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    Ancient Empires: 222 BC

    Scheduled Pinned Locked Moved Maps & Mods
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    • C Offline
      Cernel Moderators @Cernel
      last edited by

      For example, let's say you have these land territories:
      Byzantium
      Chalcedon
      and this sea territory:
      Bosphorus

      And you have this connection:
      <connection t1="Byzantium" t2="Chalcedon"/>

      Then you can have this canal:

          <attachment name="canalAttachmentBosphorus" attachTo="Byzantium" javaClass="games.strategy.triplea.attachments.CanalAttachment" type="territory">
            <option name="canalName" value="Bosphorus"/>
            <option name="landTerritories" value="Bosphorus"/>
          </attachment>
          <attachment name="canalAttachmentBosphorus" attachTo="Chalcedon" javaClass="games.strategy.triplea.attachments.CanalAttachment" type="territory">
            <option name="canalName" value="Bosphorus"/>
            <option name="landTerritories" value="Bosphorus"/>
          </attachment>
      

      This means that non-air units can go to and from Byzantium and Chalcedon only if you or your allies own Bosphorus since the start of your turn.

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      • C Offline
        Cernel Moderators @Name
        last edited by

        @Name said in Ancient Empires: 222 BC:

        @Cernel I mean not by using canals, but as @Hepps suggested. Have one side of the strait connected to the other by default (the land territories). Then check before each combatmove, if enemy fleet is present in the straits (the sea territory), block the connection with trigger. Or unblock if the fleet has left. Isn't something along those lines possible and relatively easy?

        TripleA likes to be confusing. "Canal" actually means something that blocks your movement, not something that allows it. You create a canal for a connection to impede the use of that connection. Basically, it says "Canal", but it is actually a "Boom", or something. Think about it in terms of the connection being the canal, and the coded canal being the thing that controls who passes through the canal.

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        • N Offline
          Name @Cernel
          last edited by Name

          @Cernel So to make this clear, can I add/remove territory connections with triggers? This should be enough to make what I wrote above (no use of canals at all) functional.

          Else I guess it's only doable the way you suggested. But I can see a possible downside. What if a neutral player owns the sea territory (convoy)?

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

            @Name said in Ancient Empires: 222 BC:

            @Cernel So to make this clear, can I add/remove territory connections with triggers? This should be enough to make what I wrote above (no use of canals at all) functional.

            Connections can never be added or removed. However, you can freely modify, during the course of the game, with triggers, anything related to any canals that is limiting, in any ways, the use of that connection. So, as I said, what you want is possible, but would be complex to code, and basically a hack. The code is complex enough that I don't feel like just writing it down.

            Else I guess it's only doable the way you suggested. But I can see a possible downside. What if a neutral player owns the sea territory (convoy)?

            If the Neutral (null) player (the one always at war with anyone) owns the required territory (in this case a sea zone being a territory), nobody can pass through that canal (but air units). Otherwise, it depends if the relationship you are in with that player allows your units passing through canals (default only Allies do).

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            • C Offline
              Cernel Moderators
              last edited by

              My suggestion, just do it with convoy (sea territory) ownership, that I wrote down for you. Just change the names, for each case. Be sure to have original owner Neutral in the territory attachment for the sea zone, then, in the initialize, give current ownership (at start game) depending on what makes sense the most.

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              • N Offline
                Name @Cernel
                last edited by

                @Cernel So I can set my "peace" relationship to allow passing through canals like this <option name='canMoveThroughCanals' value='true'/> ?

                Then I think all is fine and I'll do it that way.

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                • HeppsH Offline
                  Hepps Moderators
                  last edited by

                  @Name How is the project progressing?

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

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                  • N Offline
                    Name @Hepps
                    last edited by

                    @Hepps Here's most of the work so far:

                    16213c05-da71-49ff-a26a-efde503e90a7-εικόνα.png

                    ee6d681d-b448-42c6-b992-81dc97a3bb67-εικόνα.png

                    8d76112f-c254-46ab-963d-681922648d79-εικόνα.png

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

                      @Name You are a natural.:face_blowing_a_kiss:

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

                        @Name I strongly suggest avoiding any cases of crossed borders, like Jasi, Iapodes F/mines, Andizetes, Mazaei H. Most times you are presented with such element, you have the doubt whether you are seeing a very small border or no border. In this case, one might wonder if there is a very small border connecting Japodes F/mines with Andizetes.

                        My suggestion, never having crossed borders except maybe if two of them are sea-to land. That is becoming even more confusing to read in the moment any borders are rivers, or anyways not single pixels, or such (and, regardless, they tend to become confusing once you do relief tiles, typically).

                        Especially to give more possibilities when it comes to details drawing, I also suggest avoiding small borders (as they might, then, look like crossed borders, with some relief on it).

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

                          @Cernel I've been told of this already, I just failed to notice in this case, thanks for pointing it out.

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

                            @Name Looks incredible!!! I guess I should start preparing for a relief "How To..." 😃

                            "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 Everything but borders is in other layer(s), at least for now until I deside for sure. Or do you mean extra details, ideas etc?

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

                                Wip Dacia and neighbourhood, center-north part of the map:
                                f6b4758e-0605-46ff-9d37-baf6e0d1ddc9-εικόνα.png

                                HeppsH 1 Reply Last reply Reply Quote 3
                                • HeppsH Offline
                                  Hepps Moderators @Name
                                  last edited by

                                  @Name said in Ancient Empires: 222 BC:

                                  @Hepps Everything but borders is in other layer(s), at least for now until I deside for sure. Or do you mean extra details, ideas etc?

                                  I was just being funny... when your ready, and if you want some pointers for adding some pizaz to the map, just let me know.

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

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

                                    @Name Quick question... are mountains meant to be impassable territories?

                                    "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 The ones you can see here, yes, representing high mountains/peaks. But there will also be a mountain territory effect, preventing blitz and buffing some unit types and garrisons.

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

                                        @Name I have to say I am genuinely and completely impressed with the level of detail and your total commitment to adding a sense of realism!

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

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                                        • N Offline
                                          Name @Hepps
                                          last edited by

                                          @Hepps Thanks:) Not that I'm deeply satisfied. The research and polish on this can never end, if I want to claim realism. Anyway, here's the Alps WIP, probably the hardest part (so far).

                                          3ca67b17-3332-4dfe-83d6-56150ee85f0d-εικόνα.png

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

                                            @Name Still map maker porn to me! 😉

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

                                            1 Reply Last reply Reply Quote 0

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