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    Retreating and Strategic Bombing Issues

    Scheduled Pinned Locked Moved Map Making
    28 Posts 4 Posters 5.0k Views 4 Watching
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    • Mas NM Offline
      Mas N
      last edited by

      I've also noticed some issues with the unit help.

      • Battleships are showing up under the russian faction even though they do not start with a battleship and have no way to make one. (It's not in their production frontier)
      • Neutral units are showing up even though they can never exist.
      • I made a russian unit called a "sniper" that is 1|5|1 and supportable. The intent is that an artillery can support an infantry or a sniper but not both. This functions as intended, but under unit help artillery says "support on attack: +1 to infantry and sniper" which is misleading, 'or' would be more accurate. In addition, it has this text for all factions, even though no other faction can have snipers.
      B 1 Reply Last reply Reply Quote 0
      • B Offline
        beelee @Mas N
        last edited by

        Hi @Mas-N would you post the xml ? Better yet the entire map ? Probably need a outside DL link for the map, such as sendpace or something similar.

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        • F Offline
          ff03k64
          last edited by

          Do you have an XML?

          1 Reply Last reply Reply Quote 1
          • Mas NM Offline
            Mas N
            last edited by

            Here's the XML
            https://hastebin.com/ijecidabib.xml
            The rest of the map is identical to ww2v4, except I added a few images.

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            • wc_sumptonW Offline
              wc_sumpton
              last edited by

              @Mas-N

              The players endTurn step is right after combatMove and purchase but before combat. This is what is causing your problems.

              Cheers...

              1 Reply Last reply Reply Quote 1
              • Mas NM Offline
                Mas N
                last edited by

                Thanks. Is there a way to make it so that the IPC production step happens before combat without causing these issues?

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                • wc_sumptonW Offline
                  wc_sumpton
                  last edited by

                  @Mas-N

                  None that I know of. Question is why after purchase, the player has already spent their IPC for this turn, and collection can still happen at the end of their turn. But I could be missing something.

                  Cheers...

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                  • Mas NM Offline
                    Mas N
                    last edited by

                    Normally, if you fight a battle in a territory and capture it, it will produce for you at the end of the turn. I want just-captured territories to not produce IPCs.
                    Is there a workaround with events to remove IPCs gained this way?

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                    • wc_sumptonW Offline
                      wc_sumpton
                      last edited by

                      @Mas-N

                      Again not an easy way. Conditions and triggers could be set to check for a battle in a territory and subtract those IPC from the final income. But there would need to be a set for every territory and seems like a lot of work.

                      Will think about it.

                      Cheers...

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                      • Mas NM Offline
                        Mas N
                        last edited by Mas N

                        I was looking around in the source code, and found there's a NoPuEndTurnDelegate, but couldn't find anything for Producing PU and not doing anything else.

                        EDIT: It doesn't work. It tells me it couldn't find "games.strategy.triplea.delegate.NoPuEndTurnDelegate" even though it should be right here: https://github.com/triplea-game/triplea/blob/master/game-core/src/main/java/games/strategy/triplea/delegate/NoPuEndTurnDelegate.java

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

                          @Mas-N
                          I think you would need to ad something here for NoPuEndTurnDelegate. Not 100% sure though.

                          <gamePlay>
                              <delegate name="initDelegate" javaClass="games.strategy.triplea.delegate.InitializationDelegate" display="Initializing Delegates"/>
                              <delegate name="tech" javaClass="games.strategy.triplea.delegate.TechnologyDelegate" display="Research Technology"/>
                              <delegate name="tech_activation" javaClass="games.strategy.triplea.delegate.TechActivationDelegate" display="Activate Technology"/>
                              <delegate name="battle" javaClass="games.strategy.triplea.delegate.BattleDelegate" display="Combat"/>
                              <delegate name="move" javaClass="games.strategy.triplea.delegate.MoveDelegate" display="Combat Move"/>
                              <delegate name="place" javaClass="games.strategy.triplea.delegate.PlaceDelegate" display="Place Units"/>
                              <delegate name="purchase" javaClass="games.strategy.triplea.delegate.PurchaseDelegate" display="Purchase Units"/>
                              <delegate name="endTurn" javaClass="games.strategy.triplea.delegate.EndTurnDelegate" display="Turn Complete"/>
                              <delegate name="endRound" javaClass="games.strategy.triplea.delegate.EndRoundDelegate" display="Round Complete"/>
                              <delegate name="placeBid" javaClass="games.strategy.triplea.delegate.BidPlaceDelegate" display="Bid Placement"/>
                              <delegate name="bid" javaClass="games.strategy.triplea.delegate.BidPurchaseDelegate" display="Bid Purchase"/>
                              <sequence>
                          
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                          • Mas NM Offline
                            Mas N
                            last edited by

                            @ff03k64 I did that, replacing <delegate name="endTurn" javaClass="games.strategy.triplea.delegate.EndTurnDelegate" display="Turn Complete"/> with "games.strategy.triplea.delegate.NoPuEndTurnDelegate" and that gave me the error

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

                              @Mas-N I don't see that in your link above, is that older? Or can you link it again?

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                              • Mas NM Offline
                                Mas N
                                last edited by

                                i found the problem, it has to be NoPU with that case
                                this successfully blocks income during the end step of the turn, but I'm still looking for a way to cause income to be gained after production

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

                                  @Mas-N What is your current turn sequence for one player?

                                  1 Reply Last reply Reply Quote 0
                                  • Mas NM Offline
                                    Mas N
                                    last edited by

                                    @ff03k64

                                          <!-- Russians Game Sequence -->
                                          <step name="russianTech" delegate="tech" player="Russians"/>
                                          <step name="russianCombatMove" delegate="move" player="Russians"/>
                                          <step name="russianPurchase" delegate="purchase" player="Russians"/>
                                    	  <!-- produce PUs here. edit them in for now -->
                                          <step name="russianBattle" delegate="battle" player="Russians"/>
                                          <step name="russianNonCombatMove" delegate="move" player="Russians" display="Non Combat Move"/>
                                          <step name="russianPlace" delegate="place" player="Russians"/>
                                          <step name="russianTechActivation" delegate="tech_activation" player="Russians"/>
                                    	  <step name="russianEndTurn" delegate="endTurn" player="Russians"/>
                                    

                                    tech is disabled though

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

                                      @Mas-N Well, the thing that i would try would be a regular end turn there. But I don't know everything that the end turn delegates do. If that worked, i would do the noPU one at the actual end of the turn.

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                                      • Mas NM Offline
                                        Mas N
                                        last edited by

                                        @ff03k64
                                        I just tried that, and again retreating isn't working.

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

                                          @Mas-N Oh, i see where you mentioned that before now, sorry. I guess that means that the end turn step removes any left over movement for units.

                                          Just as a test, can you put the end turn delegate before combat move? See if you can move units. I am guessing not, but would help determine if that is something that the end turn delegates do. edit: or if something else is causing no more moves.

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                                          • Mas NM Offline
                                            Mas N
                                            last edited by

                                            @ff03k64
                                            I've tested it, and I confirm this does work. I didn't want to do this for two reasons:

                                            • It's a bit less convenient to produce before combat move.
                                            • Gameplay wise, this would mean you don't produce for territories taken during the combat move step. (If they're undefended.) My intent was for undefended territories to immediately produce when taken.
                                            F 1 Reply Last reply Reply Quote 0

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