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    Stack Unit Support

    Scheduled Pinned Locked Moved Feature Requests & Ideas
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    • C Offline
      Cernel Moderators @alkexr
      last edited by

      @alkexr said in Stack Unit Support:

      @Cernel "Working the best every time" is not possible.

      By "working best every time" I was referring to the case I mentioned and it actually meant supporting the greatest possible amount of units. In the case I mentioned (horse_artillery being exactly the same as artillery, except also able to support cavalry), this would be practically assured by applying the bonus from artillery first. So, in this case, I would be interested in documenting how a mapmaker can define the order in which supports are applied.

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      • C Offline
        Cernel Moderators @Frostion
        last edited by

        @Frostion I understand that, if, in the case of your game, you never have more than one fort in the same territory, the system should work fine, as you would make a support attachment for each level of fortification, but this would be still something that works only under that limitation. Instead, I don't think that this system really broadly covers cases like yours, if you would not have that major limit of only 1 fortification of any kind per territory: when having a fortification level 1, then a fortification level 2; the first one being able to be supported once, and the second one twice, with a single support attachment like the current proposal, either they can be both supported once or twice, only (likely starting from the weakest one, as this is how it usually works), so you cannot generally have the dynamic of a siege engine that supports once the first level of fortification and supports twice the second level, etc. (unless, as said, those levels are never present together).

        I would actually put the count on the target, not on the giver. Meaning that a same supportattachment could be assigned a different number of times for each target (in this case, you would also need only 1 supportattachment in total, that can be given only once to the units being the first level of fortification, up to twice to the units being the second level, etc.).

        I also personally believe that the limit of 1 fort per territory doesn't really make sense, realistically, in a strategic game, as you could have territories with more castles or whatever, stacked in them, rather than just either 0 or 1, but this is just my personal view. This is how it works for static combat units in almost all TripleA games (it's rare to have a stack limit of 1 bunker or whatever).

        Captain CrunchC 1 Reply Last reply Reply Quote 0
        • Captain CrunchC Offline
          Captain Crunch Banned @Cernel
          last edited by

          @Cernel hey Cernel you are my fav nerd 😜

          I just wondered what maps you made???

          And I really like your knowledge of history and I wonder if you are older than me Im late 40's

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

            @Captain-Crunch I've not much on the repository (well, I made Conquest of the World, but that was wanted by @LaFayette and I thought it was a very good idea adding Risk as a matter of getting new players in the community), and currently just a bunch of variants/mods. The one I like the most is "270BC 40%" (I intend to rename it "270BC Cernel Lite"). The main one I hope to eventually complete is a medieval 5 sides game set in 1181. I'll of course open a thread if I get it done.

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            • Captain CrunchC Offline
              Captain Crunch Banned @Cernel
              last edited by

              @Cernel oh well im just picturing you as older than me is why I asked

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              • redrumR Offline
                redrum Admin
                last edited by

                This is now merged and can be tested in the pre-release. POS2 XML update here: https://github.com/triplea-maps/the_pact_of_steel/pull/35/files

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

                C FrostionF 2 Replies Last reply Reply Quote 3
                • C Offline
                  Cernel Moderators @redrum
                  last edited by Cernel

                  @redrum said in Stack Unit Support:

                  This is now merged and can be tested in the pre-release. POS2 XML update here: https://github.com/triplea-maps/the_pact_of_steel/pull/35/files

                  To be clearer to everyone, I would reword this:

                  Any support of the same bonusType MUST have the same count.

                  to this:

                  In case you have multiple support attachments with the same "bonusType", you should assign all of them the same count, as well (different counts for different attachments for the same type of support are not supported).

                  About this line:

                  Please us the string "ArtyOld" if do not want your bonus to stack with normal artillery (ie: do not want the bonus to stack with any unit with the normal artillery attachment: <option name="artillery" value="true"/>)

                  Are you sure about this wording? I mean keeping it? Are you calling "normal" something that is deprecated, isn't it? I would rather reword this as telling or implying that this is what it is going to happen, but not actively suggesting makers to mix up the two ways of defining support in the same game. Like, I would say something purely technical like this:

                  The artillery option (for units attachments) <option name="artillery" value="true"/> generates a support attachment (attached to that unit) that has "bonusType" value equal to "ArtyOld" (with default count of "1").

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                  • FrostionF Offline
                    Frostion Admin @redrum
                    last edited by Frostion

                    @redrum
                    I have tested it out. At first glance it seems to work fine. 😊 In my World of War Heroes map I now have:

                    5 levels of fortification (From "Watch-Tower" to "Capital-City") and they have 1-5 "Wall Archers" shooting at attackers, and hitting 8/10 of the time.

                    1 "Battering-Ram" that lowers all "Wall-Archers'" hit chance, on any type of fortification, by 50%, from 8/10 to 4/10. Symbolizing that the enemy runs through under the battering ram and through a broken down gate and thereby eludes many of the arrows.

                    1 "Siege-Tower" that removes one of the 1-5 Wall-Archer rolls. Meaning that 1 Siege-Tower removes the Watch-Tower's single Wall-Archer. And 5 Siege-Towers remove a Capital's 5 Wall-Archers.

                    I have not been testing that much, but it seems to work fine. πŸ‘

                    Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                    redrumR C 2 Replies Last reply Reply Quote 3
                    • redrumR Offline
                      redrum Admin @Frostion
                      last edited by

                      @Frostion Excellent! Let me know if you find any issues and I can take a look but glad to hear its working as intended so far.

                      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 @Frostion
                        last edited by

                        @Frostion Siege-Towers usually have a battering ram at their base, integrated in the tower and protected by it.

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