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    Ancient Empires: 222 BC

    Scheduled Pinned Locked Moved Maps & Mods
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    • redrumR Offline
      redrum Admin @Name
      last edited by

      @Name Well, you can use canal attachments to simulate some aspects of rivers. For example, you could make it so some units couldn't attack over a canal (only non-combat move over them) by using canNotMoveThroughDuringCombatMove. But yes, currently you can't have say a attack penalty over them like you can with territory attachments though this is something I'd eventually like to add.

      You could also create a system like civil war where the rivers are actual territories and you have to build bridges. Then you could have negative isMarine values to simulate lower attack power.

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

      N 1 Reply Last reply Reply Quote 1
      • N Offline
        Name @redrum
        last edited by

        @redrum Then I think it makes most sense to add (many) rivers in detail and when/if you add something like this update the map to use it.

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

          @Name I believe everything discussed thus far is already achievable.

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

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          • N Offline
            Name @Hepps
            last edited by

            @Hepps I was talking about the penalty when attacking over rivers thing. I'd rather not use canals for rivers, or buildable bridges.

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

              @Name Gotcha! I missed one sentence.

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

              N 1 Reply Last reply Reply Quote 0
              • N Offline
                Name @Hepps
                last edited by

                @Hepps I think I wasn't too clear anyway. But the coastline calls for short replies:p

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

                  @Name Coastal design is a cruel mistress!

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

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                  • HeppsH Offline
                    Hepps Moderators @Name
                    last edited by

                    @Name But despite her demands... fulfilling her needs feels somehow just right!

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

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                    • N Offline
                      Name @Hepps
                      last edited by Name

                      @Hepps Yeah like 4 or 5 hours of work already and I might be at half of it done? Still feels kind of good to give it attention, and being pushed to improve the map in general:)

                      Here's a sample (ignore the dots on the wrong side, I'll mass fix them later).
                      71349563-abd9-4278-bf4a-5df3bdc68aaa-εικόνα.png

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                      • N Offline
                        Name
                        last edited by Name

                        I took a break from the coastline to try some things. What do you think about this style of borders and rivers?
                        18b90716-8ec7-40c5-9291-0a42cba11241-εικόνα.png

                        HeppsH 1 Reply Last reply Reply Quote 2
                        • HeppsH Offline
                          Hepps Moderators @Name
                          last edited by

                          @Name So if you have put the river into the base map are you intending to make the connection between the 2 territories impassable?

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

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                          • N Offline
                            Name @Hepps
                            last edited by

                            @Hepps No, it would be just a normal border. Then if at some point attack penalties over rivers are possible, I'll add those.

                            I wander if I should further extend rivers into terriotiries, or only use those (or their parts) that are useful as borders. In the example above the real river should probably extend a bit into the Sparta region.

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

                              @Name The image looks great BTW... a dramatic improvement.

                              It is really hard to say if or how that feature would be implemented. I would lean towards removing the rivers from the base map image and simply add them to your relief layer.

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

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

                                Talking about rivers, are the Dardanelles and Bosporus straits going to be treated as rivers, that now would mean simply being a connection?

                                1 Reply Last reply Reply Quote 0
                                • N Offline
                                  Name @Hepps
                                  last edited by

                                  @Hepps Thanks, I had good advice:)

                                  Any good reason they shouldn't be on the core map? I think it won't be hard to understand that rivers are just decorative/normal borders. And then if at some point I can improve their function, they will be ready in place.

                                  @Cernel I'm thinking to just treat the Propontis (Marmara) Sea as every other sea territory. So you would need ships to cross.

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

                                    @Name said in Ancient Empires: 222 BC:

                                    @Hepps Thanks, I had good advice:)

                                    Not often I hear that. 😃 Thankfully it is in writing... so I have evidence for my wife! 😉

                                    Any good reason they shouldn't be on the core map? I think it won't be hard to understand that rivers are just decorative/normal borders. And then if at some point I can improve their function, they will be ready in place.

                                    I guess it really doesn't matter as you can just ignore these "Territories" while doing the map making process. In fact it is likely better that you leave them... because if you need a territory for the river if/when this were implemented... they are already there. If you do not they can be left ignored.

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

                                    1 Reply Last reply Reply Quote 1
                                    • N Offline
                                      Name
                                      last edited by

                                      @Hepps said in Ancient Empires: 222 BC:

                                      I guess it really doesn't matter as you can just ignore these "Territories" while doing the map making process. In fact it is likely better that you leave them... because if you need a territory for the river if/when this were implemented... they are already there. If you do not they can be left ignored.

                                      I did not completely understand this.

                                      Btw I thought of a rather complicated system related to territory effects and combat, that might be possible add. Credits to @Cernel for inspiration through an older post.

                                      Say we have regions with a "mixed" terrain and various leader units.
                                      Then depending on some attribute of a defending (?) leader unit there would be a chance to choose among various terrain types, some favoring defending units. Then change the territority effect to that, until battle is over, then revert it. Or if we could compare attributes between attacking, defending (and no) leaders to determine chances, it might be even more interesting.

                                      I probably won't add something like that, at least not for a long while (and not sure it's even possible), mostly throwing the idea for general brainstorming.

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

                                        @Name said in Ancient Empires: 222 BC:

                                        @Hepps said in Ancient Empires: 222 BC:

                                        I guess it really doesn't matter as you can just ignore these "Territories" while doing the map making process. In fact it is likely better that you leave them... because if you need a territory for the river if/when this were implemented... they are already there. If you do not they can be left ignored.

                                        I did not completely understand this.

                                        So with it drawn as is... you would be able to click on this in the map making process and actually make it a territory. If you simply ignore it then it will become nothing when you are playing. Hovering over it while playing will yield nothing. But you may have to manually add the connections between the adjoining territories as the auto connection finder will likely not recognize all three of the territories are meant to connect.

                                        Btw I thought of a rather complicated system related to territory effects and combat, that might be possible add. Credits to @Cernel for inspiration through an older post.

                                        Say we have regions with a "mixed" terrain and various leader units.
                                        Then depending on some attribute of a defending (?) leader unit there would be a chance to choose among various terrain types, some favoring defending units. Then change the territority effect to that, until battle is over, then revert it. Or if we could compare attributes between attacking, defending (and no) leaders to determine chances, it might be even more interesting.

                                        I probably won't add something like that, at least not for a long while (and not sure it's even possible), mostly throwing the idea for general brainstorming.

                                        Interesting, I will have to ponder this.

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

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

                                          @Name Here is a visual of what I am trying to explain...

                                          Name example.png

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

                                          1 Reply Last reply Reply Quote 1
                                          • N Offline
                                            Name @Hepps
                                            last edited by

                                            @Hepps Auto connection finder? I've been adding those manually in the XML. Does it work for land to sea and sea to sea as well?

                                            More ideas:

                                            • What if the river is assigned a territory, only to consume movement? (I probably won't use that due to visual and other concerns but it might evolve to something interesting). Fast units could cross it at once, slower ones would lose a turn.
                                            • The river could be assigned a territory, only as flavor, displaying the river name on mouse-over.
                                            HeppsH C 2 Replies Last reply Reply Quote 0

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