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    Ancient Empires: 222 BC

    Scheduled Pinned Locked Moved Maps & Mods
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    • HeppsH Offline
      Hepps Moderators
      last edited by Hepps

      To add to that... thinking of 1 player games... I seem to remember a Pacific War Campaign that @Zim-Xero might have created that made great use of triggers and secondary resources to create some interesting dynamics. Just an idea... as often any source of creative approaches to problems gives birth to even more inspired creativity.

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

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      • N Offline
        Name @redrum
        last edited by

        @redrum @Hepps Thanks, I'll check those little by little.

        The Ai values only PUs to consider territory worth, right?

        I guess there's no way to have non-increasing resources. Like I have a total "income" of 9 Iron, that means I can have up to 9 Iron in use for upkeep, but my stockpile doesn't increase. Or is a workaround possible, by using units as resources and then having their number as limit for other units?

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

          @Name said in Ancient Empires: 222 BC:

          The Ai values only PUs to consider territory worth, right?

          Correct. Though I do hope to expand on this at some point.

          I guess there's no way to have non-increasing resources. Like I have a total "income" of 9 Iron, that means I can have up to 9 Iron in use for upkeep, but my stockpile doesn't increase. Or is a workaround possible, by using units as resources and then having their number as limit for other units?

          I believe you could just use triggers remove any extra resources at the end of each player's turn. I think Iron War played around with doing this but decided to go in a different direction and allow stockpiling in the end.

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

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          • N Offline
            Name
            last edited by Name

            Experimenting with moving some resources to structures. I'm calling those Agriculture (Supplies), Husbandry (Horses), Metallurgy (Iron/Metal?) and Forestry (Wood). Each structure represents one development level at the respective field and adds 1 per turn to the apropriate resource stockpile. They will be capturable, probably not destructible. I'm also considering giving additional ones to players for free, to place at will each turn, per X of the same type they control (probably a small number).

            Are they better to the left or right of governments?
            e2a1a470-be80-4370-9bfc-1b08f7d30f4b-εικόνα.png

            ee9bfbc2-c25d-45a4-864c-dab9436e2341-εικόνα.png

            I think I like them more to the right, but would rather have them after garrisons. That would need a gameplay change though, making garrisons isConstruction, thus allowing them to be placed anywhere.

            I'm also considering a new unit pricing. In the current, WIP plan, supplies are fuel but not upkeep. They are also payed for advanced governments (urbanization) and the most basic combat unit, skirmishers (simulating a mobilization level that harms food production and allowing wood to be fleet-only, since the AI spammed skirms before it could get fleets)

            Here's some basic types:

            Phalanx
            8 Iron 1 Manpower
            Produces Resources each Turn: -1xPUs -1xManpower
            Fuel Cost per Movement: 1xSupplies

            Merc_Phalanx
            16 PUs
            Produces Resources each Turn: -2xPUs
            Fuel Cost per Movement: 1xSupplies

            Skirmishers
            5 Supplies 1 Manpower
            Produces Resources each Turn: -1xPUs -1xManpower
            Fuel Cost per Movement: 1xSupplies

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

              @Name I like the idea of resource structures for more flexible gameplay mechanics though will warn you that the AI wouldn't understand that.

              Not sure the ordering matters that much since aren't you eventually going to have multiple placements in each territory anyways?

              I think those unit costs probably make a lot more sense and are easier to think about.

              Also, my one visual feedback is that it would be great to see less pixelated territory borders not sure if that is something you are planning to address?

              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 If they stay just capturable, wouldn't the AI handling of them be the same, since it only values PUs when chosing for invasions?

                I'm not sure yet on muptiple placements, I kind of like the organized look of the lines (though not when they get too long). Whatever the case, single placements will stay at least for quite a while.

                On the border issue, I dislike them as well. But since I still can't do much in Gimp (though such a change should be easy) and most of the map is at an earlier state than what you see here, it's something for later I think.

                Btw, if anyone is interested in ancient primary sources, I've found two nice collections:
                http://www.attalus.org/index.html
                http://classics.mit.edu/Browse/index.html

                redrumR Z 2 Replies Last reply Reply Quote 2
                • redrumR Offline
                  redrum Admin @Name
                  last edited by

                  @Name Yeah, I meant the AI wouldn't really understand the value of say building additional ones if that were an option. I think it would still try to place ones you gave it for free but probably would just be randomly placed.

                  The challenge with single placements and using the line is once you start having multiple different allies in the same territory the number of different units can become 2-3x as many and cause lots of overflow then.

                  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 0
                  • Z Offline
                    Zaroph @Name
                    last edited by

                    @Name said in Ancient Empires: 222 BC:

                    On the border issue, I dislike them as well. But since I still can't do much in Gimp (though such a change should be easy) and most of the map is at an earlier state than what you see here, it's something for later I think.

                    Is this something fixible by just making the borders a few pixels wider so they would look "smoother"?

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                    • N Offline
                      Name @redrum
                      last edited by Name

                      @redrum I'll think about the free ones later. For now the issue is, keep those resource structures or not? It's kind of tied to the placements and map look issue as well. But it looks like I'll have to go with muptiple placements anyway at some point. You made me imagine unit lines reaching from Greece to Asia Minor.

                      @Zaroph But wouldn't redrawing them to be more curved look even better than that?

                      EDIT: I also thought of an alternative method to keep things AI compatible. What if each development level allows the placement of 1 unit? Then the AI would treat those as factories (and I guess place them at rather safe spots).

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

                        @Name If the number of resource structures is going to be pretty static then its probably better to just make them territory resources and draw them onto the map. If you plan to have them grow through granting free structures or building them or destroying them then resource structures are better. All depends what your vision is. I personally prefer deeper game play with structures so players can influence resource production beyond just conquering new territories but the AI has limitations there in how much it currently understands.

                        I think currently the AI only builds 1 factory per territory regardless of the type or how much that factory can build so I don't think it would make a difference.

                        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 Name

                          @redrum I was already brainstorming on a system like this:

                          "Structure" ------ "Cost"------- "Resource Production"
                          Agriculture-----PUs, Supplies---1 Supplies, 1 Freeman (Basic unit Manpower)
                          Slave Estates-------PUs---- -----1 PU, 1 Noble (Advanced unit Manpower)
                          Husbandry-----PUs, Horses-----1 Horse , 1 Noble
                          Metallurgy------PUs, Iron-------1 Iron, 1 Freeman
                          Forestry-------PUs, Wood--- ---1 Wood, 1 Freeman
                          etc..

                          Would be rather interesting to represent population, professions, recruitment capacity and development this way. Also giving a choice of buying units of a type now or gaining more income towards that type some turns later, by buying development instead. Anyway, back to working on the more compatible system.

                          EDIT: Thinking of it more, I could base my system on that, without the purchase part. Then if at some point it's AI compatible (or with a "rule" choice), those could be buildable. Also, territory PU income could be the sum (or a multiple) of all starting development structures, giving the AI some guidance on places worth to capture.

                          redrumR 1 Reply Last reply Reply Quote 2
                          • redrumR Offline
                            redrum Admin @Name
                            last edited by

                            @Name I like the concept. One thing to consider is whether you want to cost to align to what it produces like you kind of have laid out vs the cost to be a different resource than it produces. It mostly comes down to if you want buildings to sort of be a way to invest one type of resource to generate a different one slowly over time (this helps if players have certain resource surpluses vs lacking others) or the way you have it which unless balanced well can lead to just having lots of a single resource (ie. I have lots of horses so I keep building more husbandry to generate even more horses).

                            And yes the good part about going with some sort of resource structure approach is you could start simple and evolve it over time based on how the game plays and how the AI does.

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

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                            • N Offline
                              Name
                              last edited by Name

                              I'm working on the overhault of resources and structures.

                              RESOURCES

                              PUs: Unit upkeep, Mercenary/Government purchase.
                              pus.png
                              Nobles: Loyal aristocrats/officials or something. A mix of the previous Authority resource and Special Manpower. Elite unit purchase and upkeep. Garrison/Government purchase.
                              nobles.png
                              Freemen: Basic Manpower. Basic unit purchase and upkeep.
                              freemen.png
                              Food: Purchase of Skirmishers/Governments and movement (Fuel).
                              food.png
                              Horses, Metal, Wood, Elephants: Used for the purchase of of Cavalry, (melee type) Infantry, Fleets and War Elephants respectively.
                              horses.png metal.png wood.png elephants.png

                              RESOURCE STRUCTURES:
                              The following are preset on territories and capturable. A few more will be added later. They provide the following income bonuses

                              Agriculture: +1 Food, +1 Freemen.
                              agriculture.png
                              Husbandry: +1 Horses, +1 Nobles.
                              husbandry.png
                              Metallurgy: +1 Metal, + Freemen.
                              metallurgy.png
                              Forestry: +1 Wood, +1 Freemen.
                              forestry.png
                              Slave Labor (Slavery?): +2 PUs.
                              slave_labor.png

                              Next step is a change of the Government Structures. Some, like Holy Site and Pirate Haven will be converted to special resource structures, so that they can co-exist with real governments (Pirate Haven destroyed on capture). Governments like Client State and Local Autonomy will stay as they are (destroyed on capture), but Government Centers will be overhaulted. Each player will have their version of "native" government center, representing their core regions. Those will be converted to a far lesser version when captured by other players and converted back if recaptured by the original owner.

                              Not sure yet on what to do with other "governments" like military settlement (+4 freemen), horses pastures (+4 horses) and slave estates (+4 PUs).

                              Question
                              Any clue why minimap colors mix with sea regions?
                              b2f7e9b0-fa01-4429-8ed1-6e7cde43f1d7-εικόνα.png

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

                                @Name said in Ancient Empires: 222 BC:

                                Question
                                Any clue why minimap colors mix with sea regions?
                                b2f7e9b0-fa01-4429-8ed1-6e7cde43f1d7-εικόνα.png

                                I think mostly it has to do with the shrinking process. When you have a giant map (as you do) the mini map gets a little distorted because the rendering has to choose what to colour when it is reduced to (in some areas) 1 pixel. So the mini map has to either render it as part of one territory... or another. Thus there is some distortion depending on the scale difference between the map and the mini.

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

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

                                  @Hepps Thing is, when I tried a larger minimap (like 400p wide instead of 300), the issue was worse. Or maybe it looked worse because of the extra size? Not sure.

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

                                    @Name Hard to say without looking at it. But as @Hepps mentioned, it mostly has to do with shrinking and having to pick what color for much fewer pixels. The other thing is you can adjust some of the minimap properties to see if that improves things, for really large maps, the unit block size on the minimap is often better as smaller than the default since you have so many units on a large map: https://github.com/triplea-maps/the_pact_of_steel/blob/master/map/map.properties#L100

                                    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 2
                                    • N Offline
                                      Name @redrum
                                      last edited by

                                      @redrum smallMap.unit.size=1 fixed most of it, looks like it was the units extending into other territories/seas. Now I need to edit smallmap a bit (small white dots revealed theirselves at points), and I guess there's no way for perfect borders at this scale.

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

                                        @Name Those white dots are likely island territories that can only be rendered with 1 pixel.

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

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

                                          @Hepps Most of them yes, but some are also parts of the coastline with one of their dimensions 1 pixel and the other 1 to 3-ish.

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

                                            @Hepps This is why on some designs I over size Island territories so that they will be better rendered on the mini map rather than showing up as a single pixel. I like to call it "artistic discresion".

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

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