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    Crazy Europe: House of Habsburg

    Scheduled Pinned Locked Moved Maps & Mods
    453 Posts 11 Posters 693.8k Views 11 Watching
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    • CrazyGC Offline
      CrazyG Moderators @wc_sumpton
      last edited by

      @wc_sumpton
      Try this.
      A pikemen attacks a territory, there is combat, he wins.

      If you change his movement to 2, he can move again (at least he could in my tests).

      If you use bonusMovement, he cannot.

      wc_sumptonW 1 Reply Last reply Reply Quote 1
      • CrazyGC Offline
        CrazyG Moderators
        last edited by CrazyG

        So................ in the current version Russia does not have a turn. This update has not been a good one. In the future, I will avoid pushing updates at 5 AM.

        HeppsH 1 Reply Last reply Reply Quote 1
        • wc_sumptonW Offline
          wc_sumpton @CrazyG
          last edited by

          @crazyg
          Wow, didn't do that for me. The pikemen that attacks a territory, wins or withdraws, can't move, unless I use ' <stepProperty name="resetUnitStateAtStart" value="true"/>' in the non-combat phase, but then all unit would be able to move after battle.

          Still, using bonusMovement and all units can be reset with one trigger. Using movement and every unit with a different value has to have a trigger.

          Doesn't matter, hopefully your map is working the way you want.

          Cheers...

          1 Reply Last reply Reply Quote 1
          • HeppsH Offline
            Hepps Moderators @CrazyG
            last edited by Hepps

            @crazyg said in Crazy Europe: House of Habsburg:

            So................ in the current version Russia does not have a turn. This update has not been a good one. In the future, I will avoid pushing updates at 5 AM.

            LMAO!!! When I said being crazy helps... perhaps I was wrong. 😉 Russia no turn... you are really rooting for the Habsburg alliance. Not sure its the best way to balance a map. 😉

            "A joyous heart sours with the burden of expectation"
            Hepster

            1 Reply Last reply Reply Quote 3
            • HeppsH Offline
              Hepps Moderators
              last edited by Hepps

              I know you have other things on your mind... but I did this back when I was going full boar on the reliefs.

              Take it or leave it... no sweat off my brow. It's just collecting digital dust bunnies at the back of my HOH closet.

              0_1531178971093_Science 17th century styles.png

              "A joyous heart sours with the burden of expectation"
              Hepster

              CrazyGC 1 Reply Last reply Reply Quote 1
              • CrazyGC Offline
                CrazyG Moderators @Hepps
                last edited by

                @hepps
                Its much better than the beaker, I'll take it

                1 Reply Last reply Reply Quote 0
                • wc_sumptonW Offline
                  wc_sumpton
                  last edited by

                  @CrazyG
                  Just downloaded the latest here are some thoughts:

                  1. Remove all the <stepProperty>'s from the combatMovement and noncombatMovement, leaving only the giveBonusMovement=true in noncombatMovement
                  2. Change the conditionAttachmentAlways to switch=true
                  3. Change the turns conditions into one condition with a rounds=1:3:5:etc
                  4. Add a condition for 'Tech Development' and add this condition into the turns condition
                  <!-- Check to see if techTokens are given -->
                  <attachment name="conditionAttachmentTechDevelopment" attachTo="France" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
                  	<option name="gameProperty" value="Tech Development"/>
                  </attachment>
                  
                  <!--Conditions for Turn Number-->
                  <attachment name="conditionAttachmentAlways" attachTo="France" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
                  	<option name="switch" value="true"/>
                  </attachment>
                  
                  <!-- Change to one condition with round values and a Tech Development condition -->
                  <attachment name="conditionAttachmentGiveTechTokens" attachTo="France" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
                  	<option name="conditions" value="conditionAttachmentTechDevelopment"/>
                  	<option name="rounds" value="1:3:5:7:9:11:13:15:17"/>
                  </attachment>
                  
                  1. Now the techTokens triggers can be reduced to 1 trigger:
                  <!-- Changed to be one trigger for all player every other turn begining turn 1 -->
                  <attachment name="triggerAttachmentGiveTechTokens" attachTo="France" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                  	<option name="conditions" value="conditionAttachmentGiveTechTokens"/>
                  	<option name="when" value="before:FranceTech"/>
                  	<option name="players" value="France:Habsburg_Monarchy:Ottoman_Empire:Poland-Lithuania:Russia:Denmark:Sweden"/>
                  	<option name="resource" value="techTokens"/>
                  	<option name="resourceCount" value="12"/>
                  </attachment>
                  
                  1. Remove the resource of 12 techTokens given during initialization.
                    Making this change will allow the player to turn off Tech by deselecting 'Tech Development' and not receive any techTokens.
                  2. Change the Activate Bonus Movement triggers to 'when=before:xxxNonCombatMove' (I tend to 'when' my triggers to the step they effect.)
                  3. Already talked about the restore movement trigger.
                  4. I would also change the remove RecruitPikemen to a single trigger.
                  <!--Triggers: Remove Recruits changed to one trigger-->
                  <attachment name="triggerAttachmentFranceRemoveRecruits" attachTo="France" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                  	<option name="conditions" value="conditionAttachmentAlways"/>
                  	<option name="removeUnits" value="all:RecruitPikemen"/>
                  	<option name="players" value="France:Habsburg_Monarchy:Ottoman_Empire:Poland-Lithuania:Russia:Denmark:Sweden"/>
                  	<option name="when" value="after:FranceEndTurn"/>
                  	<option name="when" value="after:Habsburg_MonarchyEndTurn"/>
                  	<option name="when" value="after:Ottoman_EmpireEndTurn"/>
                  	<option name="when" value="after:Italian_StatesEndTurn"/>
                  	<option name="when" value="after:Poland-LithuaniaEndTurn"/>
                  	<option name="when" value="after:RussiaEndTurn"/>
                  	<option name="when" value="after:DenmarkEndTurn"/>
                  	<option name="when" value="after:SwedenEndTurn"/>
                  </attachment>
                  
                  1. In the <property>'s I would only show Low Luck, Tech Development, and Unplaced units live when not placed. (And maybe think about adding a bid section)

                  Game play seems to be moving along real good. The bonus movement problem is solved and the other Techs seem to work as they should. The tool tips even update to reflect the added bonuses. Maybe @Hepps could design a simple overlay to display the bonuses when they are in effect.

                  These are just some food for thought. The only big fix would need to be the 'Bonus Movement Triggers', then the map seems very playable with your new Techs

                  Cheers...

                  CrazyGC 2 Replies Last reply Reply Quote 1
                  • HeppsH Offline
                    Hepps Moderators
                    last edited by

                    @CrazyG Here you go.

                    0_1531225332172_Research2.png

                    "A joyous heart sours with the burden of expectation"
                    Hepster

                    1 Reply Last reply Reply Quote 1
                    • CrazyGC Offline
                      CrazyG Moderators @wc_sumpton
                      last edited by

                      @wc_sumpton
                      Thanks for this. Somehow I forgot that you can set multiple players for a single triggers, this makes it much easier.

                      I also realized I was playing on a rather old pre-release, which could explain why I was getting weird behavior. I've updated the engine and will begin work now.

                      1 Reply Last reply Reply Quote 0
                      • CrazyGC Offline
                        CrazyG Moderators @wc_sumpton
                        last edited by

                        @wc_sumpton
                        Can you explain why switch=true is a better choice for the always condition?

                        Thanks

                        C wc_sumptonW 2 Replies Last reply Reply Quote 0
                        • C Offline
                          Cernel Moderators @CrazyG
                          last edited by

                          @crazyg In my opinion in this case better having a condition testing if there are any recruits on the map, not to fire a trigger for nothing. Anyways, it works either ways, and always firing it might be less demanding.

                          CrazyGC 1 Reply Last reply Reply Quote 0
                          • wc_sumptonW Offline
                            wc_sumpton @CrazyG
                            last edited by

                            @crazyg
                            Just food for thought. The conditions will always equate to true. Using switch=true just reads clearer then rounds=1-+. Don't get me wrong both work and both ways can be used.

                            Cheers...

                            1 Reply Last reply Reply Quote 1
                            • CrazyGC Offline
                              CrazyG Moderators @Cernel
                              last edited by

                              @cernel
                              I could change it at the end, but I really like having an always true condition while building triggers. Its useful for troubleshooting triggers and figuring out what part isn't working.

                              I can't say if its less demanding that checking the entire map for a unit.

                              1 Reply Last reply Reply Quote 0
                              • CrazyGC Offline
                                CrazyG Moderators
                                last edited by

                                Update:

                                Russia has a turn
                                Added WC's recommendations
                                Added the tech icon
                                Moved French units around a little bit to make its opening turns more interesting.
                                Updated game notes with more details, credit WC for his help

                                I'm testing triggers a bit more then will upload.

                                HeppsH 1 Reply Last reply Reply Quote 1
                                • HeppsH Offline
                                  Hepps Moderators @CrazyG
                                  last edited by

                                  @crazyg Need a new version! My Russia keeps getting its ass handed to it. 😉

                                  "A joyous heart sours with the burden of expectation"
                                  Hepster

                                  wc_sumptonW 1 Reply Last reply Reply Quote 0
                                  • wc_sumptonW Offline
                                    wc_sumpton @Hepps
                                    last edited by

                                    @hepps
                                    That's all right, I changed their name to Rusties...:smiling_face_with_open_mouth_closed_eyes:

                                    Cheers...

                                    HeppsH 1 Reply Last reply Reply Quote 0
                                    • HeppsH Offline
                                      Hepps Moderators @wc_sumpton
                                      last edited by

                                      @wc_sumpton I'm confused... are you just helping @CrazyG or are you taking the game and making an entirely different game?

                                      "A joyous heart sours with the burden of expectation"
                                      Hepster

                                      wc_sumptonW 1 Reply Last reply Reply Quote 0
                                      • wc_sumptonW Offline
                                        wc_sumpton @Hepps
                                        last edited by

                                        @hepps
                                        🤣 Just helping @CrazyG. The overlay images were just to see how that worked.

                                        Its nice to see that I'm not the only one totally confused...

                                        Cheers..

                                        1 Reply Last reply Reply Quote 0
                                        • CrazyGC Offline
                                          CrazyG Moderators
                                          last edited by

                                          @wc_sumpton

                                          Did you test your approach with navies? I'm getting unusual behavior with that (a navy that moves 1 space in combat move has 0 movement in NC phase, but a unit that doesn't move has 3)

                                          Unit overlays won't be uploaded at the moment because I want the game to function on the stable engine.

                                          redrumR wc_sumptonW 2 Replies Last reply Reply Quote 0
                                          • redrumR Offline
                                            redrum Admin @CrazyG
                                            last edited by redrum

                                            @crazyg I believe the engine will just ignore the unit icons properties file and images for the current stable so shouldn't cause any harm and just benefit us cool kids using the pre-release 🙂

                                            *** This comment is regarding including unit overlays/icons and nothing to do with the navy movement issue

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

                                            1 Reply Last reply Reply Quote 1

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