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    CrazyG's Big World War One

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    • redrumR Offline
      redrum Admin @Cernel
      last edited by redrum

      @Cernel I think that is a slightly different but related use case. In @CrazyG example, the issue is really that there shouldn't be a changing of territory owner if there is a contested territory with units from 2 different teams where the current player doesn't own any of the units. So his example is that Russia attack Germany and was left with 1 Russian inf and 2 German recon planes in a contested territory owned by Germany. Then on Austria-Hungary's turn the Russian inf takes control of the territory and Germany loses its 2 planes as they can't land there now.

      Your example, France couldn't ever have planes starting in a territory owned by Austria-Hungary so isn't a possible scenario.

      But yes, I believe limited combat rounds work fine for land units and only 2 players (1 on each team) like Civil War. But I think air units and multiple players on each team hasn't ever been fully tested with limited combat rounds.

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

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      • CrazyGC Offline
        CrazyG Lobby Moderators
        last edited by

        I think what is happening is that the game is checking if Russia should take any territories, and it can't tell the difference between a territory Austria retreated from and a territory contested between Russia and Germany.

        Maybe there should be an option that air units can hold contested territories?

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        • HeppsH Offline
          Hepps Lobby Moderators @redrum
          last edited by

          @redrum When I am playing against myself... I am playing against a machine.

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

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

            @Hepps ?s the playing against himself? (No I DID not GIVE complete sentences with proper punctuation) 🙂

            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 Lobby Moderators @prastle
              last edited by

              @prastle When I play against myself it is the proverbial immovable object vs the unstoppable force.

              "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 Who said anything about playing against yourself?

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

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                • redrumR Offline
                  redrum Admin
                  last edited by redrum

                  Missing connection sz95 to Morocco 2.
                  Incorrect connection between France 6 and Belgium 6.

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

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                  • redrumR Offline
                    redrum Admin
                    last edited by redrum

                    @CrazyG So there is a pretty big problem. Gas doesn't actually do anything. The reason is that gas is a suicide unit so fires before anything else and then is removed so doesn't provide its negative support since its already dead.

                    Also on a separate but related note on suicide units, you probably want to set these properties to true:

                        <!-- if false, (all property default to false), then units killed by suicide units can return fire.  if true, they can not return fire -->
                        <property name="Suicide and Munition Casualties Restricted" value="false" editable="true">
                          <boolean/>
                        </property>
                        <!-- if suicide units act like normal units on defense, except that they can not die to attacks by other suicide units -->
                        <property name="Defending Suicide and Munition Units Do Not Fire" value="false" editable="false">
                          <boolean/>
                        </property>
                    

                    I believe if you set these properties to true then you'll get better behavior as:

                    1. Casualties from artillery barrage won't return fire (seems to make more sense unless you feel from a balance perspective you want them to).
                    2. Right now if you attack a stack of artillery barrages with 1 inf then they all die. I believe this property will prevent that.

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

                    CrazyGC 1 Reply Last reply Reply Quote 3
                    • CrazyGC Offline
                      CrazyG Lobby Moderators @redrum
                      last edited by

                      @redrum said in CrazyG's Big World War One:

                      I believe if you set these properties to true then you'll get better behavior as:

                      Casualties from artillery barrage won't return fire (seems to make more sense unless you feel from a balance perspective you want them to).
                      Right now if you attack a stack of artillery barrages with 1 inf then they all die. I believe this property will prevent that.

                      This problem is in Age of Tribes as well. If you set suicide units to not fire when defending, they can be used as casualties.

                      I'm going to move the end turn phase to the start of your turn. This solves the suicide unit problem pretty cleanly.

                      HeppsH 1 Reply Last reply Reply Quote 0
                      • SchulzS Offline
                        Schulz
                        last edited by

                        why no aaGun?

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                        • HeppsH Offline
                          Hepps Lobby Moderators @CrazyG
                          last edited by Hepps

                          @CrazyG & @redrum Imagine if your ammunition could hide instead of having to die or all be expended in a harmless attack? Oh what a wondrous idea... I wonder if anyone is considering working on it. 😉

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

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                          • CrazyGC Offline
                            CrazyG Lobby Moderators
                            last edited by

                            I really wish there was a way to just make a unit not selectable as a casualty, without making it infrastructure (so it gets captured). This just comes up super often; TWW has player enforced rules about it.

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

                              @CrazyG Well I think you could use triggers like TWW has for air transports to make them non-infra during the player's turn (attack) then infra during all other turns (defense).

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

                              CrazyGC 1 Reply Last reply Reply Quote 0
                              • CrazyGC Offline
                                CrazyG Lobby Moderators @redrum
                                last edited by

                                @redrum
                                Right, but on the attackers turn you still would have the option to select the air transport as a casualty.

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

                                  @CrazyG Yeah, I think for TWW air transports they really should just be "isInfra" all the time but I think there is some reason that they then don't work right for transporting units or something. As you really want them to never have HP (always be destroyed or captured and they would never attack alone).

                                  Missle/munition/etc are a bit different since you want them to have HP when attacking so they can attack by themselves but infra that are capturable or destroyable on defense.

                                  My thought is really we need say an 'isMunition' or 'isInfraForDefense' property that makes units act like non-infra during their turn for attacks but act like infra during other players' turns for defense.

                                  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 2
                                  • HeppsH Offline
                                    Hepps Lobby Moderators @redrum
                                    last edited by Hepps

                                    @redrum The reason the Air Transports are combat units is that we could not find a way to allow Paratroopers to exclusively receive a bonus while para-dropping into battle without using the Air Transport as a way of "force feeding" the bonus using the Air Transport itself.

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

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

                                      @CrazyG Missing connection between Turkey 01 <---> SZ 191

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

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                                      • redrumR Offline
                                        redrum Admin @Hepps
                                        last edited by redrum

                                        @Hepps Ok. I would think you could still make the air transports "isInfra" and have it provide support to paratroopers. Did you try that and it didn't work? I think the one other issue is I'm not sure that AA guns would get to shoot at air transports if we made them "isInfra".

                                        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
                                        • CrazyGC Offline
                                          CrazyG Lobby Moderators
                                          last edited by

                                          IsInfra can support other units.

                                          IDK if AA guns can shoot at them.

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                                          • HeppsH Offline
                                            Hepps Lobby Moderators @redrum
                                            last edited by

                                            @redrum 2 issues... AA become impotent against them.... 2nd if the attack fails the Air Tranny automatically dies.

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

                                            redrumR 1 Reply Last reply Reply Quote 0

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