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    Sub XML Properties

    Scheduled Pinned Locked Moved Map Making
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    • HeppsH Offline
      Hepps Lobby Moderators @General_Zod
      last edited by Hepps

      @general_zod said in Sub XML Properties:

      @redrum

      Should probably also add a couple points for thoroughness. I'm using .3635 to test these items.

      1. Submarines Prevent Unescorted Amphibious Assault -

      a. If "true" submarine units are being counted as escorts. (not sure if this was intended)

      As far as your point about a. I believe this property is simply being used to verify that an "escorting" unit with an attacking combat value is present. Regardless of what type of "isSea" unit it is.

      Some of the other things that might be worth examining in this investigation are how certain of these properties interact... and which are not compatible at all.

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

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

        @hepps
        Yes as point 3.a) goes, I agree. Most likely the logic behind it was, if it's "isSea", and has an attack value. Then it can potentially be killed, or if no destroyer present, at a minimum can force the sub to make a choice. Fight to stop the amphibious landing, or submerge.

        Just at first glance submarines don't fit the traditional escort mold, for amphibious landings.

        I'm not sure, what exactly you mean on second part of reply.

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        • Captain CrunchC Offline
          Captain Crunch Banned @Hepps
          last edited by

          @redrum hey if these changes/updates effect the subs for the WWIIClassic map then please let me know when you change it so I can do a test match ... it's been awhile!

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

            @captain-crunch The change's aren't meant to affect any map.... the purpose of this exercise is to potentially make some sub behaviors available independently of the all encompassing property of "isSub".

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

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

              @hepps

              Let me try again, hehe. I missed a key part.

              Yes as point 3.a) goes, I agree. Most likely the logic behind it was, if it's "isSea", and has an attack value. Then it can potentially be killed (the preventing sub) , or if no destroyer present, at a minimum can force the preventing sub to make a choice. Fight the escort(s) to stop the amphibious landing, or submerge. Even if the escort is a sub itself.

              So I guess a sub can be an escort, against another sub.

              Just at first glance submarines don't fit the traditional escort mold, for amphibious landings.

              I'm not sure, what exactly you mean on second part of reply.

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

                @general_zod What I meant by that is that it would be a worth while endeavour for us while we are examining these properties... to look at which of all these properties are compatible and which cause interference which each other.

                "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

                  Lots of good feedback. I've updated the first post trying to summarize everyone's posts so far.

                  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
                  • General_ZodG Offline
                    General_Zod Lobby Moderators @Hepps
                    last edited by

                    @hepps
                    Yeah , I agree. They are a hodgepodge. It will be good to wrangle all submarine related properties into a more comprehensible state. From there we can analyze and review with more certainty. What is doing exactly what.

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

                      So I did some reading through the code to figure out what #8 actually does and found that it covers most of the differences between classic and revised:

                      • Subs can travel through enemy sea zones except if enemy destroyer is present.
                      • Subs have the option to submerge rather than withdraw.

                      Also took a look at classic to determine what base sub rules are with no properties set:

                      • First strike only on attack
                      • Can't attack air units
                      • Attacking subs can withdraw at end of each round to where naval units attacked from
                      • Defending subs can withdraw at end of each round to adjacent friendly or empty sea zone

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

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                      • redrumR Offline
                        redrum Admin
                        last edited by

                        @Hepps I noticed that TWW sub rules are almost the same as ww2v3. Is there a reason you are using #9 and not using #10?

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

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

                          @redrum I believe it had to do with how some units in SZ can change ownership. Ie Autraila turns into British. I believe... don't quote me as it was 8 years ago.

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

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

                            @hepps Interesting. Any particular reason you don't use #3 and #10 (Global uses both which I consider TWW closest to that version of A&A)?

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

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

                              @redrum Can't remember exactly.... there was a good 4 months of muddling around testing behaviors back in the day. What we settled on gave us the results we were looking for.

                              Again, this tangle of properties is fraught with unexpected results when you are trying to use them. I remember going through 3 or 4 versions of subs while we were building.

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

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

                                @hepps Yeah, I'm trying to look from a historical view as well. It appears that at least a good chunk of them were originally created to capture sub functionality differences from classic -> revised -> v3:
                                WW2 Classic: none
                                WW2 Revised: 8 (should have 5 but code directly checks if ww2v2)
                                WW2v3: 2,4,5,6,8,10

                                I have a decent understanding of those 6 properties (2,4,5,6,8,10) and that the functionality they perform is needed to differentiate those 3 versions.

                                The other 4 properties aren't quite as clear to me (1,3,7,9). I think 3 is needed for global (maybe some other A&A maps as well). 1,7,9 I don't really understand what they are needed for and if they could just be removed.

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

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

                                  @redrum Bearing in mind that TWW uses the property "ww2v3" in it as well.

                                  Just to further complicate matters. 😃

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

                                  HeppsH redrumR 2 Replies Last reply Reply Quote 0
                                  • HeppsH Offline
                                    Hepps Lobby Moderators @Hepps
                                    last edited by

                                    @hepps So then it may have been we needed to add 9 as a method of controlling that a sub could NOT control a SZ.

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

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                                    • redrumR Offline
                                      redrum Admin @Hepps
                                      last edited by

                                      @hepps Yeah, there is both ww2v2 and ww2v3 properties which no one really knows what either of them do. I'd like to get to a point that we capture anything they control into actual properties that describe the functionality and then either remove them or just leave them as a shortcut (kind of like isArtillery just generates a supportAttachment).

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

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

                                        @redrum Well the whole thing is a documentation nightmare. We'd have to go back to every change log and extract any info detailing the many facets of the game... or dig through the code one by one.

                                        Until we know precisely what each one achieves either individually or in combination with others.... I'd be hesitant to remove anything.

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

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

                                          @hepps Yeah the ww2v2 and ww2v3 will pretty much have to be code investigation as no one really has a grasp on what they control and it isn't documented any where.

                                          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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