TripleA Logo TripleA Forum
    • TripleA Website
    • Categories
    • Recent
    • Popular
    • Users
    • Groups
    • Tags
    • Register
    • Login

    Rework Purchase Units...

    Scheduled Pinned Locked Moved Feature Requests & Ideas
    25 Posts 7 Posters 5.4k Views 7 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • C Offline
      Cernel Moderators @Stohrm
      last edited by Cernel

      @Stohrm The game should certainly work this way (instead of having separated purchase and placement phases) for all games in which the placement phase immediately follows the purchase phase.

      However, unless someone will implement the Zombie version of a well known board game, there are no "core" games that do this. So, this would be a matter of supporting custom phase orders (TWW comes to mind).

      I think the easiest way to realize this would be just having a placement cost (like the fuel cost, but for placing) and allowing placing infinite units of purchase cost 0. This way, you would just define a purchase cost 0 for all your units and set the placement cost you want, instead (but you could also have a hybrid system, in which you pay both for purchasing and for placing).

      StohrmS 1 Reply Last reply Reply Quote 0
      • StohrmS Offline
        Stohrm @ubernaut
        last edited by

        @ubernaut & @Hepps Okay, so rather than actually having to click on the facilities/units themselves (individually), Have the purchase picker separated into columns for each and click to activate a column where the production is intended to take place.

        Hopefully I've said that correctly and you're able to follow my train of thought.

        SK

        ubernautU B 3 Replies Last reply Reply Quote 1
        • ubernautU Offline
          ubernaut Moderators @Stohrm
          last edited by

          @Stohrm that purchase window is already too big for many screens on complicated maps but maybe if there was a row which showed production capacity there could be a way to have the best of both worlds so to speak. 😉

          "You should never have told me horses sleep standing up, it gave me a mental block." - Mister Ed

          1 Reply Last reply Reply Quote 0
          • StohrmS Offline
            Stohrm @Cernel
            last edited by

            @Cernel I think I understand what you're saying; but from my perspective: if the units were placed right away they would be invisible and unusable. They would then be made visible and active at the end of the turn (as before).

            SK

            C 1 Reply Last reply Reply Quote 0
            • ubernautU Offline
              ubernaut Moderators @Stohrm
              last edited by

              @Stohrm also there might already be some related logic in the code whenever you select a sea zone as your production site the engine auto distributes the production between any adjoining land territories with production capacity.

              "You should never have told me horses sleep standing up, it gave me a mental block." - Mister Ed

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

                @Stohrm said in Rework Purchase Units...:

                @Cernel I think I understand what you're saying; but from my perspective: if the units were placed right away they would be invisible and unusable. They would then be made visible and active at the end of the turn (as before).

                This would be still a purely custom ruleset, as in all core games you can purchase a carrier before combat, then decide if this carrier is being built in England or in Australia (for example) when you have to place it.

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

                  Another benefit of such feature would be to support all those cases not covered even by the warning of having purchased more units than you can place (since with this method the player itself would be restricted by placement on what it wants to purchase). 270BC comes to mind.

                  On the other hand, this system would not work with movement phases in between, if the units allowing placement are mobile. 270BC comes to mind, again (the legionaire placing the fort).

                  1 Reply Last reply Reply Quote 0
                  • B Online
                    beelee @Stohrm
                    last edited by beelee

                    @Stohrm

                    yea so when Placement comes up it just shows your factories w/e that can place, in the right side area where your buys show up, and then you click on those individually which would take you to the main purchase window where you purchase for that factory/we. Is that what you're thinking ?

                    If so, as Cernel says above, if I understand him right, it would require another step/phase. Idk if that's a big deal or not as far as java code goes. Sometimes stuff is real easy. As in doesn't take a lot of time to do : )

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

                      This or some for of this has been discussed a few times in the past.

                      Most likely if we did implement it, it would be essentially optional where you could buy without specifying place location or have a way to click on the territory where you intend to place them when purchasing (mostly would just be a way for players to more easily purchase and track where they intend to place). Then when you actually have placement phase, it would default to placing those units where you indicated but you could always undo and place elsewhere.

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

                      S 1 Reply Last reply Reply Quote 3
                      • S Offline
                        simon33 @redrum
                        last edited by

                        @redrum said in Rework Purchase Units...:

                        This or some for of this has been discussed a few times in the past.

                        Most likely if we did implement it, it would be essentially optional where you could buy without specifying place location or have a way to click on the territory where you intend to place them when purchasing (mostly would just be a way for players to more easily purchase and track where they intend to place). Then when you actually have placement phase, it would default to placing those units where you indicated but you could always undo and place elsewhere.

                        I don't see much merit in having such a facility if it is optional for the players. However, if it's optional at a map maker level (perhaps allowing a map option to use it) then it opens up possibilities which make total sense. Strikes me as a limitation in the A&A games that you can buy something intending to use it in one place but then (say if a battle goes against you) mobilise it somewhere else.

                        One thing which does irk me about the place units phase is that for powers with only one potential place they can mobilise it still asks me whether I want to do it, even though mobilising is mandatory.

                        i have no problem with the idea of a placement cost because that has no effect on existing maps. My guess is that it would work like Edit|Add Units.

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

                          Of course, the fact that you have to decide what you are producing before rolling the dice, but you don't have to decide where you are producing it, doesn't make sense, realistically speaking (extreme example, for v5 or v6: you buy 1 battleship before rolling the dice, but decide if you are building it in the United Kingdom or in India only when you mobilize it (beside the fact that India was not able to build battleships, for real, of course)).

                          Having a way to determine both what and where, instead of only what, before rolling the dice for the turn, has my moral support, but now it is becoming very unclear if this topic is only about usability or about adding a custom rule (for realism or whatever).

                          1 Reply Last reply Reply Quote 1
                          • S Offline
                            simon33
                            last edited by

                            The other arguably extreme example is producing a CV which is the only landing spot for an attack but then placing it elsewhere.

                            HeppsH 1 Reply Last reply Reply Quote 0
                            • HeppsH Offline
                              Hepps Moderators @simon33
                              last edited by

                              @simon33 You could probably achieve this in the current engine by moving the purchase and place phases to the beginning of a turn. But instead of buying units you buy a placeholder unit for each individual unit type. You would place those holder units beside the respective factory then add triggers at the end of the turn that changes those into real units.

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

                              1 Reply Last reply Reply Quote 0
                              • S Offline
                                simon33
                                last edited by

                                Wouldn't that need triggers in every territory which could accommodate a factory? Or not?

                                HeppsH C 2 Replies Last reply Reply Quote 0
                                • HeppsH Offline
                                  Hepps Moderators @simon33
                                  last edited by

                                  @simon33 Yup

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

                                  1 Reply Last reply Reply Quote 0
                                  • S Offline
                                    simon33
                                    last edited by

                                    So possible, but unwieldy. I suspect you also need a separate trigger for every type of unit. So if you have 13 unit types as in Global 1940, and I estimate 30+ territories, 390 triggers.

                                    1 Reply Last reply Reply Quote 0
                                    • C Offline
                                      Cernel Moderators @simon33
                                      last edited by

                                      @simon33 No. You just need those units producing the final units (at end turn). Then, you just need a general trigger per player, removing them anywhere from the map. I'm actually doing something like this in a map I'm making, but, of course, this is a work around. Also, there is at least the matter of placing in hostile sea zones, if not placing in your territories with enemy units in them (in case the map has politics). In my game, they are just like the regular units, except that cannot move. You could also doing it by having all units at movement 0, but receiving a movement bonus during CM, as long as the new units are placed after that (in this case, no triggers needed, but the battlecalculator won't work well).

                                      1 Reply Last reply Reply Quote 0
                                      • S Offline
                                        simon33
                                        last edited by simon33

                                        You know, this could be really easy. Just set the movement to zero when placing. Can't see how that would break any existing map. Then that re-raises the issue of why purchase and place have to be different.

                                        HeppsH C 2 Replies Last reply Reply Quote 1
                                        • HeppsH Offline
                                          Hepps Moderators @simon33
                                          last edited by Hepps

                                          @simon33 I would probably find it really annoying to have all kinds of units on the map I can't move. Now I'd have to remember all my purchases and where I had placed them. A situation that would be even more complex if you already had a bunch of units in the same territory as where you have a factory and are placing 0 movement units.

                                          The other issue is whether you could have placed units with zero movement while all the existing units (very same units) would retain their movement? I'm not even sure that is possible.

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

                                          S 1 Reply Last reply Reply Quote 0
                                          • C Offline
                                            Cernel Moderators @simon33
                                            last edited by Cernel

                                            @simon33 said in Rework Purchase Units...:

                                            You know, this could be really easy. Just set the movement to zero when placing. Can't see how that would break any existing map. Then that re-raises the issue of why purchase and place have to be different.

                                            Beside risking breaking some existing map that might have a same turn with placement then combat move (I cannot think of any), sure.
                                            I would welcome the following 3 changes:

                                            1. Units are immobile as default, and get the ability to move (of their movement value) at the same moment they would get any movement bonus (default at start of Combat Move).
                                            2. You cannot purchase units that have cost=0, but when you are in the placement phase, you are free to place infinite of those units (say, just like if you bought a million of them, at no cost, during a preceding purchase phase).
                                            3. You can assign placement costs to units (working like fuel costs, but for placing the unit).

                                            Then, here you go, you just need having all units at cost 0, set their costs as placement costs, not having any purchase units phase, but just a placement phase at any point after combat move.

                                            As a matter of usability only, you could add a remaining movement value for each unit, displaying like the stack number (maybe using Roman numerals, to distinguish it from the stack number itself), that would be basically good for tracking aircrafts movement anyways.

                                            C 1 Reply Last reply Reply Quote 1

                                            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
                                            • 1
                                            • 2
                                            • 2 / 2
                                            • First post
                                              Last post
                                            Copyright © 2016-2018 TripleA-Devs | Powered by NodeBB Forums