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    Upgrading Factories

    Map Making
    thedog
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    • TheDog
      TheDog last edited by TheDog

      In 1888 SAS (Steam & Steel) you can upgrade Factories
      Barracks to Industry to Industry-Hvy

      But I only want 1 factory per TT
      To allow a factory upgrade this maxFactoriesPerTerritory property must be set to 2
      But this also allows an unwanted Barracks to be placed, as below;
      e6e20599-367f-485e-b4da-c689d70755ca-image.png

      Checking TripleA-2.5.22294 the same thing happens.

      So any help/suggestions would be appreciated to resolve this.

      W 1 Reply Last reply Reply Quote 0
      • W
        wc_sumpton @TheDog last edited by

        @thedog

        Yes, but the upgrade unit does not have to be called "factory".

        Use a dummy to upgrade, have the upgrade "spawn" the real unit, then remove the upgrade after endTurn. endTurn is where "createsUnitsList" happens.

        Use playerAttachment/placementLimit to insure that the dummy upgrade and lesser unit cannot be placed at the same time.

        Lesser unit "Barracks"/"factory" is ungraded by "Industry-Upgrade"/"Upgrade" which create "Industry"/"factory" which can be upgraded by "Industry-Heavy-Upgrade"/"Upgrade" which in turn creates "Industry-Heavy"/"factory".

        And "maxFactoriesPerTerritory" can be left at 1, because the upgrade unit is there only as a placeholder for the final unit.

        Tried to do this with GCD '41 and Shogun Advanced, so it does work.

        Cheers...

        TheDog 1 Reply Last reply Reply Quote 1
        • TheDog
          TheDog @wc_sumpton last edited by

          Wow, so quick, thanks!

          I guess its always been like that.

          W 1 Reply Last reply Reply Quote 1
          • W
            wc_sumpton @TheDog last edited by

            @thedog

            And so, I got some things a little mixed up there, sorry.

            The Barracks, Industry, Industry_Upgrade, Industry-Hvy, Industry-Hvy_Upgrade should all be called "factory" and look like this:

            <option name="constructionType" value="factory"/>
            <option name="maxConstructionsPerTypePerTerr" value="2"/> <!-- This will allow 2 of the same type to occupy the territory at once -->
            <!-- This will allow the upgrade unit to be placed -->
            <option name="constructionsPerTerrPerTypePerTurn" value="1"/> <!-- Only 1 per turn, will prevent a upgrade and other to be placed during the same turn -->
            

            The upgrades will still need to replace/create. In the playerAttachment:

            <option name="placementLimit" value="owned:Barracks:Industry:Industry-Hvy" count="1"/>
            <!-- Note no upgrade units, and this should stop the second placement of a production unit -->
            

            Then the cleanup, but I see that you have only an endTurn at the beginning of the round. This is what is used to spawn the upgraded unit prior to removal, but I sure you can handle this.

            Again, sorry for the mix up.

            Cheers...

            TheDog Jason Green-Lowe 2 Replies Last reply Reply Quote 2
            • TheDog
              TheDog @wc_sumpton last edited by

              As always very helpful, thanks!

              1 Reply Last reply Reply Quote 1
              • Jason Green-Lowe
                Jason Green-Lowe @wc_sumpton last edited by

                @wc_sumpton Thanks, this was helpful! I'm using a similar mechanic in my Deluxe Anniversary map, and it's working well; the upgrades are functioning as intended; they consume a barracks when placed, and no double-stacking of any kind is allowed.

                However, I don't know how to quickly clean up the "factory_upgrade" units and replace them with "factory" units at the end of the turn. Can you help me with that?

                W 1 Reply Last reply Reply Quote 0
                • W
                  wc_sumpton @Jason Green-Lowe last edited by wc_sumpton

                  @jason-green-lowe

                  Sure, for the factory_upgrade to create the factory this will need to be added to the unitAttachment:

                     <option name="createsUnitsList" value="1:factory"/>
                  

                  This will create the "factory" during the endTurn. Then create a trigger to remove those upgrades, it would look something like:

                  	<attachment name="triggerAttachmentRemoveUpgrade" attachTo="British" javaClass="TriggerAttachment" type="player">
                  	  <option name="conditions" value="conditionAttachmentAlwaysTrue"/>
                  	  <option name="removeUnits" value="all:factory_upgrade" count="999"/>
                  	  <option name="when" value="after:britishEndTurn"/> <!-- Needs to happen "after" -->
                  	</attachment>
                  

                  Hope the is helpful.

                  Cheers...

                  Jason Green-Lowe 1 Reply Last reply Reply Quote 3
                  • Jason Green-Lowe
                    Jason Green-Lowe @wc_sumpton last edited by

                    @wc_sumpton Worked perfectly first time, thanks! And I think this is also the solution I need for my old project from 2023 to code up SiredBlood's BBR map. I was bogging down hard on the custom tech tree, which needs to be able to replace units with other units...but this should work just fine for that!

                    W 1 Reply Last reply Reply Quote 3
                    • W
                      wc_sumpton @Jason Green-Lowe last edited by

                      @jason-green-lowe

                      I remember something about you working on that map. Hopefully it is coming along ok, and we will get to see it soon!

                      Good luck on your projects!

                      Cheers...

                      1 Reply Last reply Reply Quote 2
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