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    Handling Customized Techs

    Map Making
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    • RogerCooper
      RogerCooper last edited by

      I need to have some customized techs in a mod, that are available to all players. Is there a way of doing this? Do I need to rename a hard-coded tech and use that as a trigger to add a production rule?

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        beelee @RogerCooper last edited by

        @rogercooper

        Yea I don't think you need to rename a hardcoded one. It's been a few years since I did it but basically copied the two that Veq did for Global 40 explained in POS2.

        I made a pile of them for "Global 40 House Rules".

        I don't remember exactly what i did but here's xml. Search techname and pick one in the second group to follow. First group is the hardwired but last two custom I think.

        Screenshot from 2025-05-13 16-49-40.png

        Global_40_House_Rules.xml

        RogerCooper 1 Reply Last reply Reply Quote 0
        • RogerCooper
          RogerCooper @beelee last edited by

          @beelee I am seeing this code.

          <attachment name="triggerAttachment_MobileArtillery" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                <option name="trigger" value="conditionAttachmentMobileArtillery"/>
                <option name="productionRule" value="productionGermans:buyMobile_Artillery"/>
                <option name="productionRule" value="productionRussians:buyRussian_Mobile_Artillery"/>
                <option name="productionRule" value="productionJapanese:buyJapanese_Mobile_Artillery"/>
                <option name="productionRule" value="productionAmericans:buyMobile_Artillery"/>
                <option name="productionRule" value="productionBritish:buyMobile_Artillery"/>
                <option name="productionRule" value="productionUK_Pacific:buyMobile_Artillery"/>
                <option name="productionRule" value="productionItalians:buyMobile_Artillery"/>
                <option name="productionRule" value="productionANZAC:buyMobile_Artillery"/>
                <option name="productionRule" value="productionFrench:buyMobile_Artillery"/>
                <option name="when" value="before:germansPurchase"/>
                <option name="uses" value="1"/>
              </attachment>
          

          It looks to me that adding the trigger adds Mobile_Artillery to everyone, not just the player who developed it.

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            beelee @RogerCooper last edited by beelee

            @rogercooper

            yea if I remember right these techs were for all players. To do a specific player only, you need to trigger it.

            Again, I don't remember exactly the code but I'm pretty sure it can be done. I will try and find it later tonight.

            You want a custom tech only available to certain players not all ? Is that what you are after ?

            Edit
            Ahh yea looking at the above you can just elimnate the players you don't want to produce it. I didn't look at the condition yet

            RogerCooper 1 Reply Last reply Reply Quote 0
            • RogerCooper
              RogerCooper @beelee last edited by

              @beelee I want to use the same tech list for everyone, without having to create a separate trigger for every tech & player.

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                beelee @RogerCooper last edited by beelee

                @rogercooper

                Oh well the above should work then.

                Edit
                "Improved_Mech_Inf" is a custom one. You can follow it in the Global 40 mod Veq did.

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                  wc_sumpton @RogerCooper last edited by

                  @rogercooper said in Handling Customized Techs:

                  I want to use the same tech list for everyone, without having to create a separate trigger for every tech & player.

                  You cannot use the same tech list for all players like you can with production.
                  In <technology> all tech used should be listed in <technologies> sub section. In <playerTech> sub section are the <category> and <tech>. Each player is assigned a <playerTech> so players cannot share the <category><tech> information. <category><tech> can be left empty and triggers used to fill/add to later.
                  If custom tech are being used each player will need a <techAttachment>. These may also be left empty. Because these are under the <attachment> section "foreach" can be used to assign each player the same <techAttachment>.
                  <playerAttachment> <shareTechnology> can be used to share researched tech. Each player would require a <playerAttachment> with each subsequent player listed under <shareTechnology>. A player may have only one <playerAttachment> as creating more will overwrite each other.

                  Hope this gives you food for thought.

                  Cheers...

                  RogerCooper 1 Reply Last reply Reply Quote 2
                  • RogerCooper
                    RogerCooper @wc_sumpton last edited by

                    @wc_sumpton Thank for the help from you and beelee. I think that I won't use technology tables at all. Instead I will use triggers to grant technologies (production rules) with "foreach" loops.

                    The tech system in TripleA suffers from hard-coding, but it would be difficult to fix the program without breaking the existing mods

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