Limit placement of naval units to certain sea zones
-
In the game I am working on, AnA North Africa, the players have certain sea zones where they can place naval units without the need of a factory, however placement is only limited to these sea zones. How do I achieve this in TripleA? Right now, I have the following
<attachment name="rulesAttachment" attachTo="Germans" javaClass="RulesAttachment" type="player"> <option name="players" value="Germans:British:Italians:Americans"/> <option name="placementAnySeaZone" value="true"/> <option name="placementAnyTerritory" value="true"/> </attachment>As well as:
<property name="Placement Restricted By Factory" value="false" editable="false"> <boolean/> </property> <property name="Place in Any Territory" value="true" editable="false"> <boolean/> </property>However, currently I can only place naval units when there is already a naval unit of my own in that sea zone. I cannot place in sea zones that are empty.
If I could place naval units anywhere, that'd be already a great start. Players could then make sure they place only in the sea zones where they're allowed to. It would be even better if the player could only place in these designated sea zones.
Any ideas on how to do this?
-
Hmm ...

@wc_sumpton @RogerCooper @TheDog any ideas on this one ?
Edit
Maybe you can do something with "isConstruction" ?
Idk if that'd dick it up for all TTys though
-
@VictoryFirst
You probably need some invisible factories on the coast of where you need to place shipping.
With code that only allows ships to placed. -
For 'placementAnyTerritory' and 'placementAnySeaZone' the territory/sea zone needs to be owed by the player placing those units. Territories are owned by the player that last pass through. Sea Zones are considered Neutral owned, unless units are present. This is why navel units can only be placed in a zone currently occupied by another unit.
Basically @TheDog has your answer. Use invisible factories and limit placement with 'unitPlacementOnlyAllowedIn' to limit the sea zones. If needed, 'unitPlacementOnlyAllowedIn' values can be changed with triggers.Cheers...
-
yea Idk how you can change ownership though. If the Brits have the TTy then the yanks can't use it. Maybe a seperate box for each player and you can place the dudes there. The Box is connected to the SZ.
It'd still burn a movement point. You could at least edit then. You'd have to edit anyway but it might be easier being able to at least place the units then edit move as needed.
Or maybe the Box could have a invisible permanent +1 move unit to all units.
Edit
The Box is connected to all SZs, so it'd only be one move to go to any of themEdit 2
Hmm if the SZ can be bordered by multiple TTys then you could have multiple Fctrys of different Players using it. Surrounded by water though. Idk. you'd have to make mini TTys that border it.Be pretty sloppy. Better to just use edit in that case. Might be able to get some of the TTys though
-
In the 'North Africa' game, the map has silhouettes where navel units can be placed. The Americans can only deploy the Destroyer in Sea Zone 2. A hidden factory can be placed in their Casablanca Convoy. A hidden factory in Gibraltar for Sea Zone 3 and the Atlantic Ocean Convoy for the British. A hidden factory in Italy for the Italians for Sea Zone 10. For the German Submarine a hidden territory with a factory in Sea Zone 1.
By resetting 'unitPlacementOnlyAllowedIn' prior to each player's placement phase, navel units can be restricted to those sea zones.Cheers...
P.S. Using hidden factories on hidden land/island territories can also help in the placement of Sea Mines. Prior to placement those territories would change ownership.
Again.
Cheers...