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    Land Transport Improvements

    Scheduled Pinned Locked Moved Feature Requests & Ideas
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    • HeppsH Offline
      Hepps Moderators @redrum
      last edited by

      @redrum That is a good intermediate step.

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

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      • CrazyGC Offline
        CrazyG Moderators @redrum
        last edited by

        @redrum
        One really nice about the current land transport is the ease of use

        So maybe we could leave the current way as is, and treat it as the basic transport system

        Then get a new one going with more capacity, which would be more complex, like the current air transport system

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        • C Online
          Cernel Moderators @redrum
          last edited by

          @redrum So, will all the current functionalities of land transports be kept whatever the new system? In particular I'm referring to:

          • The ability to pick up a (not yet moved) unit on the move, not only from the starting territory.
          • The ability to keep moving on and even transporting more after having already transported some.

          I'm a bit worried by the "so they then function like air transports" thing.

          Losing the simplicity of the current system would be a drawback, but I'm mainly concerned if this matter is going to keep all that it is currently possible? If not, I guess I would second on keeping the current land transport system too, tho I'm not a fan of the idea itself. Personally, I'm not really bothered much by the current limits, and for me it could stay as it is (of course, all good if all is purely additive, like these short term planned changes).

          So, basically, what I'm asking, is the intention, whatever the changes may be, of nothing being lost of the possibilities currently already available (that you have already listed at the first post)?

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          • HeppsH Offline
            Hepps Moderators @redrum
            last edited by Hepps

            @redrum So if you are working on this... while also trying to keep the same functionality....

            Are you at the same time trying to find a way to create a method of specifying which units can transport which units?

            IE. Let's say you have a train (don't know why I might choose that as an example) 😉 and the train is capable of transporting; tanks, Infantry, trucks, artillery, .... But you also have a truck which can potentially only transport Infantry and artillery.

            Will there be a way to specify which type of transport can carry which type of unit?

            I am thinking something like this...

            <attachment name="unitattachment" attatchTo="Truck" 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="isLandTransportfor" value="Infantry:Material:Artillery:AAgun"/>
            <option name="TransportCapacity" value="2"/>

            <option name="transportCost" value="2"/>
            <option name="isInfrastructure" value="true"/>
            <option name="requiresUnits" value="germanFactory"/>
            <option name="requiresUnits" value="russianFactory"/>
            <option name="requiresUnits" value="japaneseFactory"/>
            <option name="requiresUnits" value="chineseFactory"/>
            <option name="requiresUnits" value="britishFactory"/>
            <option name="requiresUnits" value="italianFactory"/>
            <option name="requiresUnits" value="americanFactory"/>
            <option name="requiresUnits" value="spanishFactory"/>
            <option name="requiresUnits" value="swedishFactory"/>
            <option name="requiresUnits" value="turkishFactory"/>
            <option name="requiresUnits" value="brazilianFactory"/>
            <option name="isAAmovement" value="true"/>
            </attachment>

            I'm not great at what makes for good coding.... I am just going off of some of the stuff that is already in current XML's.

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

            redrumR 1 Reply Last reply Reply Quote 1
            • 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

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                • B Offline
                  beelee
                  last edited by

                  Rock n Roll Overdrive ! Nice : )

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                  • 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

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