TripleA Logo TripleA Forum
    • TripleA Website
    • Categories
    • Recent
    • Popular
    • Users
    • Groups
    • Tags
    • Register
    • Login

    Non Combat Move - Disable issue

    Scheduled Pinned Locked Moved Maps & Mods
    3 Posts 2 Posters 1.4k Views 2 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • MahksM Offline
      Mahks
      last edited by

      Not sure if this is a bug or I am doing something wrong.
      I have been disabling the "Non Combat Move" step in games where I never use it.
      ie;
      <!--
      <step name="MacedoniaNonCombatMove" delegate="move" player="Macedonia" display="Non Combat Move">
      <stepProperty name="repairUnits" value="true"/>
      </step>
      -->

      Have not had a problem on other maps, but on 270BC_40% Sometimes I get "Not all units have enough movement"
      On the second turn in combat movement. (This on a single unit that has not yet moved)

      The weird thing is, that if I only disable the empire I am playing, I never have the issue. But I tried to set all empires to have no "Non Combat Move". Then I began getting the error.

      Been trying to narrow done when it actually happens. I have it now to where if I disable "Non Combat Move" on all except GreekCityStates and I play Macedonia, then I do not get the error. GreekCityStates is the empire that moves just prior to Macedonia, may have something to do with it.

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

        @mahks

        You might need to add one of these to the last move so everything that requires resets is forced to do it.

        excerpt from POS2

        resetUnitStateAtEnd = true/false at end of phase will resets movement points and other unit states such as submerged, amphibious, unload/load, wasInCombat, etc. (default at end of phase depends if delegate ends with "NonCombatMove")
        
        resetUnitStateAtStart = true/false at start of phase will resets movement points and other unit states such as submerged, amphibious, unload/load, wasInCombat, etc. (default is false)
        

        Most likely you want to use the "resetUnitStateAtEnd " with your last combat move (per player). Syntax would look like below.

        <step name="british_CombatMove" delegate="move" player="British" display="Attack Move">
        	<stepProperty name="resetUnitStateAtEnd" value="true"/> 
        	</step>
        
        MahksM 1 Reply Last reply Reply Quote 2
        • MahksM Offline
          Mahks @General_Zod
          last edited by

          @general_zod resetUnitStateAtEnd fixed it thanks!

          1 Reply Last reply Reply Quote 0

          Hello! It looks like you're interested in this conversation, but you don't have an account yet.

          Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

          With your input, this post could be even better 💗

          Register Login
          • 1 / 1
          • First post
            Last post
          Copyright © 2016-2018 TripleA-Devs | Powered by NodeBB Forums