors have value. I earn that value. 

4)Pay attention to your income. Otherwise you are going to find yourself in a battle you can't win

Thanks for bringing the game back. 

#36
User Icon
Hanibel
A few notes so far.
1) This is not the same game. You can see its bones but it is much more complicated
2)The early game is the most important. Missing three out of the first five days is your doom.
3)I don't really understand the point of refineries.  Sectors have value. I earn that value. 
4)Pay attention to your income. Otherwise you are going to find yourself in a battle you can't win
Thanks for bringing the game back. 

Totally agree. That old game had some good bones so I am really enjoying this revival so far. 

Early game was always important. It remains to be determined but I have a suspicion it will be less important in Second Strike than it was in the old days. 

A lot of the old tricks for fast/exponential growth are muted or non-existent now: (1) New bases and units take a full turn to build -  these were instant gratification in the old days  (2) no more splitting units as you expand to capture more territory (3) No more instant movement with construction trucks (4) no more coast hopping, you could expand ridiculously far with the right mix of units and transports. Boarding now takes a full turn and doesn't allow ship movement in the same turn. Kills that old strategy. (5) Heartland - there's a cap on how much resources/income you can have without building refineries. (6) I see some hints at other mechanics that benefit smaller players (insurgency, defense bonuses). 

In all, I think the first engagements will be really telling but I'm going to guess that the big guys who had an earlier or more efficient start won't be able to steam roll as effectively as they could in the old game. 

#37
User Icon

Agreed, same bones, but a lot more layers now! This is the vision I've had for the game in the back of my mind. When I first built the game, I pictured people having a lot more protracted battles before a victor emerged. The original game was a bit too much of just a simple race for sectors. I want more balance and strategy.

With this game, rapid expansion can come back to bite you. You have to get trucks out to build refineries to earn income from sectors beyond your heartland. (You can see this in the Economy map view.) You also can't leave your inner land too exposed, with paratroopers now being an option. And, defending units have an advantage, so being the aggressor has more challenge.

And, I added rebels so countries being overrun have a real chance at stopping an incursion from a bigger country. They have a fighting advantage in their heartland, and they are free. The more land you lose, the more rebels you get (since more people are motivated to join the fight to save their country). So, if you're going to try to take a country out, you have to work for it!

Lots of new dynamics, so I'll definitely appreciate all your feedback. If it's still too easy to steamroll, I'll make more adjustments. I'll also be looking for feedback on the new Research component. I'm not sure if it'll be too quick to unlock objects.

I'm happy to bring it back, and I really appreciate you guys coming back to play!

#38
User Icon

Also, now that I think I'm mostly caught up on the GT features I wanted to build out, I'm going to flesh out some of the TMS site (like adding Notes back in, so players can communicate) and the GT page (world list, etc.). Then I'll start dabbling in some promotions to see if we can draw in more players.

Plus, I think I mentioned before that it might be interesting to add a single player mode, where you play on a smaller map, choose the other country difficulty levels, and "cycle" any time you want. That way people who enjoy the game can play as much as they want.

And that brings another idea to mind. If the player base is low, it might be interesting to assign AI control to unclaimed capitals in public worlds. Let me know what you guys think!

#39
User Icon

Johnny    Good luck! Would love to see this game thrive.

Have my own very small web game project and have found sub-reddits are good place to get some free traffic and feedback when you're ready. Would suggest r/PBBG or r/WebGames to start.

Edit: Adding a shameless link plug but thought you might enjoy the share. Much dfferent type of game but you may notice some subtle GT influence...

Edit 2: The forum link feature doesn't seem to work or maybe is being blocked. https://playpush.net/

Edited 6 times - last
#40
User Icon

Kadath going to test a link embed. If this works, please let me know what seemed to go wrong when you tried it! And that's awesome you've got a game, and love that there were some hint of GT influence in it! I'll give the tutorial a run through later.

#41
User Icon

I'm going to be building out the world list, preview, and join functionality. I developed a page I had in mind for previewing and joining, but there are two options with the capitals. I can either not show taken capitals at all (which could make it harder to understand proximity to other countries and selecting something more evenly spaced), or I can show taken capitals (which would let all players and public see where each country is on the map). I know there's a Fog of War now, but I'm thinking the location of a country's capital doesn't necessarily need to be secret. Since Alpha is just our dev map, I'll leave taken capitals visible for this example page.

Let me know what you guys think!

#42
User Icon
Johnny
Kadath going to test a link embed. If this works, please let me know what seemed to go wrong when you tried it! And that's awesome you've got a game, and love that there were some hint of GT influence in it! I'll give the tutorial a run through later.

I see the embedded link in your post. Note it looks fine on desktop view but a bit wonky on mobile.  

When I tried to post it earlier, the embed link looked fine in the message draft but didn't end up in the  post. I didn't see any notification of errors and have been on mobile all day so hard to check console.


#43
User Icon
Johnny
I'm going to be building out the world list, preview, and join functionality. I developed a page I had in mind for previewing and joining, but there are two options with the capitals. I can either not show taken capitals at all (which could make it harder to understand proximity to other countries and selecting something more evenly spaced), or I can show taken capitals (which would let all players and public see where each country is on the map). I know there's a Fog of War now, but I'm thinking the location of a country's capital doesn't necessarily need to be secret. Since Alpha is just our dev map, I'll leave taken capitals visible for this example page.Let me know what you guys think!

This looks really slick with the elevation relief and 3d. Still stuck on mobile now but it was fun to explore and was fairly intuitive to navigate with touch controls. Assuming you plan to allow a similar view during play?

I don't think capital locations of other players should be a secret by default (but still might be a fun mode option if you intend for custom games). 

From a practical or even "role-play" stand point all of these nations at this tech level shoulf have some idea of where other nations are.

I do feel a bit bad about steaming over Bagel last round, not sure if they knew I had troops that close when they started yesterday... might be worth considering giving late players a view of the area to the extant of the heartland range so they are aware of immediate dangers...

#44
User Icon

Question about Jets and air attacks in general.
Air attacks are based on attacking a sector. Which is great for attacking building since they cant move. 

If I send a jet after a jeep and the jeep moves first, I attack an empty sector.

Also I cannot send multiple jets to attack the same sector. I get an message stating that an attack has already been scheduled for that target.

#45
User Icon
Hanibel
Question about Jets and air attacks in general.Air attacks are based on attacking a sector. Which is great for attacking building since they cant move. 
If I send a jet after a jeep and the jeep moves first, I attack an empty sector.Also I cannot send multiple jets to attack the same sector. I get an message stating that an attack has already been scheduled for that target.

My jeeps are just faster than your jets! 

Agree here, seem to recall legacy GT had a target tile and a target unit option for air units?

#46
User Icon
Hanibel
Question about Jets and air attacks in general.Air attacks are based on attacking a sector. Which is great for attacking building since they cant move. 
If I send a jet after a jeep and the jeep moves first, I attack an empty sector.Also I cannot send multiple jets to attack the same sector. I get an message stating that an attack has already been scheduled for that target.

Hanibel ah, I complete forgot about setting air attacks on units! It's in place now. I split "Launch Attack" into "Attack Sector" and "Attack Unit."

As for same sector attacks, I made that change with the switch from strength to health/skill. Since units aren't built at level 1-9 anymore, it didn't seem fair to be able to so easily send 9 air units to attack it at once. If you have the resources and want to strike it multiple time, it will require the expense and time to set attacks from multiple air bases in range. I figured that would help balance the game more.

#47
User Icon

Opinion! Should treaties between countries be public (thumbs up) or private (thumbs down)?

#48
User Icon
Johnny
Opinion! Should treaties between countries be public (thumbs up) or private (thumbs down)?

Private but make it something these spy units can uncover via espionage??

#49
User Icon
Johnny
Opinion! Should treaties between countries be public (thumbs up) or private (thumbs down)?

Can we make it an option, a secret treaty has advantages, but showing a treaty publicly also can be a strategic move.

#50
User Icon
R005T3R_D
Can we make it an option, a secret treaty has advantages, but showing a treaty publicly also can be a strategic move.

I love this idea! I had thought that it might be interesting to get intel when getting a spy into a land base, but I had just thought maybe something like the amount of cash, or a reveal of their full fog of war range. Treaties is a really good one!

Page of 2
Previous Page|Next Page