Improve Battle Calc Unit Ordering
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@redrum LMAO!!!! This is going to get ugly.
We are both going to go from respected members to horribly disdained people.
To quote a beautiful mind... "Vengeance is the most assured path to mutual destruction. "
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PR submitted: https://github.com/triplea-game/triplea/pull/2941
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@Frostion This change for example improves the ordering for Iron War as well. Probably affects a few of your other maps too (most likely for the better).
Before (weird seemingly random order):

After (much smoother/logical ordering):

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If the productionFrontier is triggered to remove once available units from a nations production.
And there is still some of that unit type on the map. Will it still be listed in the BC?
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@general_zod Yeah. The way it works is it takes all the units from the production frontier first then checks all your owned units that are on the map and adds in any that aren't in the production frontier at the end.
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@redrum
This change looks great! The difference between something good and something great is attention to detail
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@redrum 0 movement doesn't imply that the unit is non-attacking, as you can have it movement boosted or transported or, anyways, movement 0 units can attack in contested territories (for example, the Fortress of Napoleonic Empires FFA, when downgrading to war, that have also attack 4, but would attack if having attack 0 too). Of course, in the basic rules games there are no ways a movement 0 unit can attack. But in the moment more games are made in which there are limited combat rounds and you can place units in hostile territory, this occurrence becomes less marginal (for Napoleonic Empires FFA, attacking movement 0 units were specifically wanted, of course).
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@redrum I'm also not convinced that either movement 0 or cannot combat move units at end is always preferable.
For example, if I make a "static infantry" unit that it is 0/1, movement 1 and cannot move during combat move, I think that would be better displayed before the "infantry".
The same in case territories have movement 0 units already in it, maybe defence 1 simple ones, to represent territorial militia, or something the like (would make more sense being first, as being the foremost fodder).
I believe the ordering would be better if by the same order in which defender casualties are preselected in the battlecalculator. This would also help, especially in PBEM games, in knowing in advance what the order will be, for the defender (of course, this should be documented, to let people know). In this case, a bunker would be still last, if it would be the unit that the battlecalculator would kill last.
The main reason I can see for not having a "bunker", or anyways defence only unit, at the start is that would push down all other defending units, losing the alignment with the attacking ones, so I'm making a feature request specifically for overcoming that issue, another way. -
@redrum I think it woud be just better letting the mapmakers able to define if a movement 0 or cannot combat move unit should stay at the start or at the end or somewhere else in the list, by their order in the production frontier. Alternatively, I would go with the battlecalculator order (so, a 0/1 immobile unit would be first, and a 0/4 immobile unit would be last). For the problem of defence only units pushing the defence listing only down (like in the case of your first image, in which the alpine infantry is pushed down from 1st to 3rd position by the two immobile units), deteriorating simmetry, I've opened this f.r., that would cover that (the solution would be pushing down the attacking alpine infantry too, leaving empty spaces):
https://forums.triplea-game.org/topic/695/always-align-the-same-named-units-in-the-battlecalculator-if-any
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