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    I need help about changing the engine of Triplea.

    Scheduled Pinned Locked Moved Player Help
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    • SchulzS Offline
      Schulz
      last edited by

      https://hoi4.paradoxwikis.com/images/b/bb/State_ID_map.png

      Sea Zones aren't ready yet and definitely won't be complex like TWW.

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

        @Schulz Looks like an ambitious project.

        Before you get too far the one thing I will ask is what scale you intend to draw this map at... because as of right now you are going to have some serious over-crowding issues based on the scale of what you posted.

        Shulz preliminary work.png

        There is an example of a 48 x 48 pixel unit next to your Europe... you can see that Europe is just going to be a jumble of units over lapping one another... potentially making the game unplayable.

        Just a helpful FYI for you.

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

        1 Reply Last reply Reply Quote 0
        • SchulzS Offline
          Schulz
          last edited by

          I haven't though other detailed stuffs. Just I would like to extend the limits of zoom-in and zoom-out with decent sized units.

          is that possible?

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

            @Schulz
            You need to make the map bigger

            1 Reply Last reply Reply Quote 0
            • SchulzS Offline
              Schulz
              last edited by

              Actually I will try to make a kind of different game by changing somethings (simultaneous rounds, fog of war etc) in the engine since I believe the current one isn't really fit for big maps. It is extremely time consuming.

              Just wondering should I start to use the current engine for this project.

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

                @Schulz I would recommend that you first create a much smaller map that has most of the features that you envision for your huge map. By doing that, you'll have a good understanding of what it takes to develop a map and what features don't exist in the engine that you'd like to add.

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

                SchulzS 1 Reply Last reply Reply Quote 4
                • FrostionF Offline
                  Frostion Admin
                  last edited by

                  @Schulz I hope that you will keep your spirit alive, and that you continue to really want to make a new map. ☺ Because making maps from scratch can take many months depending on how much time you have, and maybe also how much you maybe lose interest along the way.

                  You should expect a long and tiresome map base construction process, where you make the map's graphical backdrop and a black/white grid/territory border version of the same map. Best advice: Make backups of your stages of process along the way, so that you may return to a previous point and fix or improve stuff.

                  Then you build the file structure of the map and construct all the files, ultimately to the point where you can load the map in TripleA. So the initial complexity should be kept very simple. When the map loads, then the fun stuff begins, where you can determine the rules of the map and create the player conditions. 😃

                  As @redrum I would also recommend you start out with a smaller and less ambitious project. After your first map is complete or nearing completion, you are sure to have acquired more skills, knowledge and also new ideas for how your map could have been better from start.

                  Maybe you have had another map idea, with another theme on your wish list? An idea that could be turned into your first map? Smaller in scale and that just used the currently available features and rules of TripleA?

                  Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                  SchulzS 1 Reply Last reply Reply Quote 1
                  • SchulzS Offline
                    Schulz @redrum
                    last edited by

                    @redrum

                    Maybe it could be better codding fog of war and simultaneous rounds before creating a map. Since both of these features could work only in big map if its better I can try them for an available small map before starting to create the actual map.

                    Simultanous rounds and fog of war aren't only features that I would like to add. They are just the most important ones for me the other issues for me was lack of reversibilty, big stacks and dicey tech system. I was thinking solutions about them before starting to learn some stuffs about codding.

                    1 Reply Last reply Reply Quote 0
                    • SchulzS Offline
                      Schulz @Frostion
                      last edited by

                      @Frostion

                      Thank you for advices. I really can't give up simultaneous rounds and fog of war because without them games become stacky, predictable, time consuming and irreversible in big maps. I used to think another solutions but I did really fail to find more easy ways.

                      Only one way of simplfy the project could be using WaW map.

                      Also I am not sure how well could these idea works in WaW?

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

                        @Schulz said in I need help about changing the engine of Triplea.:

                        Thank you for advices. I really can't give up simultaneous rounds and fog of war because without them games become stacky, predictable, time consuming and irreversible in big maps

                        You are free to hold this opinion. However, in all of your threads discussing this problem, there have been several ideas posted to help address these issues.

                        1 Reply Last reply Reply Quote 1
                        • SchulzS Offline
                          Schulz
                          last edited by

                          Is implementing manpower concept possible in the current engine similar like oil? I would like to implement it for my game. Every unit will have different manpower values and nations will gain it from their territories like Pus values.

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

                            @Schulz Yes, you can define any type of resource. You'll want to take a look at Civil War as it uses the concept of manpower and several other types of resources for upkeep, unit production, and unit movement.

                            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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