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    CrazyG's Big World War One

    Scheduled Pinned Locked Moved Maps & Mods
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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

      1 Reply Last reply Reply Quote 1
      • 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?

            1 Reply Last reply Reply Quote 0
            • 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

              1 Reply Last reply Reply Quote 2
              • 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

                          1 Reply Last reply Reply Quote 0
                          • 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.

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

                                  @Hepps What do you mean by the 2nd point? Doesn't it die currently if the attacker fails to win?

                                  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 Lobby Moderators @redrum
                                    last edited by Hepps

                                    @redrum No it can retreat. Unless of course you press the attack without any ground forces. There may be the possibility of it having to be taken as a casualty if you sustain more hits than you have (legitimate) attackers... but technically that is also an illegal play. Doesn't come up much as people rarely try suicide attacks with air trannies. (And by not much I mean it has never been brought up by a player in a match, I have only come across it in my personal exhaustive tests)

                                    But perhaps this is a conversation for a different thread. Hy-jacking @CrazyG thread seems all kinds of dirty and wrong.

                                    "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 Fair point. Moved discussion here: https://forums.triplea-game.org/topic/1145/expand-isinfra-functionality

                                      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 0
                                      • redrumR Offline
                                        redrum Admin
                                        last edited by

                                        @CrazyG To come back to the original issue with gas not doing anything at the moment, to make them work with the current engine I think you'd need to make them "isInfra" and remove "isSuicide". That way they survive the 1 round of combat but I think they will die after that battle (some what questionable behavior that might change in the future).

                                        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 Lobby Moderators @redrum
                                          last edited by

                                          @redrum I'm not sure that is correct. The "isInfratructure" only creates an outcome after the possession of the territory is determined following the conclusion of a battle.

                                          "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 I haven't tested it but it was the best idea I could come up with at the moment. Otherwise you instead could just trigger to remove any gas that are located in enemy territories or captured territories I guess.

                                            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

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