Zero Cost Production
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@theredbaron Maybe I've not been clear. The incentive to purchase 9999 veteran infantry is that you don't care to buy more than you can place, so you will not bother losing time calculating buying exactly what you plan to place, nor take the pointless risk of defective miscalculations. Anyways, tha game would be playable, of course.
In your example, I would still rather suggest that cost 0 units are not purchasable but, during placement, you are simply allowed to place infinite of them. -
@RoiEX If you believe this should be classified as a bug, should I open a Github issue? I agree that it's odd, as there isn't even a noticeable change in the user's game experience besides all the error messages.
@Cernel I agree that that is a good solution, but I don't think it is so much better than the one I am proposing that I should ask the devs to code an interface for that sort of setup. If you convince me to get concerned about spamming purchases, I might just make a second purchase phase right before place where you could only purchase the veteran_infantry–exactly how many you need, that would essentially replicate what you are describing.
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@theredbaron I'd say this is more of a feature request since its pretty clear there were some intentional limits placed on some of the UI widgets to not allow '0' cost. I can probably take a look at the code to see if adjustments can easily be made to remove any of the errors and allow this. @Cernel Brings up good points that align with what I was getting at. For this particular use case, I'd almost lean towards just giving each player like 100 of the VeteranInfantry to place each turn as essentially if you have a 0 cost unit that is what players will do anyways so just saves them the clicks.
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@redrum You are right, as this is something the code is not currently designed to support. Still, I'd appreciate if this option were available. I have experimented with giving each player 100 Veteran Infantry each turn, but to my annoyance, they piled up turn after turn. For other parts of the game, I need "Unplaced units live when not placed" to be true, so this cannot solve the problem of the massive stacks of units in the place queue that are very visually distracting. I think it is important for a player to be able to control their visual space while playing, and this is one element of that.
My initial feature request two years ago was to be able to remove the excess "veteran infantry" that were not placed to alleviate this. Now, however, that I have discovered the option discussed here of zero cost units, I actually prefer this solution. Perhaps down the road an option can be added to limit purchase to the number of units able to be placed (this would make maps like Civil War and TWW easier to play). I'd say they both suffer from a similar problem, as in Civil War, I can purchase many fortifications at their relatively low cost, while only being able to place a handful of them in those territories that have engineers.
Regardless, I am amenable that we fix the problem of purchasing more units than can be placed in the future, though I hope that doesn't hold up this feature. In the end, though, I'm a beggar, so I can't be a chooser

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@theredbaron Well, I looked at the code and it was a very small adjustment to at least resolve the error you reported. So here is the PR which is now merged: https://github.com/triplea-game/triplea/pull/3375. Should be able to test in the latest pre-release: https://github.com/triplea-game/triplea/releases/tag/1.9.0.0.10116
I did a quick test by setting a unit production rule to PU=0 and it worked fine on purchases. It defaults to having the max arrow on the purchase to 10,000 if unit cost is 0 as that was the existing cap.
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@redrum I would rather disable the max button than setting it at some value, 10,000 or whatever.
If max button has to be, rather having it adding the same as you get in edit mode (99), that it is basically the same thing as when you buy at no cost.
But I don't like that the max is 99 in edit mode; so I would rather set them both at 100 (also upping the current edit mode max from 99 to 100).
But with purchase you may need to buy more than 100, so maybe having the option of clicking multiple times and keeping adding 100 each time? I think that may be good for edit mode too, as maybe you want to add more than 100 (or currently 99) units.
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@cernel Well the current max today is 10,000 so I just matched 0 cost to that for now. Not sure if there is any real reasoning behind that. But if you create a 1 PU unit and give some nation 20,000 PUs then you'll see that the max button goes to 10,000. I tend to agree that 10,000 is a lot and probably 100 makes more sense but not sure if any maps rely on that.
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I believe (actually I'm certain, because there are other instances in which it is explained) that 10,000 limit means just infinite; meaning it is not really a cap, but rather a limit that nobody is supposed to actually hit (a "no-limit" limit).
Due to this, I definitely believe it should not be applied to a situation where any users would actually hit it. So, I think it would be more sensible, if feasible, to disable the "max" button for cost 0 (so, people will hit the 10,000 only if they write down a bigger number, that should not happen).
Anyways, as we both realise, the matter, to start with, is rather borderline, as one may argue that a purchase phase is not really "purchase" if you pay 0. I think free stuff would be better handled by a special delegate that allows you to place as much as you want (so, basically buying at cost 0 in the same instant you place), limited only by placement limits.
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@redrum said in Zero Cost Production:
@cernel I tend to agree that 10,000 is a lot and probably 100 makes more sense but not sure if any maps rely on that.
I think you got me wrong. I would certainly not advise to lower the 10,000 limit for normal purchase (in which you actually pay something), as it is good actual purchases having no other cap but the resources themselves (so 10,000 being there just to mean infinite). I was just talking about the max limit you get in edit mode, for adding units, that is currently set at 99, as that is the only current example of a max that is arbitrarily set over free stuff (if you want to have more than 99, you have to use edit mode again and again).
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@redrum Thanks for doing this, it works quite well. I will put it to good use.
@Cernel That sounds like a good solution, to remove (or limit) the max button for zero cost purchases. We shall see if abuse of this feature becomes a problem once a map-maker implements it and we can see how players use it.
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