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    Mixed Questions

    Scheduled Pinned Locked Moved Map Making
    130 Posts 12 Posters 68.5k Views 10 Watching
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    • SchulzS Offline
      Schulz
      last edited by

      It gives still double income. Maybe better to give up this idea.

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

        @Schulz said in Mixed Questions:

        ...Maybe better to give up this idea.

        No No No. You're making headway. This would be a good thing for people to know how to do 🙂

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

          @Schulz Hmm. You should only get income on the second end turn. Is the first end turn still giving income? You might want to take a look at the turn history to see when the income is added.

          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

            I got income only on the second end round, the income summary of Germany showed two times and resulted double income.

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

              @Schulz Hmm. Not sure why that would happen. I can take a look if you want to upload your map somewhere and send me the link.

              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

                Will there be more variety about unit HP systems?

                redrumR 1 Reply Last reply Reply Quote 0
                • 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

                          C 1 Reply Last reply Reply Quote 0
                          • 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).

                            redrumR 1 Reply Last reply Reply Quote 0
                            • 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

                              C 1 Reply Last reply Reply Quote 0
                              • 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).

                                1 Reply Last reply Reply Quote 0
                                • 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

                                    1 Reply Last reply Reply Quote 0
                                    • 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.

                                      1 Reply Last reply Reply Quote 0
                                      • 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

                                          1 Reply Last reply Reply Quote 0
                                          • 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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