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    Crazy Europe: House of Habsburg

    Scheduled Pinned Locked Moved Maps & Mods
    453 Posts 11 Posters 694.0k Views 11 Watching
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    • 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
                                  • wc_sumptonW Offline
                                    wc_sumpton @CrazyG
                                    last edited by wc_sumpton

                                    @crazyg
                                    I don't see how the unit_icons.properties file could be causing any logic change to the xml?

                                    Will try to look more into it.

                                    Cheers...

                                    (What he said @redrum )

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

                                      @wc_sumpton
                                      not a unit properties thing, XML I have the movement swap working for everything except navies. When I tried your suggestion of movement rather than givesmovement, it seemed to stop the navies from working.

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

                                        @crazyg
                                        I have tested the movement change on all units. But I also tested the givesmovement also.
                                        I have both working.
                                        Using Navy movement:

                                        <attachment name="triggerAttachmentFranceActivateNavyMoveBonus" attachTo="France" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                                          <option name="conditions" value="conditionAttachmentFranceDiscoveredSailing"/>
                                          <option name="when" value="before:FranceNonCombatMove"/>
                                          <option name="unitType" value="Navy"/>
                                          <option name="unitProperty" value="movement" count="3"/>
                                        </attachment>
                                        
                                        <attachment name="triggerAttachmentHabsburg_MonarchyActivateNavyMoveBonus" attachTo="Habsburg_Monarchy" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                                          <option name="conditions" value="conditionAttachmentHabsburg_MonarchyDiscoveredSailing"/>
                                          <option name="when" value="before:Habsburg_MonarchyNonCombatMove"/>
                                          <option name="unitType" value="Navy"/>
                                          <option name="unitProperty" value="movement" count="3"/>
                                        </attachment>
                                        
                                        <attachment name="triggerAttachmentOttoman_EmpireActivateNavyMoveBonus" attachTo="Ottoman_Empire" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                                          <option name="conditions" value="conditionAttachmentOttoman_EmpireDiscoveredSailing"/>
                                          <option name="when" value="before:Ottoman_EmpireNonCombatMove"/>
                                          <option name="unitType" value="Navy"/>
                                          <option name="unitProperty" value="movement" count="3"/>
                                        </attachment>
                                        
                                        <attachment name="triggerAttachmentItalian_StatesActivateNavyMoveBonus" attachTo="Italian_States" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                                          <option name="conditions" value="conditionAttachmentItalian_StatesDiscoveredSailing"/>
                                          <option name="when" value="before:Italian_StatesNonCombatMove"/>
                                          <option name="unitType" value="Navy"/>
                                          <option name="unitProperty" value="movement" count="3"/>
                                        </attachment>
                                        
                                        <attachment name="triggerAttachmentPoland-LithuaniaActivateNavyMoveBonus" attachTo="Poland-Lithuania" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                                          <option name="conditions" value="conditionAttachmentPoland-LithuaniaDiscoveredSailing"/>
                                          <option name="when" value="before:Poland-LithuaniaNonCombatMove"/>
                                          <option name="unitType" value="Navy"/>
                                          <option name="unitProperty" value="movement" count="3"/>
                                        </attachment>
                                        
                                        <attachment name="triggerAttachmentRussiaActivateNavyMoveBonus" attachTo="Russia" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                                          <option name="conditions" value="conditionAttachmentRussiaDiscoveredSailing"/>
                                          <option name="when" value="before:RussiaNonCombatMove"/>
                                          <option name="unitType" value="Navy"/>
                                          <option name="unitProperty" value="movement" count="3"/>
                                        </attachment>
                                        
                                        <attachment name="triggerAttachmentDenmarkActivateNavyMoveBonus" attachTo="Denmark" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                                          <option name="conditions" value="conditionAttachmentDenmarkDiscoveredSailing"/>
                                          <option name="when" value="before:DenmarkNonCombatMove"/>
                                          <option name="unitType" value="Navy"/>
                                          <option name="unitProperty" value="movement" count="3"/>
                                        </attachment>
                                        
                                        <attachment name="triggerAttachmentSwedenActivateNavyMoveBonus" attachTo="Sweden" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                                          <option name="conditions" value="conditionAttachmentSwedenDiscoveredSailing"/>
                                          <option name="when" value="before:SwedenNonCombatMove"/>
                                          <option name="unitType" value="Navy"/>
                                          <option name="unitProperty" value="movement" count="3"/>
                                        </attachment>
                                        

                                        I can post the givesmovement code also if you would like, they are very similar. The only change being the unitProperty=givesMovement=1:Navy.

                                        Cheers...

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

                                          @wc_sumpton
                                          I changed it back to after:Battle and I works again. I'm scratching my head

                                          Edit: I had NoncombatMove instead of NonCombatMove 🙂

                                          Edit 2: No that wasn't it.
                                          Going through Git now

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

                                            Sorry for posting so many times.

                                            I think I've figured this out. My boat has 2 movement. If I move my boat 1 space in combat move (but don't fight), it still loses all of its movement.

                                            I was not aware of this behavior and kept thinking it was the triggers malfunctioning. I tested by moving a boat 0 zero spaces, it would have 3 movement in NC phase. I move it 2 spaces, it has 1 movement. Then I moved it 1 space, and it had 1 movement. I thought the trigger didn't fire.

                                            redrumR 1 Reply Last reply Reply Quote 0

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