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    Mixed Questions

    Scheduled Pinned Locked Moved Map Making
    130 Posts 12 Posters 68.7k Views 10 Watching
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    • redrumR Offline
      redrum Admin @Schulz
      last edited by

      @Schulz Yes, I believe you should be able to have 2 combat phases in the same turn.

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

      B 1 Reply Last reply Reply Quote 2
      • B Offline
        beelee @redrum
        last edited by

        @redrum said in Mixed Questions:

        @Schulz Yes, I believe you should be able to have 2 combat phases in the same turn.

        🙂

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

          I've tried but didn't work.

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

            <step name="germany0CombatMove" delegate="move" player="Germany"/>
            <step name="germanyBattle" delegate="battle" player="Germany"/>
            <step name="germanyCombatMove" delegate="move" player="Germany"/>
            <step name="germany2Battle" delegate="battle" player="Germany"/>
            <step name="germanyPurchase" delegate="purchase" player="Germany"/>
            <step name="germanyNonCombatMove" delegate="move" player="Germany" display="Non Combat Move"/>
            <step name="germanyPlace" delegate="place" player="Germany"/>
            <step name="germanyEndTurn" delegate="endTurn" player="Germany"/>

            These setups work without error message but units don't fight in the second combat if they already fought in the first combat.

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

              @Schulz My guess is units are being marked as already in combat for the round. You could try adding another EndTurn phase after the first battle phase.

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

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              • SchulzS Offline
                Schulz
                last edited by

                It says "not all units have enough movement" for units that engaged battle. Somethings still prevent them engaging second time.

                B 1 Reply Last reply Reply Quote 0
                • B Offline
                  beelee @Schulz
                  last edited by

                  @Schulz
                  idk if it matters but did u try the second combat phase being named as the first ? without the 2 ?

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                  • SchulzS Offline
                    Schulz
                    last edited by

                    Yes, didn't work either.

                    B redrumR 2 Replies Last reply Reply Quote 0
                    • B Offline
                      beelee @Schulz
                      last edited by

                      @Schulz
                      yea seems the stepName probably can be w/e and the "delegate" is what matters.

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

                        @Schulz You need to use the reset property at the start of the second combat move phase (https://github.com/triplea-maps/the_pact_of_steel/blob/master/map/games/pact_of_steel_2.xml#L759)

                        resetUnitStateAtStart 		= true/false at start of phase will resets movement points and other unit states such as submerged, amphibious, unload/load, wasInCombat, etc. (default is false)							
                        

                        So something like this:

                        <step name="germany0CombatMove" delegate="move" player="Germany"/>
                        <step name="germanyBattle" delegate="battle" player="Germany"/>
                        <step name="germanyCombatMove" delegate="move" player="Germany">
                          <stepProperty name="resetUnitStateAtStart" value="true"/>
                        </step>
                        <step name="germany2Battle" delegate="battle" player="Germany"/>
                        <step name="germanyPurchase" delegate="purchase" player="Germany"/>
                        <step name="germanyNonCombatMove" delegate="move" player="Germany" display="Non Combat Move"/>
                        <step name="germanyPlace" delegate="place" player="Germany"/>
                        <step name="germanyEndTurn" delegate="endTurn" player="Germany"/>
                        

                        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
                        • SchulzS Offline
                          Schulz
                          last edited by

                          They can attack then move friendly territories right now but still can't attack twice. It says "cannot blitz out of a battle into enemy territory" though their blitz ability is enabled.

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

                            @Schulz Is the unit in an enemy territory already? Can you show a screenshot?

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

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                            • SchulzS Offline
                              Schulz
                              last edited by

                              screen.png

                              These German units took Belgium but can't into Lille.

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

                                @Schulz Can you try adding an end turn delegate before the second move phase.

                                <step name="germany0CombatMove" delegate="move" player="Germany"/>
                                <step name="germanyBattle" delegate="battle" player="Germany"/>
                                <step name="germany0EndTurn" delegate="endTurn" player="Germany"/>
                                <step name="germanyCombatMove" delegate="move" player="Germany">
                                  <stepProperty name="resetUnitStateAtStart" value="true"/>
                                </step>
                                <step name="germany2Battle" delegate="battle" player="Germany"/>
                                <step name="germanyPurchase" delegate="purchase" player="Germany"/>
                                <step name="germanyNonCombatMove" delegate="move" player="Germany" display="Non Combat Move"/>
                                <step name="germanyPlace" delegate="place" player="Germany"/>
                                <step name="germanyEndTurn" delegate="endTurn" player="Germany"/>
                                

                                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
                                • SchulzS Offline
                                  Schulz
                                  last edited by

                                  It works right now but the only issue is Germany collected double income.

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

                                    @Schulz Look at the opening turn of TWW. It does the same thing you are looking at.

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

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                                    • SchulzS Offline
                                      Schulz
                                      last edited by

                                      Sounds like the only way to prevent it setting up negative national objectives.

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

                                        @Schulz Yeah essentially you'll need to negate the income of the first end turn phase or try using the "endTurnNoPU" delegate instead: https://github.com/triplea-maps/the_pact_of_steel/blob/master/map/games/pact_of_steel_2.xml#L711

                                        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
                                        • SchulzS Offline
                                          Schulz
                                          last edited by

                                          I've added it.

                                          <delegate name="endTurnNoPU" javaClass="games.strategy.triplea.delegate.NoPUEndTurnDelegate" display="Turn Complete"/>

                                          Then edited the phrases;

                                          <step name="germany0CombatMove" delegate="move" player="Germany"/>
                                          <step name="germanyBattle" delegate="battle" player="Germany"/>
                                          <step name="germany0EndTurn" delegate="endTurnNoPU" player="Germany">
                                          <step name="germanyCombatMove" delegate="move" player="Germany">
                                          <stepProperty name="resetUnitStateAtStart" value="true"/>
                                          </step>
                                          <step name="germany2Battle" delegate="battle" player="Germany"/>
                                          <step name="germanyPurchase" delegate="purchase" player="Germany"/>
                                          <step name="germanyNonCombatMove" delegate="move" player="Germany" display="Non Combat Move"/>
                                          <step name="germanyPlace" delegate="place" player="Germany"/>
                                          <step name="germanyEndTurn" delegate="endTurn" player="Germany"/>

                                          Gives error message.

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

                                            @Schulz Uh, what error message do you get?

                                            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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