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    Land Transport Improvements

    Scheduled Pinned Locked Moved Feature Requests & Ideas
    31 Posts 6 Posters 13.6k Views 6 Watching
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    • redrumR Offline
      redrum Admin @Hepps
      last edited by Hepps

      0_1518924393445_Implemented.png

      @hepps Initial improvements: https://github.com/triplea-game/triplea/pull/2673

      Changes

      • Add new parameter "isLandTransportable" that functions the same as "isInfantry" which will be considered deprecated (some time in the future it will be removed all together as it is a very confusing property with a bad history).
      • Fix bug that didn't allow air transports and land transports to be moved in the same move.
      • Have units with "isLandTransport" utilize the "transportCapacity" property to determine how many units they can transport and if not set then default to being able to transport 1 unit (keeps current functionality unchanged).
      • Have "isLandTransportable" units utilize "transportCost" so they then function similar to sea transports. The goal then is to have the engine make a best effort to load all selected land transports and transportable units but if it selects them incorrectly then the player may need to move 1 land transport at a time.

      Example
      <attachment name="unitAttachment" attachTo="LargeTruck" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
      <option name="movement" value="2"/>
      <option name="attack" value="0"/>
      <option name="defense" value="0"/>
      <option name="canBeDamaged" value="true"/>
      <option name="maxDamage" value="1"/>
      <option name="canDieFromReachingMaxDamage" value="true"/>
      <option name="isLandTransport" value="true"/>
      <option name="transportCost" value="2"/>
      <option name="transportCapacity" value="5"/>
      <option name="canBeGivenByTerritoryTo" value="Germany:Britain:Japan"/>
      <option name="isInfrastructure" value="true"/>
      <option name="isAAmovement" value="true"/>
      </attachment>

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

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

        @redrum Well done! Can't wait to try this little beauty out... Trains just got that much more valuable! This is going to get fun!

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

        1 Reply Last reply Reply Quote 0
        • B Offline
          beelee
          last edited by

          Rock n Roll Overdrive ! Nice : )

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

            The PR has been merged so feel free to try it out: https://github.com/triplea-game/triplea/releases/tag/1.9.0.0.7792

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

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

              @redrum Looking at this now. Wondering... do I have to go back and change all units that are defined as "isInfantry" immediately for thiese changes?

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

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

                @hepps No, isInfantry will still work for now but sometime in the future support for it will be removed and all maps updated to use isLandTransportable instead.

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

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

                  @redrum Follow up question....

                  Let's just say you have 2 types of land transport. One being a truck and one being a train....

                  Lets say we leave the truck as it was originally designed... by not defining the transport capacity for the unit it should only be capable of transporting a single unit.

                  Now, if I add Tanks, Hvy Tanks, Mobile Art., Hvy. Art. Mech Inf. all to being land transportable for the train.... does this not mean that the truck will be capable of transporting all of these units? Seems to me it will.

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

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

                    @hepps That's correct. Any unit with no transport capacity defined is able to transport any "1" unit that has isLandTransportable or isInfantry. The potential solution there is to change trucks to have say transportCapacity="2" so they can only transport units with lower transportCost.

                    My general recommendation is to move all land transport units to have a set transportCapacity if any of them need that functionality so its easier to balance and more clear the functionality as it will then work the same as sea transports.

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

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

                      @redrum Yup. Was just clarifying.... since now attributing the trucks with a capacity will change some of their functionality. Need to re-think some of it and plan out the changes.

                      Also need to examine how this will alter the Mech. Inf.

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

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

                        @hepps Yeah, probably want to pretty much do the same for mech as you do for trucks.

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

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

                          @redrum Just tested this new feature with TWW 2.8 for the first time.

                          Appears to work flawlessly! Initial tests are very positive. Movement enhancements really make for a new experience.

                          Now the long and arduous journey begins to see how it will affect balance.

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

                          1 Reply Last reply Reply Quote 1

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