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    Simultaneous moves

    Scheduled Pinned Locked Moved Feature Requests & Ideas
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    • A Offline
      Ajay Ramachandran
      last edited by

      So I found a rule set that allows simultaneous turns, speeding up the gameplay: http://axisandallies.wikia.com/wiki/Simultaneous_Movement

      Is there a way I could make TripleA allow every player to move at once? Has anyone tried this before?

      Thanks

      redrumR 1 Reply Last reply Reply Quote 1
      • redrumR Offline
        redrum Admin @Ajay Ramachandran
        last edited by

        @ajay-ramachandran I've never seen A&A played with simultaneous movement. It would be interesting though makes naval battles kind of odd. It would take a very large amount of changes to TripleA to allow something like that.

        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
        • RogerCooperR Offline
          RogerCooper
          last edited by

          Larry Harris's new game has simultaneous movement. We will see how well that works.

          1 Reply Last reply Reply Quote 0
          • A Offline
            Ajay Ramachandran
            last edited by

            @redrum would there be a way to just disable the turns? Or allow every one to move at once? The rest of the moves could be enforced manually.

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

              @ajay-ramachandran The challenge is that you'd only want the moves to be "local to each player" until everyone is done then play all the moves out. That would take a pretty significant change to how the current engine functions especially from a live multiplayer type game.

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

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

                Sounds like a pretty fun idea to let all players move their own units and then see what everyone else did. But how would the game engine determine who is to use attack stats and who is defending? Like if two enemy players move into an empty or neutral territory? Or would such a new system require a new single-strength unit stat?

                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 A redrumR 3 Replies Last reply Reply Quote 0
                • HeppsH Offline
                  Hepps Lobby Moderators @Frostion
                  last edited by Hepps

                  @frostion Just the tip of the iceberg for this idea.... So many other questions come out of such a concept.

                  However, that being said... this idea really represents an entirely new engine. This is not a modification or feature of the existing engine... but would be an entirely new concept that would profoundly change most aspects of the way the engine works.

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

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                  • A Offline
                    Ajay Ramachandran @Frostion
                    last edited by

                    @frostion Yea I didn't think of that before, the rules book I found online has no mention of a solution to it too. That's weird

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                    • redrumR Offline
                      redrum Admin @Frostion
                      last edited by

                      @frostion From a very basic standpoint, land battles would be based on the current territory owner would be on defense. Naval battles are more difficult and the article references mentioned something about each player can choose to be either attacker or defender. You also have to consider ordering of battle resolution if two enemies attack the same neutral or two allies attack the same enemy territory. Probably would either have standard order or randomize it each round.

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

                      A 1 Reply Last reply Reply Quote 1
                      • A Offline
                        Ajay Ramachandran @redrum
                        last edited by

                        @redrum I completely forgot about the fact that someone would already own the territory.

                        RogerCooperR 1 Reply Last reply Reply Quote 0
                        • RogerCooperR Offline
                          RogerCooper @Ajay Ramachandran
                          last edited by

                          I wonder would happen with the current engine if turns were structured differently, for example have all players move and then all players fight. Would this break the engine?

                          redrumR RogerCooperR 2 Replies Last reply Reply Quote 1
                          • redrumR Offline
                            redrum Admin @RogerCooper
                            last edited by

                            @rogercooper I believe it would work as each nation still has its own combat resolution phase which it'll only consider OWN units as attackers. It might make sense to have all allies move but it would probably be weird to have both allies and enemies move before combat resolution.

                            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
                            • RogerCooperR Offline
                              RogerCooper @RogerCooper
                              last edited by

                              @rogercooper I tried resequencing with the mini-map mod. The results were interesting. 0_1510627748263_Experiment.tsvg . I had the Russians launch an attack in the center and the Italians rush defenders in. TripleA resolved the Russian attack completely ignoring the Italian reinforcements and then ran an Italian counterattack. However, the Italian aircraft simply vanished during non-combat.

                              The Hard AI could play this, but it never attempted to reinforce an attacked area.

                              So a pseudo-simultaneous game mostly works in the current engine.

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

                                @rogercooper Kind of. Its not really simultaneous in the sense of actually playing any moves at the same time. Just doing all moves before doing combat so more of a re-ordering (still interesting but doesn't necessary make the game play faster). True simultaneous moves is much more difficult to handle given the engine we have.

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

                                RogerCooperR 1 Reply Last reply Reply Quote 0
                                • RogerCooperR Offline
                                  RogerCooper @redrum
                                  last edited by

                                  @redrum Another sequencing thought would be random turn order. This would require engine changes, but not huge ones. For many mods, there is no clear-cut way to decide which nation should play first. Back-to-back turns would be a possibility, but the effect could be mitigated by having static units in the capital.

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