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    Dragon War - Official Thread

    Scheduled Pinned Locked Moved Maps & Mods
    103 Posts 11 Posters 57.9k Views 14 Watching
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    • redrumR Offline
      redrum Admin @ff03k64
      last edited by

      @ff03k64 There are a lot of AI changes for Dragon War in the pre-release and I think most of the things you point out should be addressed.

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

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      • FrostionF Offline
        Frostion Admin
        last edited by

        @ff03k64 Thanks for the feedback. I will take a look at your points soon. I have just not come around to it yet. Even though the AI might be upgraded in the next engine release, I would like to see if there are any actual flaws in the xml, like in the territories. I just need to find some free spare time 😊

        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

        F 1 Reply Last reply Reply Quote 0
        • F Offline
          ff03k64 @Frostion
          last edited by

          @Frostion Another thought. The price of cities, towns and villages seem a little off. Unless there is some advantage to a town or city besides the extra production capacity, it doesn't make sense that they are basically the same cost. Essentially, each build/upgrade costs 20 resources (10 PU, 10 other), and only gets you one extra guy. The only way i can see that that is beneficial is at a choke point. Other than that, it seems like having 3 villages is just as good as having a town.

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          • C Offline
            Cernel Moderators
            last edited by Cernel

            This is the full set of connections and canals that, once pasted inside your Dragon War game, in substitution of the connections you have, should have all connections passable by air units only.

            What you need to do is, first of all, removing all connections and canals that should not exist at all (as I've rerun the automatic connection finder and didn't check for wrong connections, and I've not removed the connections to the "Unit List" territory, either), then removing all the canals of connections that are passable by any units (basically the opposite of what you already did, but for canals, instead of connections).

            Alternatively, if you give me the full list of connections that should be passable by air only (practically, all those you removed entirely from the game because of rivers sections without bridges and such), then I can give you the canals for those only, so you'll have just to paste both those missing connections and their canals.

            connections_canals.txt

            The only issue is that the error message will say something like "Must control Sealonia - Stormwood to move through". I don't think there is really a way around this, because the program just generally doesn't admit that there may be canals any units can move through under no conditions, so you'll just have to document in notes to ignore such automatically given information.

            The only way would be a developer to support assigning no territories to a canal, creating a canal that can never be passed unless the unit can ignore it. Then having a warning saying something like "Cannot move through".

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            • FrostionF Offline
              Frostion Admin
              last edited by Frostion

              @Cernel I have identified all the Air only connections of the map, where no land units may cross.
              All-Air-Only-Connections.txt

              Also here is the Air unit list
              All-Air-Units.txt

              What do you mean by errors messages? I am not implementing anything that will result in constant error messeges or that need player enforced rules. Then I will rather just let the map be like it is.

              But if it is possible to implement without weird hacks and errors, then flight over rivers will be implemented 🙂

              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

              C 1 Reply Last reply Reply Quote 0
              • C Offline
                Cernel Moderators @Frostion
                last edited by

                @Frostion Practically, when you try to move land over air only connections, you will have this message on the bottom bar:
                "Must control...to move through".

                What would you prefer the "..." be saying? That's the only thing I can customize.

                You don't need to add all air units, because by default all air units ignore canals, but I can add it, so it will be the easiest in case you might want to add non air units in the future.

                C 1 Reply Last reply Reply Quote 0
                • C Offline
                  Cernel Moderators @Cernel
                  last edited by

                  @Cernel said in Dragon War - Official Thread:

                  @Frostion Practically, when you try to move land over air only connections, you will have this message on the bottom bar:
                  "Must control...to move through".

                  What would you prefer the "..." be saying? That's the only thing I can customize.

                  You don't need to add all air units, because by default all air units ignore canals, but I can add it, so it will be the easiest in case you might want to add non air units in the future.

                  Would an error message like this (look at the bottom bar) be fine?
                  20200125.png

                  Any better ideas, for what to have for the "...", as I described?

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                  • C Offline
                    Cernel Moderators
                    last edited by

                    Also, how about having air-only connections in the narrow sea passages, meaning:
                    Questos - Northern Baldoria
                    Blood Islands - Blood Hills
                    North Goronmok - Stormcrag
                    and so on?
                    However, in this case, you'll need to visually indicate such air only connections on the map (with arrows or such, preferably as decorations), as I see in the map there are a lot of possible cases.
                    So, let me know if you like this idea or not (basically, if you have a strait that it is about as narrow as a river, you may want air to move across with a single movement, as well). If yes, you will have to give me the full list of such other air only connections too.

                    1 Reply Last reply Reply Quote 0
                    • FrostionF Offline
                      Frostion Admin
                      last edited by

                      @Cernel Ahhh OK. I thought it was an error that showed up in a window. I can live with that kind of error you are showing. I think the problem with this error is just a matter of what that text this kind of error should say. It seems more like a restriction, something that cannot be done, than it looks like an error.

                      I originally thought about letting air units pass over rivers and narrow passages. But I think I would want to stick to just rivers. There would be so many passages that should otherwise be judged either passable by air or not and no real defining criteria. And the map would be plastered with graphical arrows to explain where passage was possible. I would rather just say that crossing a piece of sea is crossing a piece of sea, meaning going over or meeting the units there.

                      I have made an updated list of “Air only connections” if you would like to use it in a set of codes?
                      all-air-only-connections.txt

                      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

                      C 1 Reply Last reply Reply Quote 1
                      • C Offline
                        Cernel Moderators
                        last edited by

                        Bug Report: With the map unzipped, and the "map" folder renamed to the map name, I get these errors, upon starting the game:

                        
                        GRAVE: No image for unit type: UnitType{name=Pirate}, player: PlayerId named:Crowton
                        java.lang.RuntimeException: No image for unit type: UnitType{name=Pirate}, player: PlayerId named:Crowton
                        	at games.strategy.triplea.image.UnitImageFactory.lambda$getImageDimensions$1(UnitImageFactory.java:315)
                        	at java.base/java.util.Optional.orElseThrow(Optional.java:408)
                        	at games.strategy.triplea.image.UnitImageFactory.getImageDimensions(UnitImageFactory.java:313)
                        	at games.strategy.triplea.ui.unit.scroller.AvatarPanelFactory.createUnitStackImage(AvatarPanelFactory.java:75)
                        	at games.strategy.triplea.ui.unit.scroller.AvatarPanelFactory.buildPanel(AvatarPanelFactory.java:52)
                        	at games.strategy.triplea.ui.unit.scroller.UnitScroller.lambda$drawUnitAvatarPane$4(UnitScroller.java:173)
                        	at java.desktop/java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:313)
                        	at java.desktop/java.awt.EventQueue.dispatchEventImpl(EventQueue.java:776)
                        	at java.desktop/java.awt.EventQueue$4.run(EventQueue.java:727)
                        	at java.desktop/java.awt.EventQueue$4.run(EventQueue.java:721)
                        	at java.base/java.security.AccessController.doPrivileged(Native Method)
                        	at java.base/java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(ProtectionDomain.java:85)
                        	at java.desktop/java.awt.EventQueue.dispatchEvent(EventQueue.java:746)
                        	at java.desktop/java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:203)
                        	at java.desktop/java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:124)
                        	at java.desktop/java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:113)
                        	at java.desktop/java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:109)
                        	at java.desktop/java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:101)
                        	at java.desktop/java.awt.EventDispatchThread.run(EventDispatchThread.java:90)
                        
                        gen 26, 2020 6:14:48 PM org.triplea.game.client.HeadedGameRunner lambda$main$0
                        GRAVE: No image for unit type: UnitType{name=Barbarian}, player: PlayerId named:Crowton
                        java.lang.RuntimeException: No image for unit type: UnitType{name=Barbarian}, player: PlayerId named:Crowton
                        	at games.strategy.triplea.image.UnitImageFactory.lambda$getImageDimensions$1(UnitImageFactory.java:315)
                        	at java.base/java.util.Optional.orElseThrow(Optional.java:408)
                        	at games.strategy.triplea.image.UnitImageFactory.getImageDimensions(UnitImageFactory.java:313)
                        	at games.strategy.triplea.ui.unit.scroller.AvatarPanelFactory.createUnitStackImage(AvatarPanelFactory.java:75)
                        	at games.strategy.triplea.ui.unit.scroller.AvatarPanelFactory.buildPanel(AvatarPanelFactory.java:52)
                        	at games.strategy.triplea.ui.unit.scroller.UnitScroller.lambda$drawUnitAvatarPane$4(UnitScroller.java:173)
                        	at java.desktop/java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:313)
                        	at java.desktop/java.awt.EventQueue.dispatchEventImpl(EventQueue.java:776)
                        	at java.desktop/java.awt.EventQueue$4.run(EventQueue.java:727)
                        	at java.desktop/java.awt.EventQueue$4.run(EventQueue.java:721)
                        	at java.base/java.security.AccessController.doPrivileged(Native Method)
                        	at java.base/java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(ProtectionDomain.java:85)
                        	at java.desktop/java.awt.EventQueue.dispatchEvent(EventQueue.java:746)
                        	at java.desktop/java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:203)
                        	at java.desktop/java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:124)
                        	at java.desktop/java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:113)
                        	at java.desktop/java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:109)
                        	at java.desktop/java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:101)
                        	at java.desktop/java.awt.EventDispatchThread.run(EventDispatchThread.java:90)
                        
                        gen 26, 2020 6:14:48 PM org.triplea.game.client.HeadedGameRunner lambda$main$0
                        GRAVE: No image for unit type: UnitType{name=Murloc}, player: PlayerId named:Crowton
                        java.lang.RuntimeException: No image for unit type: UnitType{name=Murloc}, player: PlayerId named:Crowton
                        	at games.strategy.triplea.image.UnitImageFactory.lambda$getImageDimensions$1(UnitImageFactory.java:315)
                        	at java.base/java.util.Optional.orElseThrow(Optional.java:408)
                        	at games.strategy.triplea.image.UnitImageFactory.getImageDimensions(UnitImageFactory.java:313)
                        	at games.strategy.triplea.ui.unit.scroller.AvatarPanelFactory.createUnitStackImage(AvatarPanelFactory.java:75)
                        	at games.strategy.triplea.ui.unit.scroller.AvatarPanelFactory.buildPanel(AvatarPanelFactory.java:52)
                        	at games.strategy.triplea.ui.unit.scroller.UnitScroller.lambda$drawUnitAvatarPane$4(UnitScroller.java:173)
                        	at java.desktop/java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:313)
                        	at java.desktop/java.awt.EventQueue.dispatchEventImpl(EventQueue.java:776)
                        	at java.desktop/java.awt.EventQueue$4.run(EventQueue.java:727)
                        	at java.desktop/java.awt.EventQueue$4.run(EventQueue.java:721)
                        	at java.base/java.security.AccessController.doPrivileged(Native Method)
                        	at java.base/java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(ProtectionDomain.java:85)
                        	at java.desktop/java.awt.EventQueue.dispatchEvent(EventQueue.java:746)
                        	at java.desktop/java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:203)
                        	at java.desktop/java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:124)
                        	at java.desktop/java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:113)
                        	at java.desktop/java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:109)
                        	at java.desktop/java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:101)
                        	at java.desktop/java.awt.EventDispatchThread.run(EventDispatchThread.java:90)
                        
                        gen 26, 2020 6:14:48 PM org.triplea.game.client.HeadedGameRunner lambda$main$0
                        GRAVE: No image for unit type: UnitType{name=Kobold}, player: PlayerId named:Crowton
                        java.lang.RuntimeException: No image for unit type: UnitType{name=Kobold}, player: PlayerId named:Crowton
                        	at games.strategy.triplea.image.UnitImageFactory.lambda$getImageDimensions$1(UnitImageFactory.java:315)
                        	at java.base/java.util.Optional.orElseThrow(Optional.java:408)
                        	at games.strategy.triplea.image.UnitImageFactory.getImageDimensions(UnitImageFactory.java:313)
                        	at games.strategy.triplea.ui.unit.scroller.AvatarPanelFactory.createUnitStackImage(AvatarPanelFactory.java:75)
                        	at games.strategy.triplea.ui.unit.scroller.AvatarPanelFactory.buildPanel(AvatarPanelFactory.java:52)
                        	at games.strategy.triplea.ui.unit.scroller.UnitScroller.lambda$drawUnitAvatarPane$4(UnitScroller.java:173)
                        	at java.desktop/java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:313)
                        	at java.desktop/java.awt.EventQueue.dispatchEventImpl(EventQueue.java:776)
                        	at java.desktop/java.awt.EventQueue$4.run(EventQueue.java:727)
                        	at java.desktop/java.awt.EventQueue$4.run(EventQueue.java:721)
                        	at java.base/java.security.AccessController.doPrivileged(Native Method)
                        	at java.base/java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(ProtectionDomain.java:85)
                        	at java.desktop/java.awt.EventQueue.dispatchEvent(EventQueue.java:746)
                        	at java.desktop/java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:203)
                        	at java.desktop/java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:124)
                        	at java.desktop/java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:113)
                        	at java.desktop/java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:109)
                        	at java.desktop/java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:101)
                        	at java.desktop/java.awt.EventDispatchThread.run(EventDispatchThread.java:90)
                        
                        gen 26, 2020 6:14:48 PM org.triplea.game.client.HeadedGameRunner lambda$main$0
                        GRAVE: No image for unit type: UnitType{name=Gnoll}, player: PlayerId named:Crowton
                        java.lang.RuntimeException: No image for unit type: UnitType{name=Gnoll}, player: PlayerId named:Crowton
                        	at games.strategy.triplea.image.UnitImageFactory.lambda$getImageDimensions$1(UnitImageFactory.java:315)
                        	at java.base/java.util.Optional.orElseThrow(Optional.java:408)
                        	at games.strategy.triplea.image.UnitImageFactory.getImageDimensions(UnitImageFactory.java:313)
                        	at games.strategy.triplea.ui.unit.scroller.AvatarPanelFactory.createUnitStackImage(AvatarPanelFactory.java:75)
                        	at games.strategy.triplea.ui.unit.scroller.AvatarPanelFactory.buildPanel(AvatarPanelFactory.java:52)
                        	at games.strategy.triplea.ui.unit.scroller.UnitScroller.lambda$drawUnitAvatarPane$4(UnitScroller.java:173)
                        	at java.desktop/java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:313)
                        	at java.desktop/java.awt.EventQueue.dispatchEventImpl(EventQueue.java:776)
                        	at java.desktop/java.awt.EventQueue$4.run(EventQueue.java:727)
                        	at java.desktop/java.awt.EventQueue$4.run(EventQueue.java:721)
                        	at java.base/java.security.AccessController.doPrivileged(Native Method)
                        	at java.base/java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(ProtectionDomain.java:85)
                        	at java.desktop/java.awt.EventQueue.dispatchEvent(EventQueue.java:746)
                        	at java.desktop/java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:203)
                        	at java.desktop/java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:124)
                        	at java.desktop/java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:113)
                        	at java.desktop/java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:109)
                        	at java.desktop/java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:101)
                        	at java.desktop/java.awt.EventDispatchThread.run(EventDispatchThread.java:90)
                        
                        gen 26, 2020 6:14:48 PM org.triplea.game.client.HeadedGameRunner lambda$main$0
                        GRAVE: No image for unit type: UnitType{name=Ogre}, player: PlayerId named:Crowton
                        java.lang.RuntimeException: No image for unit type: UnitType{name=Ogre}, player: PlayerId named:Crowton
                        	at games.strategy.triplea.image.UnitImageFactory.lambda$getImageDimensions$1(UnitImageFactory.java:315)
                        	at java.base/java.util.Optional.orElseThrow(Optional.java:408)
                        	at games.strategy.triplea.image.UnitImageFactory.getImageDimensions(UnitImageFactory.java:313)
                        	at games.strategy.triplea.ui.unit.scroller.AvatarPanelFactory.createUnitStackImage(AvatarPanelFactory.java:75)
                        	at games.strategy.triplea.ui.unit.scroller.AvatarPanelFactory.buildPanel(AvatarPanelFactory.java:52)
                        	at games.strategy.triplea.ui.unit.scroller.UnitScroller.lambda$drawUnitAvatarPane$4(UnitScroller.java:173)
                        	at java.desktop/java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:313)
                        	at java.desktop/java.awt.EventQueue.dispatchEventImpl(EventQueue.java:776)
                        	at java.desktop/java.awt.EventQueue$4.run(EventQueue.java:727)
                        	at java.desktop/java.awt.EventQueue$4.run(EventQueue.java:721)
                        	at java.base/java.security.AccessController.doPrivileged(Native Method)
                        	at java.base/java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(ProtectionDomain.java:85)
                        	at java.desktop/java.awt.EventQueue.dispatchEvent(EventQueue.java:746)
                        	at java.desktop/java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:203)
                        	at java.desktop/java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:124)
                        	at java.desktop/java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:113)
                        	at java.desktop/java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:109)
                        	at java.desktop/java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:101)
                        	at java.desktop/java.awt.EventDispatchThread.run(EventDispatchThread.java:90)
                        
                        1 Reply Last reply Reply Quote 0
                        • C Offline
                          Cernel Moderators @Frostion
                          last edited by

                          @Frostion said in Dragon War - Official Thread:

                          @Cernel Ahhh OK. I thought it was an error that showed up in a window. I can live with that kind of error you are showing. I think the problem with this error is just a matter of what that text this kind of error should say. It seems more like a restriction, something that cannot be done, than it looks like an error.

                          Actually, I tested that those messages, whatever they are, are mostly a moot point, as you get them only if you set the path with "Ctrl", which should be very rare, otherwise the auto path finder will just exclude going through canals you cannot pass, at least as long as it can find any land-only path having no impassable canals, even if the alternative is unreachable too (for other reasons).

                          I originally thought about letting air units pass over rivers and narrow passages. But I think I would want to stick to just rivers. There would be so many passages that should otherwise be judged either passable by air or not and no real defining criteria. And the map would be plastered with graphical arrows to explain where passage was possible. I would rather just say that crossing a piece of sea is crossing a piece of sea, meaning going over or meeting the units there.

                          I have made an updated list of “Air only connections” if you would like to use it in a set of codes?
                          all-air-only-connections.txt

                          Definitely, either you make very clear (with dotted lines, or arrows, or something) what land territories across the sea are close enough to be single moved into by air, or you never do it.

                          Anyways, this should be the code you need, but be sure to test it for yourself:
                          connections_canals.txt

                          Two things:

                          • I've added all the lists of units that are not validated by the canals but, if they are all the air units in the game, this is useless, as all air units are not validated as default. However, this should allow you adding or removing whatever units with ease, even only using Notepad (search and replace all). For example, if you think there are some units that should be able to swim over a river or, like a skeleton, not needing to breath, just walk on the bottom of the river and re-emerge on the other bank, be sure to add them (and document them all in notes).
                          • Since canals require a territory attachment, all those canals are passable as long as you own the "Unit List" territory or it is owned by a player that allows you passing through canals. So, you should be sure this never happening, aside from edit mode (you can also test that if you change ownership of the "Unit List" territory to a player of an alliance, all the players of that alliance will be able to pass through all connections).
                          1 Reply Last reply Reply Quote 0
                          • FrostionF Offline
                            Frostion Admin
                            last edited by

                            @Cernel the code worked perfectly.

                            As I of course did miss a connection where air units should be able to move over a river, I added 1 more connection and 1 more set of canalAttachments.

                            When the YAML file is updated a new Dragon War 1.2.7 version is ready for download.

                            Thanks for the help! 🙂 I think I will also use this system in Warcraft: War Heroes (No longer called World of War Heroes). There will de quite a few flying units in that map, and it brings much to the map that air units can fly their own ways compared to land units. Can I at some point give you a new list of connections that can be made into canalAttachments? I have no ETA yet.

                            Test1.png

                            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

                            HeppsH redrumR C 3 Replies Last reply Reply Quote 2
                            • HeppsH Offline
                              Hepps Moderators @Frostion
                              last edited by

                              @Frostion and @Cernel Great work!! This will be a huge improvement for this map! Well done!

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

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

                                @Frostion I like the update. Though you may need to consider whether air units need to be adjusted a bit since this will make them more flexible and give them more range.

                                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 2
                                • C Offline
                                  Cernel Moderators @Frostion
                                  last edited by

                                  @Frostion said in Dragon War - Official Thread:

                                  Can I at some point give you a new list of connections that can be made into canalAttachments?

                                  Sure.

                                  1 Reply Last reply Reply Quote 1
                                  • C Offline
                                    Cernel Moderators
                                    last edited by

                                    I think the playability of the map would be greatly enhanced if all unit letters would be substituted by stylized figures. For example, using the ones of Greyhawk Wars:
                                    Bowmen_original.png
                                    Bowmen.png
                                    Knights_original.png
                                    Knights.png

                                    I strongly suggest this, as letters are really not very easy to link to their meaning.

                                    Of course, having so many distinctive, yet small, images would be challenging, and they really need to be distinctive.

                                    Also, I really wonder why did you decide to go without upkeep. The map having even food, it seems natural to have a food, money, etc. upkeep for units (though, in this case, the free units should be based on user actions, instead of automatically given).

                                    1 Reply Last reply Reply Quote 0
                                    • C Offline
                                      Cernel Moderators
                                      last edited by Cernel

                                      Also, there is an annoying maybe bug. If you hold in inventory a unit and an upgrade of it, the program doesn't allow you to place the upgrade of the unit until you have placed the unit. For example, if you have both a village and a town, you cannot place the town until after you have placed the village (somewhere else). This means that if you, in this example, bought a village and a town, on the same turn, you are unable not to place the village, but only the town (to upgrade an existent village), as the notes of this game say you should be allowed to.

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

                                        @Cernel
                                        When I designed the unit images, I thought about using small pictograms/symbols instead of Letters. At the time I was like 50/50 on which way to go. But after messing around with test unit pictures a bit, I ended up with letters, Mainly because the unit type indicator was to be so small. And I felt that an image + an image on top of that was slightly confusing.

                                        To reinforce the distinguisability (is that a word?) I also gave unit "category" colors. So actually the info give to the player when looking at a unit is player+type+category.

                                        I felt it best to present that as race image/colored ring + unit type letter + Category color.

                                        I felt that this would simple things up and help quicken the thinking process when a player glanced at units to spot first ownership then unit type if this was relevant.

                                        I don't know if I made the right choice, but to me it works fine. And I probably would not make it different if I had the same unit pictures that I had to give additional information. In my Warcraft map I have chosen another path, but that is another discussion.

                                        Upkeep was also something I tested out, but chose to scrap again. The main problem I see with TripleA and upkeep is, that even thou a player has an income of like +10 Food, and a unit demands 1 Food per turn, he can go way past 10 units via various means depending on the map, and not really suffer any penalty when owning like 20 units while only getting +10 Food every turn. There are maybe more upkeep problems, but I can't recall them atm.

                                        I would actually find it pretty sweet to have a working upkeep system, so I hope that you are trying it out in the map you are making. I am currently not implementing upkeep as part of my Warcraft map, but I would really like to have it. It would add a new dimension to the game, where players would actively try to find like Food on the map, and then set a goal to get his hands on it, so to expand his forces 🙂

                                        Village/Town bug is not something I am familiar with. Maybe I have just never been in that exact situation in the game. Maybe @redrum @LaFayette @Hepps or some other clever dude can explain why this is happening. It does not sound like a map specific issue to me, maybe an engine rule?

                                        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

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                                        • C Offline
                                          Cernel Moderators
                                          last edited by

                                          I personally don't have problems with dragons overall, but would prefer they would be more power based instead of being mostly a source of free hitpoints to attach armies. Maybe they should be first strike. Also, with the new engine abilities, I guess it would make sense dragons being forced to fight only by other dragons.

                                          Anyways, my main suggestion is that dragons consume 1 meat, 1 iron and 1 wood for every hitpoint they repair.

                                          Why the water dragon is not a submarine?

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                                          • C Offline
                                            Cernel Moderators @Cernel
                                            last edited by

                                            @Cernel Just saying because sometimes people are annoyed by the dragon semi-randomness, but I think all or most would be fine if repairing hipoints would cost some. Is repair totally free of charge at the moment? I'm not suggesting to make dragons optional, as that would be too off with the spirit of the map.

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