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    Resource System Assessment and Improvements

    Scheduled Pinned Locked Moved Feature Requests & Ideas
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    • General_ZodG Offline
      General_Zod Moderators
      last edited by

      Just adding a resource related feature request link.

      https://forums.triplea-game.org/topic/642/iscapturedby-for-resources-elements

      General_ZodG 1 Reply Last reply Reply Quote 0
      • General_ZodG Offline
        General_Zod Moderators @General_Zod
        last edited by General_Zod

        So I am wondering if the "costResource" is gonna be added to the userActionAttachment and politicalActionAttachment anytime soon.

        I would love to use this type of feature in Big World 3 : Final Solution. The design of the technology model and diplomacy model in particular hinge on if this will be available. Also the direction of economic structure in general would depend on it's availability, since it would open up a lot of new possibilities to build upon.

        <attachment name="userActionAttachment_German_Turn_Two_Technology_Selections_SuperSub" attachTo="Germans" javaClass="games.strategy.triplea.attachments.UserActionAttachment" type="player">
              
        <option name="conditions" value="CA_Germans_Currently_Round_Two:CA_Germans_Round_Two_Techs_Not_True_1of4:CA_Germans_Round_Two_Techs_Not_True_2of4:CA_Germans_Round_Two_Techs_Not_True_3of4:CA_Germans_Round_Two_Techs_Not_True_4of4"/>
        
        <option name="activateTrigger" value="triggerAttachment_Activate_Germans_SuperSub_Tech:1:true:false:false:false"/>
        <option name="text" value="Research_Super_Subs_Technology"/>
        <option name="chance" value="6:6"/>
        <option name="attemptsPerTurn" value="1"/>
             
        <option name="costPU" value="25"/>  
        <option name="costResource" value="Political.Influence:50"/>
        <option name="costResource" value="Steel:25"/>
         
        </attachment>
        

        So the userAction would cost the player 25 PU, 50 Political.Influence, 25 Steel. Cost applied when they click the button for the action and each button would have it's own unique cost.

        0_1524641709267_bw3_ua.technolgy_pic.001.png


        I propose the same be used for politicalActions as well. This would allow more depth to diplomacy with neutral nations in a ww2 scenario by adding a cost in Political.Influence for major diplomatic overtures. With enough resources put into the diplomatic mission, the neutral nation can align with your alliance. This could mean a simple alliance or conversion of their territories and military, depending on other factors.

        redrumR C 2 Replies Last reply Reply Quote 1
        • redrumR Offline
          redrum Admin @General_Zod
          last edited by

          @general_zod Depends. I accept bribes 🙂

          TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

          General_ZodG 1 Reply Last reply Reply Quote 1
          • C Offline
            Cernel Moderators @General_Zod
            last edited by

            @general_zod Did you read what I wrote? Having conditions to test resources would allow all this and more.

            Meaning you have a condition to test the player having the resource and a trigger removing such resources (the triggers are already there).

            Then you can give the cost info by customising the button or description message, if you want.

            General_ZodG 1 Reply Last reply Reply Quote 0
            • C Offline
              Cernel Moderators @redrum
              last edited by Cernel

              @redrum Also, minor matter, but on the first item, I would still suggest that something like:

              "Units generate -36 PUs"

              is instead worded as:

              "Units consume 36 PUs"

              It is strange to read negative generation.

              Also, instead of something like this:

              "France collect 147 PUs; end with 227 PUs
              Units generate -36 PUs; France end with 191 PUs"

              I would say:

              "France collects 147 PUs, for total 227 PUs
              Units consume 36 PUs: France retains 191 PUs"

              Also, while the old summary was ridiculously detailed, I'm not sure if it needs to be so concise as current. I wouldn't mind if it would tell apart what generated/consumed what, saying
              "X1 A units generate Y1 PUs,
              X2 B units consume Y2 PUs,
              X3 C units consume Y3 PUs;
              Player1 end with Z PUs."

              as that would also give you the info how many pikemen, knights, etc. you have, that would be neat.

              But current is fine.

              1 Reply Last reply Reply Quote 1
              • General_ZodG Offline
                General_Zod Moderators @Cernel
                last edited by General_Zod

                @cernel @redrum

                Being able to check resources in conditions is great.

                But for userAction and politicalAction, it makes sense to have the cost attached directly to the buttons and that cost displayed to the player (on or next to action buttons). Also this method allows for instantaneous updating of resources, which is needed since there can be multiple userActions in the same phase. The userActions buttons availability in this phase are dependent on if resources are updated instantly (in the same phase), thus affecting the logic used to code it.

                This method is not only ideal for userAction and politcalAction, but would definitely reduce the amount of code needed as compared to checking conditions and making triggers to replicate what is already elegantly achieved. (currently with "costPU" method).

                This being said, I am still, all for a separate option, with the ability to check resources in separate conditions which can be used anywhere (non userAction/politcalAction areas ideally). And if this method turns out to update resources instantly, I guess doing things the long way will be better than not doing them at all.

                C 1 Reply Last reply Reply Quote 0
                • General_ZodG Offline
                  General_Zod Moderators @redrum
                  last edited by

                  @redrum

                  Haha, does first class tickets, to front row seats, in the soon to be, earth shattering project, that is "Big World 3", count as a bribe? 😉 Perhaps I can email you a case of virtual scotch to help grease the wheels, hehe. 😉

                  But if not you will still get my sincerest gratitude for all the hard work and contributions you make on a daily basis. And I'll owe you one if you can get this feature done. 🙂

                  1 Reply Last reply Reply Quote 0
                  • C Offline
                    Cernel Moderators @General_Zod
                    last edited by

                    @general_zod said in Resource System Assessment and Improvements:

                    Also this method allows for instantaneous updating of resources, which is needed since there can be multiple userActions in the same phase. The userActions buttons availability in this phase are dependent on if resources are updated instantly (in the same phase), thus affecting the logic used to code it.

                    Conditions of actions are retested anew after an action is made.

                    1 Reply Last reply Reply Quote 0
                    • FrostionF Offline
                      Frostion Admin
                      last edited by

                      Dont forget the cost of buying tech development chances. It would be great if this could be done with other resources. I am talking about the type of tech development system that currently only accepts PUs. I for instance use it in the Star Trek map, where PUs, because of the limitation, is used instead of my original intended resource "Science".

                      I hope it is not especially hard to change this along side the other changes 😀

                      Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                      C 1 Reply Last reply Reply Quote 0
                      • C Offline
                        Cernel Moderators @Frostion
                        last edited by

                        @frostion If you use the v3 tech system, you can already do it by buying tokens during the normal purchase phase, with whatever resources you want. Then, you would use the tech phase only to roll the tokens you have, not to purchase any. However, this is a bit unrefined, for the way the system is presented (clearly, it was not envisioned that you could use the tech without buying the tokens during the phase), as you would have an useless button and you need to set the token cost for the tech phase at something like 10000 PUs, to mean you cannot purchase tokens with PUs.

                        C 1 Reply Last reply Reply Quote 0
                        • C Offline
                          Cernel Moderators @Cernel
                          last edited by

                          @cernel Practically, this can be fixed on the display by not showing the button to purchase tokens if you cannot, and to disallow token tech purchase, instead of having to set it at 10000 PUs or so. Then, you just need having the regular purchase before the tech phase, but practically all this is already possible, as I said.

                          General_ZodG 1 Reply Last reply Reply Quote 0
                          • General_ZodG Offline
                            General_Zod Moderators @Cernel
                            last edited by

                            @cernel

                            Yeah I do something similar in my "Bad-Ass 4-Nation FFA" tech tokens are purchased during the purchase phase. One could add resources there in addition to PUs cost.

                            But the level of luck hat a typical technology model uses, ruins the game imo. There should be very little luck, if any at all, when the often typical game changing, overpowered and unbalanced technologies are involved.

                            Tackling all resource related improvement in one shot, sounds like a big job. I would be very happy with the simple fixes which I proposed above as first intermediate steps.

                            @general_zod said in Resource System Assessment and Improvements:

                            This method is not only ideal for userAction and politcalAction, but would definitely reduce the amount of code needed as compared to checking conditions and making triggers to replicate what is already elegantly achieved. (currently with "costPU" method).

                            This being said, I am still, all for a separate option, with the ability to check resources in separate conditions which can be used anywhere (non userAction/politcalAction areas ideally). And if this method turns out to update resources instantly, I guess doing things the long way will be better than not doing them at all.

                            1 Reply Last reply Reply Quote 0

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