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    Fuel Enhancements

    Scheduled Pinned Locked Moved Feature Requests & Ideas
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    • redrumR Offline
      redrum Admin @wc_sumpton
      last edited by redrum

      @wc_sumpton Depends on what you want the balance of fuel consumption to be for land vs sea vs air. If you want high fuel consumption for air then yeah you can essentially set it to something close to their max movement since most times you move air you tend to use most of their moves. I'd probably argue most maps are better off keeping air fuel consumption more inline with land/sea so if you have like 1 per move for land/sea then having air be like 1-2 fuelFlatCost would keep them more balanced.

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

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      • General_ZodG Offline
        General_Zod Moderators
        last edited by

        To echo @redrum a bit.

        I think its, crucial to not over power a unit. Especially air units. But a successful fuel model will have a few moving parts to contend with. Not only, the units overall fuel consumption and abilities, build cost, etc., in comparison to all other units. As well as each nations access to the actual distribution of the fuel resource territories.

        With Iron War, even more to contend with, due to iron resource. It will surely need tweaking as play testing feedback comes in. But I think this game will be a hit once it's balanced out. Even more so if it's multi player friendly.

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        • redrumR Offline
          redrum Admin
          last edited by

          Alright. So we are down to the final few fuel enhancements left. Scrambling.

          So my thought is scrambling should charge the fuelFlatCost and/or fuelCost times number of territories to scramble territory and back (so almost always 2xfuelCost since its 1 territory away). Any thoughts?

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

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

            @redrum Seems right... though if you say have your aircraft set to a flat rate... how would that work?

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

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

              @hepps It would just charge the fuelFlatCost just like when you would move them during you turn. So for example, if you had fighters set to fuelFlatCost=2 and scrambled 2 fighters then it would cost 4 fuel. Its essentially like they use a 'tank' of fuel to go scramble and defend just like when moving/fighting during a regular turn.

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

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

                @redrum So if you had a fighter set to 1.... then both there and back would be 1.

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

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

                  @hepps Yeah, if fuelFlatCost=1 then a fighter there and back would be 1. If you had fuelCost=1 then a fighter there and back would be 2.

                  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
                  • FrostionF Offline
                    Frostion Admin
                    last edited by Frostion

                    This sounds good ☺
                    What is the reason behind the viewpoint that moving fighters to newly build carriers is outdated and should not be used?
                    Has it ever been an official rule in an A&A board game?
                    Is it because of a "free" fighter movement? If so, could there not just be restrictions on movement, allowing only fighters with at least 1 move left to move, and if placement can be done before CM and NCM, then it will also use 1 move of its total round moves?

                    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, the free movement is strange and unintuitive IMO. It was part of some of the early A&A games. It tends to be better to allow fighters to end movement where you are placing a carrier than landing them then allowing the free move to the carrier. If no A&A game ever had done that then I don't think anyone would ever have said 'I wish we could add a rule to land fighters then allow them a free move if I build a carrier'.

                      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 1
                      • General_ZodG Offline
                        General_Zod Moderators @redrum
                        last edited by

                        @redrum

                        Are you removing that move fighter to new carrier property?

                        I'm just wondering if it that property can be used creatively in other yet in undeveloped maps. In a way that has nothing to do with acc. It might come in handy yet.

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

                          @general_zod No, I'm just not adding fuel cost support for it. So that 'free' move will cost 0 fuel.

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

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

                            @redrum Free'r than before?!?! Get em while their hot!

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

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

                              @hepps More free the better? But yeah doesn't cost move points or fuel. Its magic!

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

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

                                @redrum It was magic before... now its low carbon foot print magic. 😃

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

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                                • redrumR Offline
                                  redrum Admin
                                  last edited by redrum

                                  Here are some initial screenshots of scrambling with fuel. The scramble window shows 'estimated' fuel cost of both defending/returning. If the fighters die then they aren't charged returning fuel for "fuelCost". This is using Global 40 with fighters having:

                                  	  <option name="fuelFlatCost" value="PUs" count="4"/>
                                  	  <option name="fuelCost" value="PUs" count="1"/>
                                  

                                  No Fighters Selected
                                  0_1521254122751_c1278080-6235-41ba-a64f-733f4bf5e799-image.png

                                  UK Fighter Selected
                                  0_1521254161671_75a55420-c997-4237-808d-cb8125da84db-image.png

                                  UK and French Fighters Selected
                                  0_1521254195544_7db21a06-840c-46ab-87b9-f3475f89c57d-image.png

                                  Not Enough Fuel for Scramble
                                  0_1521257323195_c2bafd2e-0a41-40b0-965b-59826070237f-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 1
                                  • prastleP Offline
                                    prastle Moderators Admin @redrum
                                    last edited by

                                    @redrum magic only is you

                                    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
                                    • redrumR Offline
                                      redrum Admin
                                      last edited by

                                      Here is the PR: https://github.com/triplea-game/triplea/pull/3292

                                      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
                                      • FrostionF Offline
                                        Frostion Admin
                                        last edited by Frostion

                                        The above screenshots need the favicon in the top right, not a java icon 😁

                                        Edit: @General_Zod @redrum Good that the option to move fighters to new carriers is not removed. The option is critical to the Star Wars maps, an option implemented per request from players to prevent new fleets from being taken out immediately by long range fighters.

                                        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 redrum

                                          @frostion Good catch. There was a bug (probably been around forever) that caused the TripleA icon not to appear and for scramble window to not close if you exited the game. Both are fixed in the PR now.

                                          Yeah, no plan to remove that property as it would break lots of maps and A&A die hards would be up in arms 🙂 I would say there are probably better ways to prevent new carriers from being taken out too easily. I would recommend some combination of these properties instead as they are more intuitive:

                                              <property name="Produce fighters on carriers" value="true" editable="false">
                                                <boolean/>
                                              </property>
                                              <property name="Produce new fighters on old carriers" value="true" editable="false">
                                                <boolean/>
                                              </property>
                                              <property name="Land existing fighters on new carriers" value="true" editable="false">
                                                <boolean/>
                                              </property>
                                          

                                          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 1
                                          • prastleP Offline
                                            prastle Moderators Admin @redrum
                                            last edited by prastle

                                            @redrum JP bots were empty and the lobby is slow atm. If you and Dan are done with your latest engine/fuel update we could add it to jp bots just a thought. I stopped all JP bots for now.

                                            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 1

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