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    Units That Popping Up Randomly

    Scheduled Pinned Locked Moved Map Making
    26 Posts 5 Posters 4.5k Views 5 Watching
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    • TheDogT Offline
      TheDog @Schulz
      last edited by

      @schulz
      In short I dont know.
      Maybe use a false delegate, like Politics delegate your not using that, put it before the germanyCombatMove and have the submarines appear before Politics delegate, then they might appear, move and attack?

      However, appearing, then moving and attacking , to me is not a fair mechanic. You will get the 'fear' factor in the player as they know the subs can appear in several areas, that should be good enough?

      The AI of course is fearless.

      https://forums.triplea-game.org/tags/thedog
      https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

      SchulzS 1 Reply Last reply Reply Quote 0
      • SchulzS Offline
        Schulz @TheDog
        last edited by

        @thedog
        I just created fake tech phases before Combat phase it didn't work unfortunately.

        It is true I would want Central Powers having this unfair advantage but Entente will be compensated by other factors like higher incomes, not being able to use captured factories or took enemy incomes after capturing their capitals.

        1 Reply Last reply Reply Quote 0
        • wc_sumptonW Offline
          wc_sumpton
          last edited by

          @Schulz

          To have the subs move after being placed use 'stepProperty':

          <step name="germansCombatMove" delegate="move" player="Germans">
             <stepProperty name="resetUnitStateAtStart" value="true"/>
          </step>
          

          Cheers...

          SchulzS 1 Reply Last reply Reply Quote 2
          • SchulzS Offline
            Schulz @wc_sumpton
            last edited by Schulz

            @wc_sumpton

            Thank you it worked. Does it work for only country?

            1 Reply Last reply Reply Quote 0
            • wc_sumptonW Offline
              wc_sumpton
              last edited by

              @Schulz

              It will only affect Germany. Combat stats are reset normally at the end of the players Non-Combatmove. That is why the placed units don't move.

              Cheers...

              SchulzS 1 Reply Last reply Reply Quote 0
              • SchulzS Offline
                Schulz @wc_sumpton
                last edited by

                How could I make this feature dependent to controlling some territories?

                RogerCooperR 1 Reply Last reply Reply Quote 0
                • wc_sumptonW Offline
                  wc_sumpton
                  last edited by

                  @Schulz

                  Not sure what you are asking. If only certain territories are controlled then the newly placed sub can move? Otherwise Germany can not move these newly placed subs.

                  As to making the 'stepProperty' trigger dependent, it can not be done.

                  Cheers...

                  SchulzS 1 Reply Last reply Reply Quote 0
                  • SchulzS Offline
                    Schulz @wc_sumpton
                    last edited by

                    @wc_sumpton I mean these units will be spawned each round only if the owner of these units control certain territories.

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                    • wc_sumptonW Offline
                      wc_sumpton
                      last edited by

                      @Schulz
                      Gotya'.

                      So if the units are not spawned, the 'stepProperty' would have not effect, even though it is still part of 'germansCombatMove'.

                      So again my question, 'Why do you want to control when 'stepProperty' fires?'

                      Slightly confused

                      Cheers...

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

                        @schulz You can have multiple conditions. Check Pact of Steel 2.

                        1 Reply Last reply Reply Quote 0
                        • SchulzS Offline
                          Schulz @wc_sumpton
                          last edited by

                          @wc_sumpton

                          I though having these subs being spawned wouldn't make sense if Germany defeated or controls no coastal territory.

                          I don't know how to deal with "<stepProperty name="resetUnitStateAtStart" value="true"/>" even if these units stop being spawning temporarily.

                          1 Reply Last reply Reply Quote 0
                          • wc_sumptonW Offline
                            wc_sumpton
                            last edited by

                            @Schulz

                            I think I understand what you are saying. You do not need to "turn off" '<stepProperty name="resetUnitStateAtStart" value="true"/>'. All this does is reset/clear Unit states, which is also done at the end of Non-Combat Movement by default.

                            The only change to game play will only appear when units are spawned, this will allow then to move during the same turn that they appear. If the units do not spawn, that's ok, there should be no effect.

                            '<stepProperty name="resetUnitStateAtStart" ' value can not be changed with triggers. But from what I understand by what you are describing that should be okay.

                            Cheers...

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