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    Inflict Bombing Damage On Capture

    Scheduled Pinned Locked Moved Feature Requests & Ideas
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    • HeppsH Offline
      Hepps Moderators
      last edited by Hepps

      0_1518923488832_Implemented.png

      Currently, there isn't any way to inflict bombing damage on captured infrastructure units.

      Proposal
      Create a new property to add bombing damage when a unit is captured:

      <option name="whenCapturedSustainsDamage" value="10"/>
      

      "A joyous heart sours with the burden of expectation"
      Hepster

      redrumR 1 Reply Last reply Reply Quote 0
      • redrumR Offline
        redrum Admin @Hepps
        last edited by redrum

        @hepps You could do something like whenCapturedChangesInto but without some sort of trigger, I don't think there is anyway to set bombing damage.

        TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

        HeppsH 2 Replies Last reply Reply Quote 0
        • HeppsH Offline
          Hepps Moderators @redrum
          last edited by

          @redrum Yah, that's what I thought.

          since damaged and disabled units are in fact separate units... you can in theory use the "whenCapturedChangesinto"... but there is no mechanism to set the damage level.

          "A joyous heart sours with the burden of expectation"
          Hepster

          1 Reply Last reply Reply Quote 1
          • HeppsH Offline
            Hepps Moderators @redrum
            last edited by

            @redrum Would this be worthy of a feature request?

            I mean would it be easy to add?

            "A joyous heart sours with the burden of expectation"
            Hepster

            redrumR 1 Reply Last reply Reply Quote 2
            • redrumR Offline
              redrum Admin @Hepps
              last edited by redrum

              @hepps Should be doable though depends on the implementation. Options:

              1. Probably the simplest thing would be to add another parameter to "whenCapturedChangeInto" like this so you could replace the existing infra unit with a new damaged one:
                "fromPlayer:toPlayer:transferAttributes:unitType:numberOfUnits:bombingDamage"
              <option name="whenCapturedChangesInto" value="any:any:true:factory:1:10"/>
              
              1. You could instead create a new property like "whenCapturedSetBombingDamage":
                "bombingDamage"
              <option name="whenCapturedSetBombingDamage" value="10"/>
              

              *** One potential issue is that if you actually change into multiple different types of units then setting bombing damage to all of them might not make sense. So you couldn't for instance have a factory change into 2 new infra units and have different bombing damages set for each of them.

              TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

              HeppsH 1 Reply Last reply Reply Quote 0
              • HeppsH Offline
                Hepps Moderators @redrum
                last edited by

                @redrum Well I'm not sure whether you would ever apply bombing damage to multiple different units. Normally I would think that you would have the original unit changing into a damaged version of itself.

                But would it work just applying the second of your examples?

                For example if a infrastructure unit is already set to is capture-able...

                then you set it to....

                <option name="whenCapturedSetBombingDamage" value="10"/>

                Would there need to be other attachments? Or would the engine automatically interpret the data and determine whether the unit needs to be changed into a damaged or disabled version of itself?

                "A joyous heart sours with the burden of expectation"
                Hepster

                redrumR 1 Reply Last reply Reply Quote 0
                • redrumR Offline
                  redrum Admin @Hepps
                  last edited by

                  @hepps That the idea similar to how whenCapturedChangesInto works. I think the question is should whenCapturedChangesInto and whenCapturedSetBombingDamage be able to work together? I think if you apply them in that order than I could make it work at least for most cases.

                  TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                  HeppsH 1 Reply Last reply Reply Quote 0
                  • HeppsH Offline
                    Hepps Moderators @redrum
                    last edited by

                    @redrum Yes. But what I was asking is.... If you just eliminated the "whenCapturedChangesinto".

                    Because if you set a unit to "isinfrastructure" then the unit is capturable...

                    What I'm asking is would the engine automatically change a unit into the damaged version of itself if .... "whenCapturedSetBombingDamage" is applied.

                    The reason I ask is that if you want a unit to turn into something (or somethings) else... then you probably don't need to apply damage to those.

                    "A joyous heart sours with the burden of expectation"
                    Hepster

                    redrumR 1 Reply Last reply Reply Quote 0
                    • redrumR Offline
                      redrum Admin @Hepps
                      last edited by

                      @hepps Yeah, it would make sure to change to the _hit image if necessary and disable if bombing damage is reaches max operational damage.

                      I was thinking more along the lines if say you wanted a Factory to change into 2 materials and have those materials start with an amount of bombing damage. Essentially, whether we should in some way support using both "whenCapturedChangesInto" and "whenCapturedSetBombingDamage" on the same unit.

                      TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                      HeppsH 1 Reply Last reply Reply Quote 0
                      • HeppsH Offline
                        Hepps Moderators @redrum
                        last edited by

                        @redrum Well I hadn't pondered a combination effect. Not sure why you would want to do both at the same time. Feel like if you wanted something to be damaged.... it wouldn't then change into a different damaged unit or units.

                        "A joyous heart sours with the burden of expectation"
                        Hepster

                        redrumR 1 Reply Last reply Reply Quote 0
                        • redrumR Offline
                          redrum Admin @Hepps
                          last edited by

                          @hepps Yeah, I think just focusing on being able to inflict bombing damage on capture first.

                          The only remaining question I have is:

                          • Should the bombing damage amount be "set" or "added"? Example: I have a factory with 2 damage already that is then captured, should this property add say 5 more damage for a total of 7 damage or set the damage to 5?

                          TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                          HeppsH 1 Reply Last reply Reply Quote 0
                          • HeppsH Offline
                            Hepps Moderators @redrum
                            last edited by

                            @redrum Additive for sure.

                            "A joyous heart sours with the burden of expectation"
                            Hepster

                            HeppsH 1 Reply Last reply Reply Quote 0
                            • HeppsH Offline
                              Hepps Moderators @Hepps
                              last edited by

                              @hepps Oooooooo moved to Feature Request.... and on that day the Grinch's pants grew 3 sizes more tight. 😃

                              "A joyous heart sours with the burden of expectation"
                              Hepster

                              redrumR 1 Reply Last reply Reply Quote 0
                              • redrumR Offline
                                redrum Admin @Hepps
                                last edited by

                                @hepps And even added to the list. If only the list didn't grow faster than things were checked off...

                                TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                HeppsH 1 Reply Last reply Reply Quote 0
                                • HeppsH Offline
                                  Hepps Moderators @redrum
                                  last edited by

                                  @redrum To quote what a somewhat wise man said to me not to long ago...

                                  "All depends how dedicated you are and how late you are willing to stay up :)"

                                  "A joyous heart sours with the burden of expectation"
                                  Hepster

                                  prastleP 1 Reply Last reply Reply Quote 1
                                  • prastleP Offline
                                    prastle Moderators Admin @Hepps
                                    last edited by

                                    @hepps @redrum this reminds me of the pre release list 🙂 It grows and grows and grows 🙂

                                    If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

                                    HeppsH 1 Reply Last reply Reply Quote 1
                                    • HeppsH Offline
                                      Hepps Moderators @prastle
                                      last edited by

                                      @prastle As does the rich tapestry that is our game experience.

                                      "A joyous heart sours with the burden of expectation"
                                      Hepster

                                      1 Reply Last reply Reply Quote 1
                                      • redrumR Offline
                                        redrum Admin
                                        last edited by

                                        Thinking the new property should be called: whenCapturedSustainsDamage

                                        Alternatives:
                                        damagedWhenCaptured
                                        whenCapturedAddsDamage
                                        whenCapturedTakesDamage
                                        whenCapturedReceivesDamage

                                        TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                        HeppsH 1 Reply Last reply Reply Quote 0
                                        • HeppsH Offline
                                          Hepps Moderators @redrum
                                          last edited by

                                          @redrum "Sustains" is the clearest wording that cannot really be misinterpreted as meaning anything else.

                                          "A joyous heart sours with the burden of expectation"
                                          Hepster

                                          1 Reply Last reply Reply Quote 0

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