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    Units Can Load In Hostile Sea Zones

    Scheduled Pinned Locked Moved Feature Requests & Ideas
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    • C Offline
      Cernel Moderators @Ondis
      last edited by

      @ondis Based on @Hepps reply the matter with TWW would be maybe if having the option of not having this option. 😛
      Domination, I guess you mean Imbaked's. Otherwise, there is the original Domination, and Domination 1901 that is the ice's mod of it.
      Anyway, making a push request to change an existing xml is very easy.

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      • O Offline
        Ondis Moderators
        last edited by Ondis

        What about your 270BC type of maps. Aren't there a lot of places where there can be several cities in and around the same tile. I'd think a lot of blocking could be going on there as well with random ship purchases.

        Here especially I can se merit to allowing loading to happen regardless of if the enemy ships are new or not, this since ships move so slowly. But at the same time, with so many cities in range of a possible landing it could be more risky.

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        • C Offline
          Cernel Moderators @Ondis
          last edited by

          @ondis If you mean my variants of 270BC, in those you are unable to place in hostile sea zones, like in "Classic", which makes no sense, but it is kind of necessary because, otherwise, the balance of the Greece - Macedonia theatre would be greatly altered (because the little ships are att/def 1/2), and my variants are supposed to be all about low level changes.

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          • O Offline
            Ondis Moderators
            last edited by Ondis

            Ah I see! Is it the same in the standard version of 270? Just curious. Haven't seen you online for some time actually! You'd often host multis in the past of that and Napoleon.

            Anyway makes (gameplay) sense. And that's frankly the simplest way of solving things but it really hurts countries like Japan that have only one or two tiles for that much industrial production.

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            • C Offline
              Cernel Moderators @Cernel
              last edited by

              @cernel Ice's "Rome Total War", instead, allows placing in hostile sea zone and, for this reason, he had to redraw the sea zones in the Aegean Sea, to make some sense with it. I didn't want to make any map changes at all, just mostly correcting what I think turns 270BC regular into a not really serious game to play (like the 80% lucky shot on Lilybaeum on round 1) and what I'm unconfortable with, like all the spam of the 1/1 units at cost 2 (that I changed into 0/1 units that give support).

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              • C Offline
                Cernel Moderators @Ondis
                last edited by

                @ondis Yes, all 270BCs are Classic rules and you can't place in hostile sea zones.
                Instead Rome Total War and Total Ancient War you can (and have different sea zone drawing in Aegean).

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                • O Offline
                  Ondis Moderators
                  last edited by

                  Ah yes, the Total War versions were the ones I tended to play. Hopefully this idea can be discussed and possibly implemented to relieve map makers of some additional headaches too then.

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                  • HeppsH Offline
                    Hepps Moderators @redrum
                    last edited by

                    @redrum As I said... a worthy topic. I would most certainly include this in TWW if it were made available.

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

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                    • C Offline
                      Cernel Moderators @Cernel
                      last edited by Hepps

                      0_1518923614143_Implemented.png

                      @cernel said in Units Can Load In Hostile Sea Zones:

                      I seem to remember it may actually be currently possible to somewhat hack this behaviour into it by piling up all of a serie of existing property into having something that at the end works this way.

                      Ok. I remember: only 1 property, but it is not quite only what we are talking about.

                      A way you can obtain this is by assigning all your ships the options:

                      <option name="isSub" value="true"/>
                      <option name="isDestroyer" value="true"/>

                      for example:

                      <attachment name="unitAttachment" attachTo="Barque" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                      <option name="movement" value="2"/>
                      <option name="attack" value="1"/>
                      <option name="defense" value="2"/>
                      <option name="isSea" value="true"/>
                      <option name="isSub" value="true"/>
                      <option name="isDestroyer" value="true"/>
                      <option name="transportCapacity" value="3"/>
                      </attachment>
                      

                      So, here you have ships that are all both subs and destroyers.
                      This is apparently pointless, because all ships would negate the sub abilities of all other ships, so, by giving both subs and destroyers to all ships, you have all ships that are subs, but actually no ships are subs, since they are all negated.
                      So, in practice, all ships, this way, work like normal not-sub and not-destroyer ships, for all having both.
                      However, if you, then, set this property:

                      		<property name="Ignore Sub In Movement" value="true" editable="false">
                      			<boolean/>
                      		</property>
                      

                      by making all ships into submarines AND destroyers, at the same time, and setting that, you can ignore subs in movement, which also means being able to load in hostile sea zones. Thus you can obtain a behaviour in line to what at this topic, except that:

                      1. ships will be unable to block too, and
                      2. you can't have subs, since you are using this option to make yourself able to load in hostile sea zones.

                      This is just a curiosity of a way you can currently make "normal ships" (that are normal because everything is both a sub and a destroyer, thus all sub abilities are negated, except only for the property of being unable to block) able to load in hostile sea zone, but it comes bundled with ships being also unable to block any movement, if you prefer that too (like if you don't like "canopeners" in the style of Yamamoto and Hisaichi, and prefer just having no sea blocking at all).

                      Just a curiosity.

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                      • redrumR Offline
                        redrum Admin
                        last edited by

                        Proposed Changes

                        • Add new property that allows loading of units in hostile sea zones
                            <property name="Units Can Load In Hostile Sea Zones" value="true" editable="false">
                              <boolean/>
                            </property>
                        

                        PR: https://github.com/triplea-game/triplea/pull/2984

                        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 4
                        • HeppsH Offline
                          Hepps Moderators @redrum
                          last edited by

                          @redrum Does have any limitations when interacting with other properties?

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

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                          • redrumR Offline
                            redrum Admin @Hepps
                            last edited by

                            @hepps It shouldn't. It essentially just disables the validation check that enemy ships not be present in the transport territory when loading units. Doesn't impact anything else.

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

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                            • C Offline
                              Cernel Moderators @redrum
                              last edited by

                              @redrum said in Units Can Load In Hostile Sea Zones:

                              @Hepps This would actually probably be a good property for TWW as I've actually run into exactly this case in the Pacific in my game vs Wirkey which makes it so I have to keep all my troops loaded on transports which just feels wrong: https://forums.triplea-game.org/topic/533/tww-2-7-7-2-lalapalooza-redrum-allies-vs-wirkey-axis

                              I actually think it is not that wrong to be wanting to keep stuff loaded, but for a different reason. Really, loading/unloading takes some time, so you would not want to unload on random islands, and then reload, for no good reason, but this should be rather related to the ships using like 1 movement point for loading and/or unloading anything, on the turn. So, for example, a ship can move 3 but if it loads/unloads anything in 1 sea zone can move 2 and if it loads/unloads anything in 2 sea zones can move 1.
                              Probably, for easy of play, it would be advisable to charge the movement cost only on unloading, not on loading, especially since TA doesn't display loaded stuff well (what is loaded where).
                              Of course, this is off topic.

                              Final note, the original Axis&Allies 1981 (the first edition) actually had the loading cost dynamic, in that loading ships would have used 1 movement point for that.
                              http://axisandallies.wikia.com/wiki/Axis_%26_Allies_(Nova_Games_Edition)

                              I'm not opening a feature request, as I don't actually have a user case and I think there are more important feature requests around (or I could easily open hundreds of them more), but wanted to point out that the fact that normally in TA you almost never want to keep stuff on board is not necessarily that normal.

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