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    Jurassic v2.0

    Scheduled Pinned Locked Moved Maps & Mods
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    • wc_sumptonW Offline
      wc_sumpton
      last edited by

      @GREGOREK

      Sorry for not replying sooner, I've been busy with my own little side project.
      I've played a few rounds, there are some interesting concepts here. With regards to some of the comments at the bottom of your notes dealing with maxBuiltPerPlayer and requiresUnits. There were updates to the AI when dealing with these types of units. But the AI considers "What is best for me now?" when purchasing and cannot handle upgrades/future consideration type of purchase.
      Did a scan review of the xml. I've been reading to many of @TheDog's stuff. That one is the Master of foreach/looping 👍, which makes an xml so much easier to read.

      @gregorek said in Jurassic v2.0:

      Can new territory connections be made during the game as part of game play?

      Think of "Canals". They are a type of territory connection and their attachments can be modified.

      Cheers...

      1 Reply Last reply Reply Quote 3
      • G Offline
        GREGOREK
        last edited by

        Working on random drops (items/units) and hitting some barriers.

         <option name="removeUnits" value="all:infantry" count="1"/>
        

        Does this trigger option remove ONE infantry from the MAP, or from EACH territory?
        and only owned by the PLAYER the trigger is attached to?

        also... Is there a way to convert/change a unitType into a Resource? (without using a trigger)
        [whenCapturedChangesInto] does not allow PUs, only unitTypes.

        <option name="whenCapturedChangesInto" value="Russians:Germans:false:gold:3:lumber:1"/>
        

        also... creating random units across the MAP, seems to require separate CHANCE triggers for EACH territory!

        The existing maps dont create in random locations or convert the units dropped into resources. Only singular artifacts that are retained and not mass collected and transformed. I have a path to accomplish mass randoms for a hunter-gatherer feature, but the removeUnits might require a PER TERRITORY check for all items/units collected to be converted to PUs. Hopefully I missed something simple; otherwise, this is going to get ugly.

        In terms of weather conditions....
        Via Relations and Treaties can player A & B fight even though they are both Allied with C & D who are also fighting each other? It would allow surface Units to fight while another battle rages over head with weather Units. The weather Units would also need to have effects (like territory) on the surface Units even though allied. In this way, two games can be played simultaneously on the same Map with some interaction between like planes unable to fly through hurricanes and rain preventing canBlitz movement.

        TheDogT 1 Reply Last reply Reply Quote 0
        • TheDogT Offline
          TheDog @GREGOREK
          last edited by

          @gregorek

          <option name="removeUnits" value="all:infantry" count="1"/>

          This mean in all territories with infantry remove 1 of them in each territory.

          .

          Is there a way to convert/change a unitType into a Resource?

          No, trigger only.

          .

          random units across the MAP, seems to require separate CHANCE triggers for EACH territory

          No, chance needed.
          You need to use
          <delegate name="randomStartDelegate" javaClass="games.strategy.triplea.delegate.RandomStartDelegate" display="Pregame Nation Placements"/>

          <step name="setupRandomStartDelegate" delegate="randomStartDelegate" maxRunCount="1"/>

          Lots of heldUnits, these are distributed randomly one to each none owned territory
          <heldUnits unitType="Flag" player="Orc" quantity="5"/>
          <heldUnits unitType="Flag" player="Goblin" quantity="5"/>
          <heldUnits unitType="Flag" player="Undead" quantity="5"/>

          and
          <property name="Territories Are Assigned Randomly" value="true" editable="false"> <boolean/> </property>

          weather conditions
          It sounds like you need a none/dummy player to be a weather system like rain/monsoon. This weather system would be at war with all players, and its units called say monsoon would attack only say isAir, by using

          <option name="canNotTarget" value="$All-Land$"/>
          so it cannot attack land units.

          https://forums.triplea-game.org/tags/thedog
          https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

          TheDogT 1 Reply Last reply Reply Quote 1
          • TheDogT Offline
            TheDog @TheDog
            last edited by

            @thedog said in Jurassic v2.0:

            Is there a way to convert/change a unitType into a Resource?

            Thinking more on this, on death of a unit, you could change into a none moving unit, say 5:meat.

            This would give 5:meat every turn. So you would need a trigger to remove these meat units after the players endTurn

            https://forums.triplea-game.org/tags/thedog
            https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

            1 Reply Last reply Reply Quote 2
            • G Offline
              GREGOREK
              last edited by

              Updated Jurassic: unit a/d/m mods, map cleaning, and 20-sided dice. Makes for a very WIDE battle menu but was needed for balance. Maybe the battle-menu could be modified to not display dice with no units. That would shrink it back down.

              http://john.gregorek.com/Games/jurassic-master.zip
              

              I'm making another game-map called Neanderthal. It is a test bed for the item/monster triggers to be added to Jurassic. For now, they can both be addressed here.
              This is a sample top-left corner of the map. Scripts auto-generate (XY-wrapped) topology, terrain, territories, borders, cell gutters and relationships. If there is interest, I could post a few unit-less maps for use in other game developments. But first ...

              ![NeanderthalMap.png](/assets/uploads/files/1779198528459-neanderthalmap.png) 
              

              ... I have one concern. Note: 'Lj' and 'Lad' territories run off the border and wrap to the other side of the map (not shown). How do I define the points in the 'polygons.txt' file? The loops are currently defined around the territory center. Thus, border loops that run off the left or top edge will have negative values and values greater than the map dimensions if portions run off the right or bottom.

              G 1 Reply Last reply Reply Quote 1
              • G Offline
                GREGOREK @GREGOREK
                last edited by

                NeanderthalMap.png

                RogerCooperR TheDogT 2 Replies Last reply Reply Quote 0
                • RogerCooperR Offline
                  RogerCooper @GREGOREK
                  last edited by

                  @GREGOREK If you want territories that wraparound, you could treat them like archipelagos like Kyushu and Honshu on almost any map.

                  I am interested in automatic generation software you have.

                  1 Reply Last reply Reply Quote 1
                  • TheDogT Offline
                    TheDog @GREGOREK
                    last edited by TheDog

                    @GREGOREK said:

                    How do I define the points in the 'polygons.txt' file?

                    You dont.

                    Also there are no negative coordinates, the map is treated as if no wrap around existed, except for below.

                    The wrap around map edges will share a vertical map line, one to the left one to right.
                    You then need to stitch the wrap around TT/SZ manually together with connections in the xml like so;
                    <connection t1="Chihuahua-Durango" t2="Mexico City"/>
                    <connection t1="Acapulco-Chiapas" t2="Sinaloa-Guadalajara"/>
                    <connection t1="064 Sea Zone" t2="011 Sea Zone"/>
                    <connection t1="064 Sea Zone" t2="028 Sea Zone"/>

                    In map.properties this must be true
                    map.scrollWrapX=true

                    That should work.

                    https://forums.triplea-game.org/tags/thedog
                    https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                    1 Reply Last reply Reply Quote 2
                    • G Offline
                      GREGOREK
                      last edited by

                      <connection...> just facilitates the movement between separate territories.

                      Is there a way to declare two separate territories and then join them so the game treats them as a single territory?

                      This would get around the hard map borders limiting wrapped territory definitions, and getting rid of the ugly common vertical/horizontal map border lines.

                      For example a territory defined overlapping the top-left corner would get defined as four separate territories to fall completely within the map borders. Then a [join command] stitches the pieces back together making a truly seamless fully wrapped map.

                      TheDogT 1 Reply Last reply Reply Quote 0
                      • TheDogT Offline
                        TheDog @GREGOREK
                        last edited by

                        @GREGOREK

                        Is there a way to declare two separate territories and then join them so the game treats them as a single territory?

                        I don't think that is possible. Its the vertical/horizontal map border lines or no wrapping.
                        Maybe someone else can help?

                        https://forums.triplea-game.org/tags/thedog
                        https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                        RogerCooperR 1 Reply Last reply Reply Quote 0
                        • RogerCooperR Offline
                          RogerCooper @TheDog
                          last edited by

                          @TheDog You can't do it in the xml file. You need to do it in polygons.txt. Here is New Zealand in World War II v3.

                          New Zealand < (3234,1789) (3234,1789) (3235,1788) (3235,1787) (3236,1786) (3238,1786) (3239,1787) (3239,1791) (3235,1795) (3235,1799) (3236,1800) (3236,1802) (3237,1803) (3238,1803) (3240,1805) (3240,1806) (3242,1806) (3242,1805) (3243,1804) (3248,1804) (3249,1805) (3249,1806) (3251,1808) (3251,1809) (3249,1811) (3249,1813) (3251,1813) (3252,1814) (3256,1814) (3260,1810) (3261,1810) (3262,1811) (3265,1811) (3266,1812) (3266,1817) (3265,1818) (3265,1819) (3264,1820) (3264,1828) (3263,1829) (3219,1829) (3218,1828) (3218,1825) (3219,1824) (3219,1822) (3222,1819) (3222,1803) (3224,1801) (3224,1798) (3226,1796) (3226,1795) (3227,1794) (3229,1794) (3230,1793) (3230,1792) (3231,1791) (3232,1791) (3232,1790) (3233,1789) > < (3289,1698) (3290,1698) (3290,1693) (3288,1691) (3289,1690) (3292,1690) (3293,1691) (3294,1691) (3297,1694) (3298,1694) (3299,1695) (3299,1704) (3300,1705) (3300,1707) (3301,1708) (3302,1708) (3305,1711) (3306,1711) (3308,1713) (3309,1713) (3310,1712) (3313,1712) (3315,1710) (3328,1710) (3330,1712) (3330,1713) (3331,1714) (3331,1719) (3330,1720) (3330,1721) (3329,1722) (3329,1723) (3326,1726) (3325,1726) (3322,1729) (3322,1730) (3321,1731) (3321,1737) (3319,1739) (3319,1742) (3318,1743) (3318,1744) (3317,1745) (3317,1748) (3316,1749) (3315,1749) (3314,1750) (3313,1750) (3312,1751) (3311,1751) (3310,1752) (3309,1752) (3308,1753) (3308,1754) (3307,1755) (3307,1756) (3305,1758) (3304,1758) (3304,1759) (3302,1761) (3302,1780) (3301,1781) (3301,1791) (3298,1794) (3298,1795) (3297,1796) (3296,1796) (3296,1797) (3295,1798) (3295,1811) (3294,1812) (3294,1817) (3292,1819) (3291,1819) (3290,1820) (3289,1820) (3288,1821) (3284,1821) (3283,1820) (3283,1816) (3282,1815) (3280,1815) (3277,1812) (3277,1810) (3276,1810) (3272,1806) (3272,1801) (3273,1800) (3273,1799) (3275,1797) (3275,1795) (3277,1793) (3277,1792) (3278,1791) (3278,1789) (3274,1785) (3274,1783) (3272,1781) (3271,1781) (3269,1779) (3262,1779) (3261,1778) (3260,1778) (3259,1777) (3256,1777) (3255,1776) (3253,1776) (3252,1775) (3251,1775) (3248,1772) (3248,1767) (3249,1766) (3249,1765) (3251,1763) (3252,1763) (3253,1762) (3254,1762) (3254,1760) (3255,1759) (3256,1759) (3261,1754) (3261,1750) (3262,1749) (3262,1748) (3263,1747) (3263,1745) (3264,1744) (3264,1741) (3266,1739) (3266,1738) (3267,1737) (3267,1714) (3266,1713) (3266,1712) (3264,1710) (3264,1709) (3263,1708) (3263,1698) (3262,1697) (3262,1694) (3261,1693) (3261,1692) (3260,1691) (3260,1690) (3259,1689) (3259,1688) (3258,1687) (3258,1685) (3255,1682) (3255,1674) (3252,1671) (3252,1670) (3251,1670) (3249,1668) (3249,1667) (3245,1663) (3245,1662) (3240,1657) (3240,1649) (3239,1648) (3238,1648) (3237,1647) (3236,1647) (3235,1646) (3235,1645) (3233,1643) (3233,1637) (3235,1635) (3237,1635) (3238,1636) (3239,1636) (3240,1637) (3240,1640) (3242,1642) (3250,1642) (3255,1647) (3255,1648) (3258,1651) (3258,1652) (3259,1652) (3266,1659) (3266,1661) (3267,1662) (3267,1663) (3269,1665) (3269,1666) (3271,1668) (3271,1671) (3273,1673) (3273,1674) (3274,1675) (3274,1677) (3276,1679) (3278,1679) (3279,1680) (3279,1682) (3280,1683) (3280,1694) (3281,1695) (3282,1695) (3283,1696) (3283,1697) (3284,1697) (3285,1698) > < (3172,1599) (3172,1599) (3173,1600) (3174,1600) (3180,1606) (3180,1607) (3181,1608) (3182,1608) (3183,1609) (3183,1610) (3185,1612) (3186,1612) (3187,1613) (3189,1613) (3191,1615) (3191,1619) (3189,1621) (3188,1621) (3187,1620) (3185,1620) (3184,1619) (3182,1619) (3180,1617) (3178,1617) (3177,1616) (3175,1616) (3173,1614) (3172,1614) (3170,1612) (3169,1612) (3168,1611) (3168,1610) (3167,1610) (3166,1609) (3165,1609) (3163,1607) (3163,1604) (3162,1603) (3161,1603) (3159,1601) (3157,1601) (3153,1597) (3153,1596) (3157,1592) (3158,1592) (3159,1593) (3161,1593) (3162,1594) (3163,1594) (3165,1596) (3166,1596) (3167,1597) (3168,1597) (3169,1598) (3171,1598) > < (3219,1581) (3220,1581) (3221,1582) (3224,1582) (3228,1586) (3228,1592) (3229,1593) (3229,1594) (3230,1595) (3230,1597) (3229,1598) (3226,1598) (3224,1596) (3223,1596) (3222,1595) (3221,1595) (3220,1594) (3219,1594) (3218,1593) (3218,1592) (3214,1588) (3213,1588) (3212,1587) (3210,1587) (3209,1586) (3209,1578) (3210,1577) (3211,1577) (3212,1576) (3213,1576) (3216,1579) (3216,1580) (3217,1580) (3218,1581) > < (3219,1566) (3223,1566) (3224,1567) (3227,1567) (3228,1568) (3228,1570) (3224,1574) (3222,1574) (3221,1575) (3218,1575) (3214,1571) (3214,1569) (3215,1568) (3216,1568) (3217,1567) (3218,1567) > < (3224,1555) (3226,1555) (3229,1558) (3229,1562) (3228,1563) (3223,1563) (3220,1560) (3220,1558) (3222,1556) (3223,1556) > < (3230,1538) (3230,1538) (3232,1540) (3232,1546) (3231,1547) (3231,1548) (3230,1549) (3230,1550) (3229,1551) (3228,1551) (3226,1553) (3222,1553) (3221,1552) (3221,1551) (3220,1550) (3220,1547) (3222,1545) (3222,1543) (3224,1541) (3224,1537) (3225,1536) (3228,1536) > < (3288,1573) (3289,1573) (3291,1575) (3291,1578) (3288,1581) (3288,1582) (3287,1583) (3284,1583) (3280,1587) (3277,1587) (3276,1586) (3276,1583) (3282,1577) (3282,1576) (3285,1573) > < (3279,1592) (3279,1592) (3279,1591) (3280,1590) (3285,1590) (3289,1594) (3289,1597) (3285,1601) (3283,1601) (3281,1603) (3280,1603) (3280,1604) (3279,1605) (3273,1605) (3272,1604) (3270,1604) (3266,1600) (3266,1599) (3265,1598) (3265,1592) (3266,1591) (3272,1591) (3274,1593) (3277,1593) (3278,1592) >

                          Note the angle brackets define each particular section.

                          G 1 Reply Last reply Reply Quote 1
                          • G Offline
                            GREGOREK @RogerCooper
                            last edited by

                            @RogerCooper THANK YOU

                            The polygons.txt defines the separate zones to get player-colored (will have a single pixel black border), and the overlay reliefTiles can hide that hard edge border to give the appearance of fully wrapped irregular territories.

                            1 Reply Last reply Reply Quote 0

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