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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 Not sure what you mean?

      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

        There are normal units and double HP units. I'v asked if there would be any way making an unit with a hp between them by altering dices or somethings.

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

          @Schulz said in Mixed Questions:

          There are normal units and double HP units. I'v asked if there would be any way making an unit with a hp between them by altering dices or somethings.

          This is already possible in some fashion. Depending on specifically what you are looking for.

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

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          • SchulzS Offline
            Schulz
            last edited by

            In a set up that player is unable to pick his casualties while some units have lower chances to get hit representing thier higher HP. They have still the same HP but harder to kill because they require more specific dice numbers to die.

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

              @Schulz Couldn't you just have units with multiple HP and use random AA casualties to simulate some units being harder to kill?

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

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              • C Offline
                Cernel Moderators @redrum
                last edited by Cernel

                @redrum Would be actually good to know (and document in pos2) how random AA casualties behave with multiple hitpoints units (when damageable is true, of course). For example, if I have 5 hits and 5 or more 2+ HP units, is there a chance that 2 hits will be assigned to a same unit? Substantially, is the randomization by hitpoint or by unit (meaning, will a unit with X hitpoints have X times the chance of being hit than a unit with 1 hitpoint?)?

                My guess is that it randomizes by unit (but I haven't tested it). If so, I don't think that would work very well, unless there is still a chance of a same unit getting multiple hits even if the number of hits are equal or less the number of units, that would maybe be the best behaviour, as it may be argued a unit should not be hit more if it has more hitpoints, I suppose (not sure).

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                • redrumR Offline
                  redrum Admin @Cernel
                  last edited by

                  @Cernel Yeah, I actually don't know how the randomization works and would have to look at the code or test it. I don't think any maps have really used it extensively yet.

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

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                  • C Offline
                    Cernel Moderators @redrum
                    last edited by

                    @redrum However it does work, I tend to think it is not intended. I think that randomization was intended only for when (once upon a time) the AA attacks were ignoring hitpoints, thus killing everything with one shot each (a behaviour that is still the default, but can be opted out with the "damageableAA" option). So, if I'm right, it would be just a matter of seeing how it "happens" to work. Of course, maybe only veqryn could actually say if anything is intended or not (I cannot be sure).

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                    • SchulzS Offline
                      Schulz
                      last edited by

                      Do these AA attachments perfectly work in land and sea battles?

                      C 1 Reply Last reply Reply Quote 0
                      • C Offline
                        Cernel Moderators @Schulz
                        last edited by Cernel

                        @Schulz They work neither better nor worse that they do against air units. Targeting all air units only is merely the behaviour you get when you don't specify any targets (just a legacy item, likely).

                        If you want to knock yourself out:
                        https://forums.triplea-game.org/topic/989/aa-fire-casualty-selection-issues-in-revised-and-other-versions?page=1

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                        • SchulzS Offline
                          Schulz
                          last edited by Schulz

                          I doubt it would make better combats. Expensive units are already mostly redundant and this property would make them even worse since they could get hit too before sacrificing cannon fodders. But the on the other hand battles would force people to adopt more different situations plus no cheesy boring attaks like 2 inf+1 fighter anymore.

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                          • SchulzS Offline
                            Schulz
                            last edited by

                            Is there any way making unable to build factory on original enemy territories and being unable to produce units in captured factories with just only modifing XML?
                            It is probably something to do with <option name="special" value="canOnlyPlaceInOriginalTerritories"/>

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

                              @Schulz "unitPlacementRestrictions" should work but you'll probably have to make player specific units

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                              • SchulzS Offline
                                Schulz
                                last edited by

                                Is there any way to separate production lines as percentages without adding new type of resources?

                                For example x nation has 50 PUs but coded to spend 30% to land (15), 30% air (15) and 40% naval (20) units.

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                                • SchulzS Offline
                                  Schulz
                                  last edited by Schulz

                                  Can the current engine handle having 33 nations proplerly? (Only 2-4 selectable combatants, some of them aren't even present in the set up)

                                  Z 1 Reply Last reply Reply Quote 0
                                  • F Offline
                                    ff03k64
                                    last edited by

                                    I have 18 on my current map, and besides my coding errors, it has worked fine. My guess is that it would work fine. i see another one with 26.

                                    1 Reply Last reply Reply Quote 0
                                    • Z Offline
                                      Zaroph @Schulz
                                      last edited by

                                      @Schulz
                                      Frostions Warcraft Heroes has ~36? different players, 8 main and the rest are in the background so it should probably be ok in your case as well.

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                                      • SchulzS Offline
                                        Schulz
                                        last edited by

                                        I have issues to launch Warcraft thinking is has something to do with the heavy game.

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                                        • SchulzS Offline
                                          Schulz
                                          last edited by Schulz


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                                          • SchulzS Offline
                                            Schulz
                                            last edited by Schulz


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