Retreating and Strategic Bombing Issues
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Hi,
I initially posted this on github https://github.com/triplea-game/triplea/issues/8007 but was told to post it here.I've created my own map, and when I'm playing it, there's no option to retreat from battles. When clicking the "Bomb" button when moving a bomber to a factory, it does a normal attack instead. I don't know what's causing this and would appreciate any help.
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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.
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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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Do you have an XML?
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Here's the XML
https://hastebin.com/ijecidabib.xml
The rest of the map is identical to ww2v4, except I added a few images. -
The players endTurn step is right after combatMove and purchase but before combat. This is what is causing your problems.
Cheers...
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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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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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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? -
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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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
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@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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@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 -
@Mas-N I don't see that in your link above, is that older? Or can you link it again?
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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 -
@Mas-N What is your current turn sequence for one player?
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<!-- 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
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@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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@ff03k64
I just tried that, and again retreating isn't working. -
@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.