A new option for factories
-
@Schulz Ok.
So you set up your Factory unit as you normally would... But in the attachments you add...
whenCapturedChangesInto values: allows a unit to change into a different unit when captured from a specific player to a specific player. "fromPlayer:toPlayer:transferAttributes:unitType:numberOfUnits". accepts "any" instead of a player name. allows multiple.
examples: <option name="whenCapturedChangesInto" value="any:any:true:Minor_Factory:1"/> and <option name="whenCapturedChangesInto" value="Russians:Germans:false:gold:3:lumber:1"/>For your purposes the attachment would be something like this...
<option name="whenCapturedChangesInto" value="any:any:true:Enemy_Factory:1"/>
However the unit "Enemy_Factory" would actually just be set up as an infrastructure unit with no production abilities at all.
Additionally the "Enemy_Factory" would have the same attachment added to it as above but in reverse... changing back to a normal Factory when it is captured by the original alliance.
It means each Nation on either side of the conflict would need both units in their Unit list.
-
Looks way too complex for me. Anyway I find another way. Making every units separate for countries like germanInfantry or britishInfantry than setting up placement rules.
-
@Schulz That actually WAYYYYY more work. But whatever floats your boat.
-
Or could it work something like this: Making destroyable factory cost 0 with construction rules. Player can rebuild it after retaking territories.
-
@Schulz So is a captured factory supposed to build nothing at all?
-
@Hepps Cor. He wants Slash and Burn but amazingly rebuilt if recaptured?
-
My aim is just at least partly representing of logisics and increasing other strategies by decreasing stacking around factories. Capturing enemy factory is huge deal and impossible to recapture them in current engine.
Yes definitely you should unable to purchase any unit from captured factories.
-
@Schulz Well differences in views aside. The mechanic would be pretty easy to make.
Then you could have something like this to distinguish the 2

-
@Schulz
I can give you yet an example of the whenCapturedChangesInto feature that @Hepps has presented. Maybe you will find it useful.In my new WoW map I use buildings that change type depending on who owns/captures them. One of them is an “Alliance-Stronghold”. Basically it is a city with Alliance supporters that only the Alliance players that can make good use of by getting free units every turn.
If enemy players capture the building called “Alliance-Stronghold” it turns into a “Suppressed-Alliance-Stronghold”, another unit type with different properties. If the building is again liberated, it turns back into the useful Alliance building again.
The unit(s) can look like this:
<attachment name="unitAttachment" attachTo="Alliance-Stronghold" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType"> <option name="isInfrastructure" value="true"/> <option name="createsUnitsList" value="1:Alliance-Footmen"/> <option name="whenCapturedChangesInto" value="any:Orcs:false:Suppressed-Alliance-Stronghold:1"/> <option name="whenCapturedChangesInto" value="any:Tauren:false:Suppressed-Alliance-Stronghold:1"/> <option name="whenCapturedChangesInto" value="any:Trolls:false:Suppressed-Alliance-Stronghold:1"/> <option name="whenCapturedChangesInto" value="any:Undead:false:Suppressed-Alliance-Stronghold:1"/> </attachment> <attachment name="unitAttachment" attachTo="Suppressed-Alliance-Stronghold" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType"> <option name="isInfrastructure" value="true"/> <option name="createsResourcesList" value="3:PUs"/> <option name="whenCapturedChangesInto" value="any:Dwarves:false:Alliance-Stronghold:1"/> <option name="whenCapturedChangesInto" value="any:Gnomes:false:Alliance-Stronghold:1"/> <option name="whenCapturedChangesInto" value="any:Humans:false:Alliance-Stronghold:1"/> <option name="whenCapturedChangesInto" value="any:Night-Elves:false:Alliance-Stronghold:1"/> </attachment> -
@Frostion A better example could nary be found!
-
Lets assume using v341 map its default factory:
<attachment name="unitAttachment" attachTo="factory" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
<option name="isFactory" value="true"/>
</attachment>Should I create 2 separate type factories for both axis and allies or need separate factories for each nations?
Axis Factory example;
<attachment name="unitAttachment" attachTo="axisfactory" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
<option name="isFactory" value="true"/>
<option name="isInfrastructure" value="true"/>
<option name="whenCapturedChangesInto" value="any:infantry:false:supressedaxisfactory:1"/>
<option name="whenCapturedChangesInto" value="any:artillery:false:supressedaxisfactory:1"/>
<option name="whenCapturedChangesInto" value="any:armour:false:supressedaxisfactory:1"/>
</attachment><attachment name="unitAttachment" attachTo="supressedaxisfactory" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
<option name="isInfrastructure" value="true"/>
<option name="createsResourcesList" value="3:PUs"/>
<option name="whenCapturedChangesInto" value="any:infantry:false:axisfactory:1"/>
<option name="whenCapturedChangesInto" value="any:artillery:false:axisfactory:1"/>
<option name="whenCapturedChangesInto" value="any:armour:false:axisfactory:1"/>
</attachment>also need any property (boolean)?
Thanks for good explanation.
-
@Schulz I think for your purposes each nation would simply need a Factory and a Suppressed_Factory. I don't think you need to create the extra details since nothing in V3 is that complex.
The other thing is you should only need...
<option name="whenCapturedChangesInto" value="any:any:false:suppressed_factory:1"/>
and for the other...
<option name="whenCapturedChangesInto" value="any:any:false:factory :1"/>
The second qualifying component (which you have defined as different units) is not a unit type that is capturing the territory, but rather a faction or nation... so unless you want a factory which is captured by say... Russia to have some other result other than creating a
suppressed_factory... then the above will work perfectly. -
In v3 map every nation have the same units but I need to customize them for apply this feature. I've copied NML's purchase model but it didn't work.
Any way to implement this feature by just one factory? Ex: One factory and one supressed factory?
-
It gives this error when I tried to set up factories:
Unexpected Exception while setting values for attachmentUnitAttachment attached to:UnitType{name=factory} with name:unitAttachment
Probably need additional property.
-
@Schulz If you send me the map package... knowing what you want... I can most likely get you to the finish line.
-
-
@Schulz Will look at it at the first opportunity.
-
@Schulz Here is a working map zip that adds "suppressed_factory" when factories are captured by enemies so that they then can't produce: https://www.sendspace.com/file/34rky2
Here is the XML change:
<attachment name="unitAttachment" attachTo="factory" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType"> <option name="isFactory" value="true"/> <option name="whenCapturedChangesInto" value="any:any:true:suppressed_factory:1"/> </attachment> <attachment name="unitAttachment" attachTo="suppressed_factory" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType"> <option name="isInfrastructure" value="true"/> <option name="canBeDamaged" value="true"/> <option name="whenCapturedChangesInto" value="any:any:true:factory:1"/> </attachment>I also added it to the unitlist in the XML and copied the factory images so it has an image.
-
Thank you so much I am going to looking immiadetaly.
I have an another question. Air battles do exist as I want but after air battles, land battles occur. Is there any way to set up air battles even in non factory zones also avoiding land fight?
For example Germany has 2 fighters n Libya and wats to shot down British fighter in Egypt. they shot down it but then Germany lost their fighters against British ground forces.
-
@Schulz said in A new option for factories:
Air battles do exist as I want but after air battles, land battles occur. Is there any way to set up air battles even in non factory zones also avoiding land fight?
I considered this several times, especially relatively to the American air offensive on Germany directed at destroying the Luftwaffe, or the recurring American air attacks, often from carriers, on many Japanese possessions, to destroy the land based air forces, especially on islands. On the other side, maybe the most famous case is the attack on the Pear Harbour airfields. Anyways, currently TripleA doesn't support ending the attack immediately after the air attack (meaning you will have to do that round of combat).
A way to do something like that, currently, is to make air units into possible bombing targets, but I feel that very clumsy, especially in the moment of selecting targets with considerable stacks.
The other side of the coin is that air only can normally attack land only, that doesn't make sense, as for real you cannot destroy infantry (and such) armies with aeroplanes only, no matter how many (in the traditional games, this is tempered by the fact that air tends to cost a lot more than land, so you rarely want to do it).
Anyways, if you open a feature request, I'll probably upvote.
Hello! It looks like you're interested in this conversation, but you don't have an account yet.
Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.
With your input, this post could be even better 💗
Register Login