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    Expand givesMovement Option To Require Specific Units At Destination

    Scheduled Pinned Locked Moved Feature Requests & Ideas
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    • redrumR Offline
      redrum Admin @General_Zod
      last edited by

      @general_zod So adding a unit list to navalBase is probably pretty easy but seems you realized that doesn't really solve all the problems as then purchasing/upgrading is fairly difficult.

      Enhancing givesMovement for units to consider say a list of start territories would be fairly easy. The bigger challenge is the end points as you don't know the end points until you move the unit and the way it works currently it gives the extra movement at the start of the move phase.

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

      General_ZodG 2 Replies Last reply Reply Quote 0
      • General_ZodG Offline
        General_Zod Moderators @redrum
        last edited by

        @redrum Actually, I can make it work with a unit list added to "navalBase".

        Plan would be to swap (trigger) the submarines that end NCM in a uw-sz with a new unit called submerged-submarine. Then I could add the submerged-submarine to the unit list and not the submarine. Once the submerged-submarine ends a turn in a surface sz I can trigger it back into a submarine.

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

          @redrum For the endpoints version I would have to add a big list of end points if you did it that way. But what ever is easiest for you is fine by me.

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

            @general_zod Not for not.... but this seems like an overly complex way to deal with submersible subs.

            I applaud all endeavors to improve the flexibility of the engine, but this system feels really awkward to begin with and only gets more convoluted the further you look at it.

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

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

              @hepps From a gameplay standpoint I think it will play well. From a coding standpoint, sure it's complex, but I don't see a better approach that is worth doing. But enlighten me if you have some suggestions to simplify the code.

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

                @general_zod Enticing invitation.

                I always enjoying watching the act of enlightenment! 😉

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

                General_ZodG HeppsH 3 Replies Last reply Reply Quote 0
                • General_ZodG Offline
                  General_Zod Moderators @Hepps
                  last edited by General_Zod

                  @hepps Btw, this isn't just submersible subs. This is getting the Atlantic war more realistic. It will incorporate blockades, convoys, and a feasible strategy for Germany to strangle UK by sea. But I need submersible subs that are realistic to do it right.

                  I doubt most would invest in sea strategy for Germany if their subs just die or sit in stacks.

                  However I can be completely wrong too. But I have been planning something like this for sometime and it's getting there. So why not try it.

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

                    @hepps I think navalBases function does a decent job in controlling subs movement as to not overpower them. And then they will also simulate shipping lanes for other vessels once a technology for improved sea navigation gets achieved. However there will be a realistic tech model too, completely overhauled and many to pick from, but my plan is to only allow nations to achieve about 5 or 6 maximum for a 15 round game, if they want to be successful. So tuff choices will need to be made.

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

                      @hepps Really what I am trying to say is you are trying to manipulate the code to accommodate a hack.

                      Now, while conceptually I love the idea of what you are going for... I feel like a broader view is the better approach.

                      A) Like... what are the underlying factors in the engine that are causing me to go to these extremes for a solution?

                      B ) In lieu of of these extremes what changes to the engine would allow for a behavior that achieves similar results?

                      OR...

                      If a departure to the existing behaviors is warranted....

                      1. How can this be expanded to encompass all land/Sea/Air behaviors uniformly.

                      2. How do these improvements / changes impact compatibility?

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

                      General_ZodG 1 Reply Last reply Reply Quote 0
                      • redrumR Offline
                        redrum Admin
                        last edited by

                        Alright so trying to think about this in a reusable way that is fairly simple from an XML standpoint, what about just adding a 3rd parameter to the unit option "givesMovement" to indicate it only works if "X" unit is at the final destination of the units route?

                        Sea Example (surface ships but not subs get +1 move between harbors)

                        <attachment name="unitAttachment" attachTo="harbor" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                              <option name="givesMovement" value="1:transport:harbor"/>
                              <option name="givesMovement" value="1:destroyer:harbor"/>
                              <option name="givesMovement" value="1:battleship:harbor"/>
                        

                        Material Example (can only move materials from harbor on to transport)

                        <attachment name="unitAttachment" attachTo="harbor" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                              <option name="givesMovement" value="1:material:transport"/>
                        

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

                        General_ZodG HeppsH C 4 Replies Last reply Reply Quote 3
                        • General_ZodG Offline
                          General_Zod Moderators @Hepps
                          last edited by

                          @hepps Well yes, but I think most feature request are born of necessity to ones plans. I am just trying to keep my requests simple in the end , so they get implemented. But I would love to see bigger improvements that encompass more.

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

                            @general_zod I get it. I am not trying to be a dock. Just trying to underscore that some of the ideas you have are work-arounds for some very concerning underlying issues with mechanics. If we focused on those underlying issues... we could create a far more versatile engine.

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

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

                              @redrum Nice idea. I think that does it. The NCM component should be doable by triggers so it simulates navalBase nicely once that is added.

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

                                @hepps And you get a fix too, 🙂

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

                                  @general_zod This is why I like to paint @redrum into a corner. 😃

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

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

                                    @redrum Question, does disabling the end point unit via sbr cancel the +movements for this attachment. Also I am assuming that disabling the start point unit still will. Is that a correct assumption?

                                    redrumR 1 Reply Last reply Reply Quote 0
                                    • redrumR Offline
                                      redrum Admin @General_Zod
                                      last edited by

                                      @general_zod That's what I was thinking. Essentially try to build off of what givesMovement already does and include the checks to ensure the start and end units aren't disabled by damage for it to work.

                                      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 0
                                      • HeppsH Offline
                                        Hepps Moderators @redrum
                                        last edited by

                                        @redrum That is a nice addition to the feature.

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

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

                                          @general_zod I applaud the creativity this inspired.... For those about to submerge... we salute you!

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

                                          redrumR 1 Reply Last reply Reply Quote 2
                                          • redrumR Offline
                                            redrum Admin @Hepps
                                            last edited by

                                            @hepps Now if only we can find someone to implement it 🙂

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

                                            HeppsH General_ZodG 2 Replies Last reply Reply Quote 2

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