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    CrazyG's Big World War One

    Scheduled Pinned Locked Moved Maps & Mods
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    • 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
                                        • CrazyGC Offline
                                          CrazyG Lobby Moderators
                                          last edited by CrazyG

                                          Planned changes-
                                          Major repositioning in Serbia, Italy and Austria
                                          Ottomans begin with fewer trains
                                          UK gets +30 PUs if it controls Suez
                                          Gas is removed, will be added again later
                                          A single Recon Plane will support up to 1,000 artillery or barrages (so basically all of them)
                                          Cruisers get +1/+1
                                          Move End of Turn Phase to beginning of turn. It changes income and heavy artillery functions more easily

                                          redrumR HeppsH 2 Replies Last reply Reply Quote 1
                                          • redrumR Offline
                                            redrum Admin @CrazyG
                                            last edited by

                                            @CrazyG Did you want to continue our game or call it with all the planned changes?

                                            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

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