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    UNDER SIEGE: America

    Scheduled Pinned Locked Moved Maps & Mods
    22 Posts 6 Posters 10.3k Views 6 Watching
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    • wc_sumptonW Online
      wc_sumpton
      last edited by

      @Hepps, @General_Zod and all you mod makers!
      I don't know how you people do it. Really I don't. I just spent the past 3 days updating the 'Notes'. It seemed easer writing the game mechanics then is in describing how things work. Deployment restrictions, reinforcement allocations etc... etc...

      Top of the head off to you all! Scratching the gray matter empty, but at least me toes are warm!!

      New version uploaded with hopefully, friendlier helpful 'Notes'!

      Cheers...

      prastleP 1 Reply Last reply Reply Quote 2
      • prastleP Offline
        prastle Moderators Admin @wc_sumpton
        last edited by

        @wc_sumpton brilliant aren't they? 🙂 I have a feeling you will all do well together 🙂 CHEERS!

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

        1 Reply Last reply Reply Quote 1
        • wc_sumptonW Online
          wc_sumpton
          last edited by

          Working on a new update, to take advantage of the "New" Resource Bar. Planning on showing the AI resources and their usages, along with the Americans resources.

          Lot of hidden works and now being shown.

          I hate new updates... hate it-hate it (tongue in cheek)

          Some one needs his beer bottle

          Cheers...

          1 Reply Last reply Reply Quote 2
          • wc_sumptonW Online
            wc_sumpton
            last edited by

            Another update.... another install....

            Love it!!Love it!!Love It!!

            Beer... Beer... Beer... (Leave me alone wife, none of that toNIGHT 😞

            Cheers...

            1 Reply Last reply Reply Quote 2
            • wc_sumptonW Online
              wc_sumpton
              last edited by

              Love it... or hate it...
              There are 30 Victory Cities, 4(5) players. So to present that information at the end of the players turn I have 30x4(5) conditions with 30x4(5) triggers.

              With the new resource bar, I put 'resources=1:VCs' in each city. '-30' VCs in each after:CombatMove and the engine does the rest. Super Cool!!

              Wonder how much more I can cobble out. Lots of in-work to do... (wife go to bed, I'll be there later! Just don't start without me!!)

              Cheersxxx

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

                @wc_sumpton More like just don't finish without me.

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

                prastleP wc_sumptonW 2 Replies Last reply Reply Quote 2
                • prastleP Offline
                  prastle Moderators Admin @Hepps
                  last edited by

                  @hepps you have created a map junkie! @wc_sumpton

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

                  1 Reply Last reply Reply Quote 3
                  • wc_sumptonW Online
                    wc_sumpton @Hepps
                    last edited by

                    @hepps (she did)

                    Cheers...

                    B 1 Reply Last reply Reply Quote 1
                    • B Offline
                      beelee @wc_sumpton
                      last edited by

                      @wc_sumpton lol you're making me look good 🙂

                      well...not that good 🙂

                      wc_sumptonW 1 Reply Last reply Reply Quote 1
                      • wc_sumptonW Online
                        wc_sumpton @beelee
                        last edited by

                        @beelee looks???

                        Wife demands 'lights off' when I go to bed...

                        Cheers...

                        1 Reply Last reply Reply Quote 0
                        • B Offline
                          Beck Moderators @wc_sumpton
                          last edited by

                          @wc_sumpton i played this map once and like explore it more

                          wc_sumptonW 1 Reply Last reply Reply Quote 0
                          • wc_sumptonW Online
                            wc_sumpton @Beck
                            last edited by

                            @beck Thank you... Been runnin' it through most of the day. Just dropped off a new update.

                            Fast AI Invaders tends to make quick moves and can be exploited. Hammering at the Southerners pay big dividends.
                            Hard AI Plays slow and easy, if you are not careful the Easterners will have crawled all the up to Boston. So you have to watch that corridor.
                            The AI for Americans seem to have trouble with a three (4) front war.
                            In AI vs AI the Invaders tend to win 9 out of 10.

                            Cheers...

                            General_ZodG 1 Reply Last reply Reply Quote 0
                            • General_ZodG Offline
                              General_Zod Moderators @wc_sumpton
                              last edited by General_Zod

                              @wc_sumpton The American AI struggles a lot, with 3 human invaders as well. However we didn't use any of the game options that may help AI America, since there were no notes on it. Plus I wanted to see how it plays without those first.

                              I made a couple other observations on the max 5 unit.

                              1. It causes movement validation issues during NCM. Even with air units flying over an already maxed out territory, can't. This really sucks if they are returning from combat. It forces edits and redoing moves.

                              2. It is completely ignored during CM. So a territory can end with way more than 5 units after combat.

                              I like the 5 unit limit, but the above bother me a bit. Not sure if they can be worked out.

                              As a whole, nice job.

                              wc_sumptonW 1 Reply Last reply Reply Quote 1
                              • wc_sumptonW Online
                                wc_sumpton @General_Zod
                                last edited by

                                @general_zod said in UNDER SIEGE: America:

                                @wc_sumpton The American AI struggles a lot, with 3 human invaders as well. However we didn't use any of the game options that may help AI America, since there were no notes on it. Plus I wanted to see how it plays without those first.

                                I made a couple other observations on the max 5 unit.

                                1. It causes movement validation issues during NCM. Even with air units flying over an already maxed out territory, can't. This really sucks if they are returning from combat. It forces edits and redoing moves.

                                2. It is completely ignored during CM. So a territory can end with way more than 5 units after combat.

                                I like the 5 unit limit, but the above bother me a bit. Not sure if they can be worked out.

                                As a whole, nice job.

                                Thank you for your feed back. Try using the Fast AI as the Americans. It still does some 'stupid' moves, but it feels more aggressive and seems to play a better game.
                                There are really only two options that change gameplay when using the Americans as the AI 1)'No Reinforcement' and no one gets reinforcements, 2)'Add 1 Extra American Reinforcement/TechRoll' which gives 3 Tech Rolls at the end of every turn instead of 2.
                                When the game detects an AI it sets up the rules for that player.
                                American AI gets 1) 'Add American Reinforcements to Purchase' - All reinforcements are add to the Americans so no purchasing is required. (AI has problems purchasing when 'maxBuiltPerPlayer' is set.) 2) The Americans can place the 'Strike Tokens' anywhere. Pre-placing them like they are done with a human player cause the AI not to touch them. For the Invader AI, they use a random schedule reinforcement pool to bring in their reinforcements (Because of the purchasing problem).

                                2 first) During CM any unit that can enter a contested area may do so. So yes 'stacking limits' are ignored. Since units that moved during CM can not move during NCM there will be more the 5 units there. When moving out of the territory, the stacking limits will apply. (Makes for a tough counter attack by the other team. lol)

                                1 second) Moving of air during NCM. Air unit don't really 'fly over' a territory in tripleA, they enter every territory they move into, also since the Battle has already happened, air units can not fly over/enter into a controlled territory that already has 5 friendly units, the movement stacking rules apply in this case, and by the rules would need to move around those territories. (A trigger to remove stacking limits for air units during NCM would allow air units to stack more the 5 units in a territory. Since stacking is check only during placement, movement, and attacking (which is not use here), there is no way to inforce stacking 'after movement' into a territory except during movement.) -- hope this helps

                                I think I talk about both points in the 'Notes' 2 under 'Combat Movement' and 1 in the etc... section at the bottom.
                                About the 'AI rules' maybe a pop-up to other player explaining what happens? I open for suggestions...

                                Again thanks for taking the time to play, and you comments are most welcome!!

                                Cheers...

                                1 Reply Last reply Reply Quote 0

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