Is there a simple mechanism?
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Just thought I'd throw it out there....
Is there a simple way to have all units automatically display that they have been in combat immediately following a battle?
As an example.... lets say an Infantry survives combat (regardless of whether it won the battle)...Is there a simple way to immediately register these units as being combat experienced?...
Just curious.
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@Hepps nidea but wow that could give exp pts to streaks of wins etc as well as make it easy to find ones that haven't moved.
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@prastle Yah. It'd be really cool if it could be done with 1 trigger or something like that across an entire game each combat phase.
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@Hepps Not that I'm aware of though I wouldn't be surprised if @Cernel found some way to accomplish that though. Something like check for units that are present in a territory that wasn't owned at the beginning of your turn during non-combat move then replace them with "veteran version of that unit". The problem is you'd have to create "veteran" type units for all units that you would want to be able to gain "experience" so it would effectively double the amount of unit types.
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@redrum said in Is there a simple mechanism?:
@Hepps Not that I'm aware of though I wouldn't be surprised if @Cernel found some way to accomplish that though. Something like check for units that are present in a territory that wasn't owned at the beginning of your turn during non-combat move then replace them with "veteran version of that unit". The problem is you'd have to create "veteran" type units for all units that you would want to be able to gain "experience" so it would effectively double the amount of unit types.
Already done.
And since you couldn't ever produce them they wouldn't even show up in the purchase window.
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I haven't messed around with this stuff in a while, but I don't think the engine is that far from a simplified version of this.
A condition checks if a battle happened in a certain territory this turn.
A condition checks if there is a German infantry in that territory
At some point in Germany's turn, a trigger removes the infantry and places one infantry_veteran.Repeat for all nations, territories, and unit types. You can get this to repeat a few times, so you can get more than veteran infantry from a single battle, but the amount of triggers needed starts to get crazy.
You should be able to set up a system for defenders too, but I don't think its possible to do this for a unit which attacked and retreated to a different territory. I would just that make that part of the rule though (no glory for those who retreat!)
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@CrazyG Yah I had no doubt it could be done... what I was hoping for was something that didn't require 4 billion triggers.
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@Hepps A basic experience system with probably a couple of parameters on unit attachments could be added though I'm not sure how much depth this adds to maps. Honestly I think it probably adds more flavor than anything but also would clutter up battle calc and map. I'm not personally convinced on the 'value' of this in comparison to many other features.
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@redrum Was more curious than anything.. but I will say this... the value would really be in how you use it and how you design the game around it.
Remember you hadn't tried TWW before... so you probably went off what other people had said... or your own preconceptions of what added value and what didn't. Until something is designed and implemented... its very hard to say what will or will not add value.
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@redrum said in Is there a simple mechanism?:
@Hepps Not that I'm aware of though I wouldn't be surprised if @Cernel found some way to accomplish that though.
As the official hacker of TripleA , I can confirm that what @Hepps want to do here is not possible, not even in a not simple way.
However, if you are fine with not "registering" the units that retreat or if you have them retreating on the same territory (there is a property for that), and as long as we are talking of units in land territories only, a fairly easy way is that, at end turn, you have all units producing their own "veteran" counterparts. Then, you have two sets of triggers, each one equal in total to the number of land territories on the map, multiplied by the number of players having this rule, one removing all non-veteran units in all land territories where you made battles, the other removing all veteran units in all land territories where you didn't.
As long as the terminal is not bad, and you put those triggers after the end turn phase producing the veteran units, the user will just see some units repositioning/appearing/disappearing for a fraction of a second.
But do you really want to do this thing? I don't think that, if I have 100 infantries attacking 1 territory with 1 defending infantry, I should end up with 100 veteran infantries...
I get that this is just actually meant to allow some of those units only to get an upgrade, and I don't know what you're actually aiming at, but I'd just test for a battle in there (you would need only half the triggers as in the above case) and trigger in something that allows placement of what you want. You can take a look at Blue vs. Gray (one of the best games of TripleA, but sadly having a few bugs and other issues), that is already doing it. Still, I'm not a big fan of a Blue vs. Gray kind of thing, because this goes to the other extreme, and means that 100 infantries winning over 50 infantries gets you the same upgrading as 2 infantries winning over 1.Beside what I said here, I'm quite sure there is nothing more you can do, aside from messing with the engine.
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@Cernel That's pretty much what I suspected.
Thanks
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@Cernel I was actually looking to use this as a control mechanism rather than as a method of up-grading a unit.