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    How to make a naval unit that can produce units?

    Scheduled Pinned Locked Moved Map Making
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    • CrazyGC Offline
      CrazyG Moderators
      last edited by

      Title pretty much says it all.

      I want a type of ship to be able to place a single unit in sea zones. Initial testing found it doesn't work. From a long time ago, I think it works if you give all the sea zones owners. Anyone know of other methods?

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

        @CrazyG I believe the unit generation requires the territory to be owned. So I think you'd have to use SZ ownership as it works today.

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

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

          @redrum
          I have a concern about this. England and France are allied.

          A french ship moves into a territory, so its french owned. On England's turn, it moves its ships to that sea zone and tries to place a unit, but it won't work because its french owned.

          I'm trying to make sea mines.

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

            Also, unless I give sea zones incomes, you cannot easily track who owns what sea zones. I would like people who move their ships in NCM to still be able to place mines.

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

              @CrazyG You could make a trigger for the ship that has the ability to make mines then have those ships automatically produce 1 invisible unit at the end of the NCM turn phase. Then you could make the purchasable mine unit consume the invisible unit. Then simply have all the (unused) invisible units removed from the map at the end of the current players turn.

              I think you could even deal with the invisible unit generation be handled by the unit attachment of "canProduceXUnits" instead of a trigger.

              But this is all just a suggestion. I have not tested any of this. So I am not sure what complications might arise.

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

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