TripleA Logo TripleA Forum
    • TripleA Website
    • Categories
    • Recent
    • Popular
    • Users
    • Groups
    • Tags
    • Register
    • Login

    Paratroopers and U-Boats

    Scheduled Pinned Locked Moved Feature Requests & Ideas
    17 Posts 3 Posters 2.4k Views 3 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • wc_sumptonW Offline
      wc_sumpton @beelee
      last edited by

      @beelee

      supportAttachment gets added to the units prior to each round of battle. I have modified my version to create a new airRoll/airStrength to have the ability to support air units during air battles. So yes, I think adding a check for the combat round is not that hard. The same goes for territoryEffect, my engine code includes combatAADefenseEffect/combatAAOffenseEffect so that territoryEffect can modify AA special attacks (did these awhile ago when I was talking to @TheDog about GCD).

      Having a "maxRounds" may be a little harder, but still seems kind of strait forward. The problem is what happens when a unit passes that round? Should it be retreated? Left for fodder? Give the player a choice? There's a lot there when talking about the unitAttachment.

      Cheers...

      C 1 Reply Last reply Reply Quote 1
      • C Offline
        Cernel Moderators Lobby Moderators @wc_sumpton
        last edited by

        @wc_sumpton said in Paratroopers and U-Boats:

        @beelee

        supportAttachment gets added to the units prior to each round of battle. I have modified my version to create a new airRoll/airStrength to have the ability to support air units during air battles. So yes, I think adding a check for the combat round is not that hard. The same goes for territoryEffect, my engine code includes combatAADefenseEffect/combatAAOffenseEffect so that territoryEffect can modify AA special attacks (did these awhile ago when I was talking to @TheDog about GCD).

        Having a "maxRounds" may be a little harder, but still seems kind of strait forward. The problem is what happens when a unit passes that round? Should it be retreated? Left for fodder? Give the player a choice? There's a lot there when talking about the unitAttachment.

        Cheers...

        Is there any intention of adding any of these features to the actual program?

        I do believe artillery support should be round limited. It seems obvious enough unless you actually want to have ammunition consumption (which would limit it).

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

          @beelee

          This may give you some ideas for you wolfpack problem:

          <attachment name="supportAttachmentSubSelfBuff" attachTo="submarine" javaClass="UnitSupportAttachment" type="unitType">
          	<option name="unitType" value="submarine"/>
          	<option name="faction" value="allied"/>
          	<option name="side" value="offence"/>
          	<option name="dice" value="strength"/>
          	<option name="bonus" value="1"/>
          	<option name="number" value="3"/>
          	<option name="bonusType" value="selfBuff" count="3"/>
          	<option name="impArtTech" value="false"/>
          	<option name="players" value="Americans"/>
          </attachment>
          <attachment name="supportAttachmentSubSelfDebuff" attachTo="submarine" javaClass="UnitSupportAttachment" type="unitType">
          	<option name="unitType" value="submarine"/>
          	<option name="faction" value="allied"/>
          	<option name="side" value="offence"/>
          	<option name="dice" value="strength"/>
          	<option name="bonus" value="-1"/>
          	<option name="number" value="2"/>
          	<option name="bonusType" value="selfDebuff" count="2"/>
          	<option name="impArtTech" value="false"/>
          	<option name="players" value="Americans"/> 
          </attachment>
          

          I think this may work as support is given 1 to 1. So, if there is only one sub it should buff itself once then debuff itself. With 2 subs should buff twice and debuff twice. With 3 or more (this buffing will not stop at 3) they should buff 3 times with only 2 debuff so the buff should apply.

          Just some stupid thoughts.

          Cheers...

          B 1 Reply Last reply Reply Quote 1
          • B Offline
            beelee @wc_sumpton
            last edited by

            @wc_sumpton

            no there not stupid 🙂 I had done something similar before, hmm ... so actually maybe it is kinda stupid lol

            I think that'd work though. So, it'd keep boosting at 3 or more ?

            Thing is, we only want it for 1st rd of combat, not whole battle.

            I'm actually pretty pleased with how it's working. Just started a game today.

            I screwed up and the wolfpack showup after NCM same as when they remove. Had to change to beforeEndTurn so they will show up after you place.

            Plus the cool hepps image is badass lookin and makes for a quick visual to tell there's one there 🙂

            Screenshot from 2024-05-02 21-30-15.png

            I also had to change paratrooper from isAir to the same as the Para because the 2nd one can't land in newly conquered TTy.

            That's ok though. They will place in any TTy you own, so just let em hook up with the Paras from the git go and move em all at once 🙂

            B 1 Reply Last reply Reply Quote 1
            • B Offline
              beelee @beelee
              last edited by

              @wc_sumpton

              I remember now. originally i gave them a +2 one time AA shot on A and 1 on D for para, so it'd only last for one rd. But the hits can't fire back, which overpowered them.

              They don't get the bonus unless by themselves, so i had to give a negative bonus to every unit that might be with them lol

              That was overachievement ha ha ha But it kinda worked the way you wrote above 🙂

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

                @beelee

                Downloading and unpacking the game now. Will look it over to see if there is anything else stupid, I can think of.

                Cheers...

                B 1 Reply Last reply Reply Quote 1
                • B Offline
                  beelee @wc_sumpton
                  last edited by

                  @wc_sumpton Hey sweet ! If you got any better ideas for landmines, that's last big one.

                  Escorts i have so they'll place and replace for one escort. Gets too intense for anymore 🙂 Majority place and remove that way anyway 🙂

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

                    @beelee

                    You have to many duplicate conditions:
                    At line 14982:

                    <attachment name="conditionAttachment_WolfpackRemoveInvert112" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
                      <option name="directPresenceTerritories" value="112 Sea Zone" count="1"/>
                      <option name="unitPresence" value="GermanUBoat" count="3"/>
                      <option name="invert" value="false"/>
                    </attachment>
                    

                    Which is checking the presence of GermanUBoat in 112 Sea Zone for the Germans player. Then again at 15235:

                    <attachment name="conditionAttachment_WolfpackRemove112" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
                      <option name="directPresenceTerritories" value="112 Sea Zone" count="1"/>
                      <option name="unitPresence" value="GermanUBoat" count="3"/>
                      <option name="invert" value="true"/>
                    </attachment>
                    

                    Their names may be different, but the conditions are the same.
                    The triggers at 45049 and 15292 can both reference the same condition, as the triggers have the 'when' option.

                    This duplication makes the xml much harder to read. Also you may think about using variableList and foreach to group things together. 78k lines makes for a very difficult read and I understand why you like 'leaving things as they are', because editing has become a time-consuming chore.

                    Cheers...

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

                      Psst... A little help for my friend. @beelee

                      To use variables and foreach, the variable lists must at the beginning of the xml. The standard location is right after diceSides but before map:

                        <diceSides value="6"/>
                        <variableList>
                            <!-- Sea Zones used for Wolfpack buff checks -->
                            <variable name="WolfpackSeaZones">
                               <element name="127"/>
                               <element name="126"/>
                               <element name="125"/>
                               ...
                               ...
                               ...
                               <element name="82"/>
                               <element name="81"/>
                               <element name="80"/>
                               <element name="70"/>
                               <element name="69"/>
                               <element name="68"/>
                               <element name="67"/>
                          </variable>
                          <!-- Add more list as is necessary -->
                        </variableList>
                        <map>
                      

                      Notice that I am only using the number part of the sea zones, " Sea Zone" can be added when needed! Now the triggers:

                          <!-- Check for the presence of 3 German U-Boats -->
                          <attachment foreach="$WolfpackSeaZones$" name="conditionAttachment_3_GermanUBoat_@WolfpackSeaZones@_SeaZones" attachTo="Germans" javaClass="RulesAttachment" type="player">
                            <option name="directPresenceTerritories" value="@WolfpackSeaZones@ Sea Zone" count="1"/>
                            <option name="unitPresence" value="GermanUBoat" count="3"/>
                          </attachment>
                      	<!-- Place Wolfpack where there are 3 German U-Boats -->
                          <attachment foreach="$WolfpackSeaZones$" name="triggerAttachment_Wolfpack_at@WolfpackSeaZones@_SeaZones" attachTo="Germans" javaClass="TriggerAttachment" type="player">
                            <option name="conditions" value="conditionAttachment_3_GermanUBoat_@WolfpackSeaZones@_SeaZones"/>
                            <option name="placement" value="@WolfpackSeaZones@ Sea Zone:Wolfpack" count="1"/> 
                            <option name="when" value="before:germansEndTurn"/>
                          </attachment>
                      	<!-- Remove Wolfpack prior to NonCombat move -->
                          <attachment name="triggerAttachment_Remove_All_Wolfpack" attachTo="Germans" javaClass="TriggerAttachment" type="player">
                            <option name="conditions" value="conditionAttachment_SwitchIsTrue"/>
                            <!-- There are only 52 sea zones so using a count of 55 should get them all -->
                            <option name="removeUnits" value="all:Wolfpack" count="55"/> 
                            <option name="when" value="before:germansNonCombatMove"/>
                          </attachment>
                         <!-- end Wolfpack placement/removal -->
                      

                      This should work, let me know what you think.

                      Cheers...

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

                        This topic should be moved Maps & Mods, I have created a new topic called Global 40 Expansion UHD Boxes, since this discussion centers mostly on that map.

                        Thank you!

                        Cheers...

                        1 Reply Last reply Reply Quote 1

                        Hello! It looks like you're interested in this conversation, but you don't have an account yet.

                        Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

                        With your input, this post could be even better 💗

                        Register Login
                        • 1 / 1
                        • First post
                          Last post
                        Powered by NodeBB Forums