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Recent Posts

  • @rogercooper said in Change maxBuiltPerPlayer by a trigger:

    @victoryfirst Could this be used to change any value on an unit attachment? Potentially very useful.

    For example, in Axis & Allies: Pacific, Commonwealth and American units have a defense strength of one on the first turn. They could start 1 and then be upgraded to their regular values at the end of the Japanese turn.

    Yes, definitely yes. Just tried this in my improved module for Axis and Allies D-Day.

    The module was already finished for some time but I thought it would be a good idea to add some various game options to help balance the game. The_Good_Captain made a series on A&A D-Day where he recommended some balancing changes. There was one he didn't mention in his video but did consider and that was: "Allied Bombers attack at 4 or instead of 3". The game is too pro-German and having this as an optional rule helps out the Allies.

    <attachment name="BombersAttackAt4" attachTo="USA-UK" javaClass="RulesAttachment" type="player"> <option name="gameProperty" value="Allied Bombers Attack At 4"/> </attachment> <attachment name="triggerAttachmentBombersAttackAt4" attachTo="USA-UK" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="BombersAttackAt4"/> <option name="unitType" value="UKbomber:USAbomber"/> <option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/> <option name="unitProperty" value="attack" count="4"/> <option name="uses" value="1"/> <option name="when" value="before:ParaSurpriseBattle"/> </attachment>

    87fac4a0-a27c-4711-9aa7-d84957427a36-image.png

    There you have it! Very useful indeed.

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  • @gregorek

    Do rule changes disturb order in the purchase menu? (ie. remove then add to end, which changes location.) -

    Yes, remove a purchase shuffles the purchases after the remove and an adds to the end.

    You would have to rewrite the whole of the production list every time you did an upgrade to keep the locations constant.

    .
    Currently there is no function to test a resource.

    .
    Personally I would remove the TIMER and see if the game plays well enough without it.

    Good, Bad, Ugly?

    I would let the players decide. I will be one of them 😁

    .
    As @wc_sumpton suggested create a Jurassic - Official Thread under 'Maps & Mods, ask your questions under it and show case your progress. Keep the first post to advertise the mod.

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  • W

    @gregorek said in Buying Tech as Units:

    Currently, I'm writing PERL scripts to create the game file, but will try this.

    Respect.

    @gregorek said in Buying Tech as Units:

    Currently, I'm writing PERL scripts to create the game file

    Again, Respect.

    @gregorek said in Buying Tech as Units:

    Drawing feathers on dinosaurs is exhausting.

    Check 'Map Making' @Black_Elk has posted a lot of great stuff, drawing is not my forte.

    There seems to be a lot of good ideas here. My thoughts are, take all this one step at a time. Decided what benefits each evolution brings, which units change with each evolution, because you are changing production frontiers, you can change more than one unit at a time and add new units.
    You should also think about creating a 'Jurassic' space under 'Maps & Mods' where you can ask specific questions about your map. This topic 'Buying Tech as Units', IMHO, has been answered.

    Still hoping to be helpful.

    Cheers...

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  • G

    Great work. Thank you.

    Currently, I'm writing PERL scripts to create the game file, but will try this. Drawing feathers on dinosaurs is exhausting.

    I like the production swapping because evolution will be sequential. Do rule changes disturb order in the purchase menu? (ie. remove then add to end, which changes location.)

    I was about to post a request for a hashavehadResource checker. Was reading some of your passed conversations. How did that resolve? Is there a method for checking the status of another player's Fuel (for example) and using that as a condition? If not ... I'll use units (isInfrastructure) placed into capitals to note the evolution, and keep adding with each round until the grant condition triggers. Can also place hidden units into impassible territories to record other items in conjunction with unitPresence.

    This is my ugly hack for creating a TIMER (untested, just sketching), to be activated when a player buys an evolution like feathers, then nests, ... and so on. The TIMER is meant to give ALL players the evolution due to gene pool contamination. Thus, allowing all players to keep up. The buyer gets a 6 round head start (as sketched), but other players can also buy. So, first clock must turn off all other clocks and granting the evolution cannot de-evolve a player if they've already moved on to the next.

    <attachment name="conditionAttachmentHettangianE1" attachTo="Hettangian" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="directPresenceTerritories" value="map" count="1"/> <option name="unitPresence" value="feathers" count="1"/> </attachment> <attachment name="triggerAttachmentHettangianE1" attachTo="Hettangian" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentHettangianE1"/> <option name="when" value="after:HettangianPlace"/> <option name="frontier" value="productionHettangianE1"/> <option name="removeUnits" value="all:feathers" count="1"/> <option name="placement" value="HCapital:HEFeather" count="1"/> <option name="uses" value="1"/> </attachment> <attachment name="conditionAttachmentHettangianE1timer" attachTo="Hettangian" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="directPresenceTerritories" value="HCapital" count="1"/> <option name="unitPresence" value="HEfeather" count="1"/> </attachment> <attachment name="triggerAttachmentHettangianE1timer" attachTo="Hettangian" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentHettangianE1timer"/> <option name="when" value="before:HettangianPlace"/> <option name="placement" value="HCapital:HEFeather" count="1"/> <option name="uses" value="5"/> </attachment> <attachment name="conditionAttachmentHettangianE1done" attachTo="Hettangian" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="directPresenceTerritories" value="HCapital" count="1"/> <option name="unitPresence" value="HEfeather" count="6"/> </attachment> <attachment name="triggerAttachmentHettangianE1done" attachTo="Hettangian" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentHettangianE1done"/> <option name="when" value="before:HettangianPlace"/> <option name="activateTrigger" value="triggerAttachmentE1giveall:1:false:false:false:false"/> <option name="uses" value="1"/> </attachment> <attachment name="triggerAttachmentE1giveall" attachTo="Hettangian:Sinemurian:Toarcian" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="activateTrigger" value="triggerAttachmentHettangianE1grant:1:false:false:false:false"/> <option name="activateTrigger" value="triggerAttachmentSinemurianE1grant:1:false:false:false:false"/> <option name="activateTrigger" value="triggerAttachmentToarcianE1grant:1:false:false:false:false"/> <option name="uses" value="1"/> </attachment> <attachment name="conditionAttachmentHettangianE1grant" attachTo="Hettangian" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="directPresenceTerritories" value="HCapital" count="1"/> <option name="unitPresence" value="HEnest" count="1"/> </attachment> <attachment name="triggerAttachmentHettangianE1grant" attachTo="Hettangian" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentHettangianE1grant"/> <option name="invert" value="true"/> <option name="frontier" value="productionHettangianE1"/> <option name="removeUnits" value="all:HEfeathers" count="9999"/> <option name="placement" value="HCapital:HEFeather" count="1"/> <option name="uses" value="1"/> </attachment>

    To turn off all player feather clocks, the grant trigger can via [placement] a different HEGFeather unit to display instead of HEFeather used by the conditions, for example. Also, use that unit's presence instead of the next evolution (ie nests) to prevent de-evolving the player. This would be replicated for each player and evolution. Since these clock units are auto-placed by the triggers into capitals, one unit type for all should work. Thus, NoFeather (hidden, transparent) --> feather --> clockFeather --> hashavehadFeather.

    Current plan is ordered evolutionary path, but 'granters' can check all evolutions and set production frontiers (or build up piecemeal by rules) via other conditions/triggers. This way future alliances can buy different evolutions, with maybe added clock delays to promote alliance inheritance first.

    Good, Bad, Ugly?

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