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    Fuel Enhancements

    Scheduled Pinned Locked Moved Feature Requests & Ideas
    234 Posts 10 Posters 221.3k Views 10 Watching
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    • redrumR Offline
      redrum Admin
      last edited by

      The latest changes have been merged and can be tested in the following pre-release: https://github.com/triplea-game/triplea/releases/tag/1.9.0.0.9464

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

      1 Reply Last reply Reply Quote 2
      • redrumR Offline
        redrum Admin
        last edited by

        So on to fuel flat costs... Here is an example of what I'm proposing for the new XML parameter (fuelFlatCost):

        	<attachment name="unitAttachment" attachTo="fighter" javaClass="games.strategy.triplea.attatchments.UnitAttachment" type="unitType">
        		<option name="movement" value="4"/>
        		<option name="carrierCost" value="1"/>
        		<option name="isAir" value="true"/>
        		<option name="attack" value="3"/>
        		<option name="defense" value="4"/>
                        <option name="fuelcost" value="oil" count="1"/>
        		<option name="fuelFlatCost" value="oil" count="2"/>
                        <option name="fuelFlatCost" value="pilots" count="1"/>	
        	</attachment>
        

        This would mean a fighter pays 2 oil & 1 pilot if it moves at all plus 1 oil per each move. So if it moved a total of 3 then it would pay 5 oil and 1 pilot. The goal is to have both the existing per move fuel cost (fuelCost) and the new fuel flat cost (fuelFlatCost) work for all unit types and be able to be used in any combination.

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

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

          @redrum are oil reserves being added for future maps 🙂

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

          redrumR 1 Reply Last reply Reply Quote 0
          • prastleP Offline
            prastle Moderators Admin @redrum
            last edited by

            @redrum storage tanks that can be bombed?
            smells a Heppster in this scenario

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

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            • redrumR Offline
              redrum Admin @prastle
              last edited by redrum

              @prastle I sure hope so. Otherwise I'm adding features just for the fun of it 🙂

              Actually I believe you could probably do some kind of bombing where when a structure is destroyed, you trigger loss of resources.

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

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

                @redrum your both evil bastards

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

                HeppsH 1 Reply Last reply Reply Quote 0
                • HeppsH Offline
                  Hepps Moderators @prastle
                  last edited by

                  @redrum Looks great! Adding all these features just for the fun of it. What a champ! 😉

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

                  prastleP 1 Reply Last reply Reply Quote 0
                  • prastleP Offline
                    prastle Moderators Admin @Hepps
                    last edited by prastle

                    @hepps @redrum you both realize I EXPECT POS2 @ UPDATES and this will make GD a very rough map
                    sigh

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

                    prastleP 1 Reply Last reply Reply Quote 0
                    • prastleP Offline
                      prastle Moderators Admin @prastle
                      last edited by

                      @hepps its almost like you want all to ignore unless Tylenol scripts

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

                      redrumR 1 Reply Last reply Reply Quote 0
                      • redrumR Offline
                        redrum Admin @prastle
                        last edited by

                        @prastle Did you just volunteer to update POS2 XML?

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

                        prastleP 1 Reply Last reply Reply Quote 0
                        • prastleP Offline
                          prastle Moderators Admin @redrum
                          last edited by

                          @redrum NOPE! but with all your additions I really hope you did 🙂

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

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                          • redrumR Offline
                            redrum Admin
                            last edited by

                            Here is the PR adding the "fuelFlatCost" unit option: https://github.com/triplea-game/triplea/pull/3244

                            XML

                                <attachment name="unitAttachment" attachTo="elite_cavalry" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                                  <option name="consumesUnits" value="1:cavalry"/>
                                  <option name="movement" value="2"/>
                                  <option name="transportCost" value="3"/>
                                  <option name="canBlitz" value="true"/>
                                  <option name="requiresUnits" value="parade_ground"/>
                                  <option name="requiresUnits" value="general"/>
                                  <option name="createsResourcesList" value="-4:Supplies"/>
                                  <option name="fuelCost" value="Supplies" count="1"/>
                                  <option name="fuelFlatCost" value="Supplies" count="2"/>
                                  <option name="fuelFlatCost" value="Industry" count="1"/>
                                  <option name="canInvadeOnlyFrom" value="transport:train"/>
                                  <option name="createsResourcesList" value="-1:Manpower"/>
                                  <option name="attack" value="4"/>
                                  <option name="defense" value="3"/>
                                </attachment>
                            

                            Before
                            0_1520392632767_c6f97478-430e-4f19-97ed-652d7c705777-image.png

                            After
                            0_1520392638893_a243a0a1-19b9-4e95-8e1b-ae9848e8cac3-image.png

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

                            prastleP 1 Reply Last reply Reply Quote 3
                            • prastleP Offline
                              prastle Moderators Admin @redrum
                              last edited by

                              @redrum and you questioned why I said you were brilliant?

                              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
                              • FrostionF Offline
                                Frostion Admin
                                last edited by

                                Nice update. I still hope that you would reconsider removing the ( and the ) signs. They just make the movement bar unnecessarily long, and not having them would be more consistent with how icons and numbers are displayed elsewhere.

                                I think that I will have to start work on Iron War and Iron War Europe movement fuel versions. Hopefully balanced versions of these can be ready alongside a new engine release ☺ Jubii! And they can make use of the hide resources from players feature!

                                Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                                redrumR 1 Reply Last reply Reply Quote 0
                                • redrumR Offline
                                  redrum Admin @Frostion
                                  last edited by

                                  @frostion Yeah, I think you already saw but I updated the route message in the other forum thread already 🙂

                                  And yeah, I definitely think Iron War can benefit from a lot of the recently added features. And could be the first map to ever implement fuel in a balanced and user friendly way!

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

                                  1 Reply Last reply Reply Quote 1
                                  • redrumR Offline
                                    redrum Admin
                                    last edited by redrum

                                    Thoughts on how carriers and fighters fuel costs should work? I think I see 2 options:

                                    1. Simple - If carriers and fighters are moved together during combat or non-combat move then only the carrier is charged fuel. This would include moving into combat and so a fighter moved with a carrier into combat wouldn't be charged fuelCost or fuelFlatCost.
                                    2. Noncombat Only - If carriers and fighters are moved together during non-combat move then only the carrier is charged fuel. Any moves during combat move are considered that the fighter has taken off from the initial carrier position so is always charged fuel during all combat moves.

                                    There are other more complex variations of these that meet somewhere in the middle but I'm pretty hesitant to go there. Open to suggestions and ideas but want to pick something we feel works well across all maps and is fun/intuitive to use.

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

                                    General_ZodG 1 Reply Last reply Reply Quote 0
                                    • FrostionF Offline
                                      Frostion Admin
                                      last edited by

                                      1. Simple has my vote. It seems logical and during game it would make sense if fuel was consumed on these terms. People would also see the carrier actually carrying fighters, not just acting as a landing strip at sea.

                                      Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

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

                                        @redrum

                                        Choice 2 seems better to me. Choice 1 would only be logical if your making air units true cargo on the acc. But then you need handle issue where air units are being carried 2 sea zones while cargo during CM or NCM. Then the air units fly their full normal movement during CM or NC, in addition to the moves as cargo. Or maybe you have a solution already.

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

                                          @redrum I tend to agree with @General_Zod here. Choice 2.
                                          If you have a loaded transport, you only need to click on the transport to move it an its cargo. Moving the ac and fighter requires that both items are clicked on to move. I can see the point of not charging for a NCM where both ac and fighter start and end in the same territory. But any move during CM, which implies that both are going into battle, should charge both their movement resources.

                                          1 Reply Last reply Reply Quote 0
                                          • HeppsH Offline
                                            Hepps Moderators
                                            last edited by

                                            Deuce has my vote as well.

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

                                            1 Reply Last reply Reply Quote 1

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