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    new production unit - barracks

    Scheduled Pinned Locked Moved Map Making
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    • wc_sumptonW Offline
      wc_sumpton
      last edited by wc_sumpton

      @Numetalfan whoa there cowboy! Hold your horses! I'm all for adding changes, even if its to the map. But lets take this on one item at a time. Your topic here is "new production unit - barracks", and you stated that your xml still does not work. Until you have a working barracks, you shouldn't be adding other items to the xml. Its nice to know that there is a list of items you might want to add or change, but each item should be discussed as a separate topic so that thing don't get to confusing as we go along. So back to the barracks.

      You started with a working map, "World War II v3 1941", WW2v3-1941.xml and you created a whole new map "WW2v4-1941", WW2v4-1941.xml. Which you add a barracks.png to each nation, otherwise the two directories are still the same. So lets go from there with you new xml.

      First off all references to Malta, Sicily or 66 Sea Zone need to be commented out or removed.

      Once that is done, you need to go back over your unit attachments. You removed all the extra </attachments> that was good but you left:

      <property name="Unit Placement Restrictions" value="true" editable="false"> 
         <boolean/>
      </property>
      

      Under each unit, armour, fighter, bomber, transport, battleship, cruiser, destroyer, carrier, submarine and don't forget the aaGun.

      Next lets talk about copying and pasting. You previous xml had:

          <property name="Territory Turn Limit" value="false" editable="false">
            <boolean/>
         </property>
          <property name="maxBarracksPerTerritory" value="1"/>
          <property name="Placement Restricted By Barracks" value="true" editable="false">
            <boolean/>
          </property>
          <property name="maxFactoriesPerTerritory" value="1"/>
          <property name="Placement Restricted By Factory" value="true" editable="false">
            <boolean/>
          </property>
      

      Your new xml looks like:

          <property name="Territory Turn Limit" value="false" editable="false">
            <boolean/>
         <!-- <property name="maxBarracksPerTerritory" value="1"/> Remove -->
          <!-- <property name="Placement Restricted By Barracks" value="true" editable="false"> Remove -->
            <!-- <boolean/> Remove -->
          <!-- </property> Remove -->
          <property name="Unit Placement Restrictions" value="true" editable="false">
            <boolean/>
          </property>
          <property name="maxFactoriesPerTerritory" value="1"/>
          <property name="Placement Restricted By Factory" value="true" editable="false">
            <boolean/>
          </property>
      

      What happened to the </property> tag under the "<property name="Territory Turn Limit" value="false" editable="false">" and "<boolean/>" lines? You highlighted and pasted over it. When you do that thing break. You have to be careful when you copy from the web and insert it into the xml. For now just add that tag back in, and lets see if we can get these barracks to work!!

      Enjoy.

      Cheers...

      P.S. As to making changes to the map, you could start a new topic so that may be discussed. I would be happy to help you with that!

      N 1 Reply Last reply Reply Quote 1
      • N Offline
        Numetalfan @wc_sumpton
        last edited by

        @wc_sumpton

        HI,

        I will start a new sea zone topic later.
        right now I commented all sea zone changes in the xml they should not bother us

        I guess my problem is still the same

        <!-- AA Gun -->
        <attachment name="unitAttachment" attachTo="aaGun" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
          <option name="isAA" value="true"/>
          <option name="transportCost" value="3"/>
          <option name="movement" value="1"/>
        

        <option name="requiresUnits" value="factory"/>
        <property name="Unit Placement Restrictions" value="true" editable="false">
        <boolean/>
        </property>
        </attachment>
        </attachment>

        I have an unterstanding problem wit that </attachment> syntax - what is second </attachment> good for? we have a start
        <attachment name=...
        and an end </attachment> for that
        as well we have a <property name=.. start and </property> to end it.

        when we fix that I hope the game will run.
        my current version is attached
        WW2v4-1941.xml

        I will be online this evenig from about 8 p.m. than we may fix it live

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

          @wc_sumpton

          Maybe I can't be online today. If you haven a xml working, please attach it. If it works on my triplea too, I will maybe find the problem, why my xml doesn't work

          Thx

          1 Reply Last reply Reply Quote 0
          • wc_sumptonW Offline
            wc_sumpton
            last edited by

            @Numetalfan please don't be discouraged. There seems to be a language problem, as I don't think english is your native language. So we can work through this, but I do think you are understanding some concepts. You are right that second </attachment> is not needed and is causing an error. But the <property name="Unit Placement Restrictions" value="true" editable="false"> <boolean/> </property> lines also don't belong in the unitAttachment's. So here is the complete <unitAttachment>'s, including the Barracks and the Factory:

                 <!-- Infantry -->
                <attachment name="unitAttachment" attachTo="infantry" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                  <option name="movement" value="1"/>
                  <option name="transportCost" value="2"/>
                  <option name="isInfantry" value="true"/>
                  <option name="isAirTransportable" value="true"/>
                  <option name="attack" value="1"/>
                  <option name="defense" value="2"/>
                  <option name="artillerySupportable" value="true"/>
            <!-- <property name="Unit Placement Restrictions" value="true" editable="false"> Remove -->
               <!-- <boolean/> Remove -->
            <!-- </property> Remove -->
            <!-- </attachment> Remove -->
             </attachment>
            
                <!-- Artillery -->
                <attachment name="unitAttachment" attachTo="artillery" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                  <option name="movement" value="1"/>
                  <option name="transportCost" value="3"/>
                  <option name="attack" value="2"/>
                  <option name="defense" value="2"/>
                  <option name="artillery" value="true"/>
             <option name="requiresUnits" value="factory"/>
            <!-- <property name="Unit Placement Restrictions" value="true" editable="false"> Remove -->
               <!-- <boolean/> Remove -->
            <!-- </property> Remove -->
            <!-- </attachment> Remove -->
                </attachment>
            
                <!-- Armour -->
                <attachment name="unitAttachment" attachTo="armour" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                  <option name="movement" value="2"/>
                  <option name="transportCost" value="3"/>
                  <option name="canBlitz" value="true"/>
                  <option name="isLandTransport" value="true"/>
                  <option name="attack" value="3"/>
                  <option name="defense" value="3"/>
             <option name="requiresUnits" value="factory"/>
            <!-- <property name="Unit Placement Restrictions" value="true" editable="false"> Remove -->
               <!-- <boolean/> Remove -->
            <!-- </property> Remove -->
            <!-- </attachment> Remove -->
            </attachment>
            
               
                <!-- Fighter -->
                <attachment name="unitAttachment" attachTo="fighter" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                  <option name="movement" value="4"/>
                  <option name="carrierCost" value="1"/>
                  <option name="isAir" value="true"/>
                  <option name="attack" value="3"/>
                  <option name="defense" value="4"/>
                  <option name="canIntercept" value="true"/>
                  <option name="canEscort" value="true"/>
                  <option name="airDefense" value="1"/>
                  <option name="airAttack" value="1"/>
             <option name="requiresUnits" value="factory"/>
            <!-- <property name="Unit Placement Restrictions" value="true" editable="false"> Remove -->
               <!-- <boolean/> Remove -->
            <!-- </property> Remove -->
            <!-- </attachment> Remove -->
            </attachment>
            
                
                <!-- Bomber -->
                <attachment name="unitAttachment" attachTo="bomber" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                  <option name="movement" value="6"/>
                  <option name="isAir" value="true"/>
                  <option name="attack" value="4"/>
                  <option name="defense" value="1"/>
                  <option name="isStrategicBomber" value="true"/>
                  <option name="transportCapacity" value="2"/>
                  <option name="isAirTransport" value="true"/>
                  <option name="airAttack" value="1"/>
             <option name="requiresUnits" value="factory"/>
            <!-- <property name="Unit Placement Restrictions" value="true" editable="false"> Remove -->
               <!-- <boolean/> Remove -->
            <!-- </property> Remove -->
            <!-- </attachment> Remove -->
            </attachment>
                
                <!-- Transport -->
                <attachment name="unitAttachment" attachTo="transport" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                  <option name="movement" value="2"/>
                  <option name="isSea" value="true"/>
                  <option name="transportCapacity" value="5"/>
                  <option name="attack" value="0"/>
                  <option name="defense" value="0"/>
             <option name="requiresUnits" value="factory"/>
            <!-- <property name="Unit Placement Restrictions" value="true" editable="false"> Remove -->
               <!-- <boolean/> Remove -->
            <!-- </property> Remove -->
            <!-- </attachment> Remove -->
            </attachment>
               
                <!-- Battle Ship -->
                <attachment name="unitAttachment" attachTo="battleship" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                  <option name="movement" value="2"/>
                  <option name="isSea" value="true"/>
                  <option name="attack" value="4"/>
                  <option name="defense" value="4"/>
                  <option name="canBombard" value="true"/>
                  <option name="hitPoints" value="2"/>
             <option name="requiresUnits" value="factory"/>
            <!-- <property name="Unit Placement Restrictions" value="true" editable="false"> Remove -->
               <!-- <boolean/> Remove -->
            <!-- </property> Remove -->
            <!-- </attachment> Remove -->
            </attachment>
                
                <!-- Cruiser -->
                <attachment name="unitAttachment" attachTo="cruiser" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                  <option name="movement" value="2"/>
                  <option name="isSea" value="true"/>
                  <option name="attack" value="3"/>
                  <option name="defense" value="3"/>
                  <option name="canBombard" value="true"/>
                  <option name="hitPoints" value="1"/>
             <option name="requiresUnits" value="factory"/>
            <!-- <property name="Unit Placement Restrictions" value="true" editable="false"> Remove -->
               <!-- <boolean/> Remove -->
            <!-- </property> Remove -->
            <!-- </attachment> Remove -->
            </attachment>
                
                <!-- Destroyer -->
                <attachment name="unitAttachment" attachTo="destroyer" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                  <option name="movement" value="2"/>
                  <option name="isSea" value="true"/>
                  <option name="attack" value="2"/>
                  <option name="defense" value="2"/>
                  <option name="isDestroyer" value="true"/>
             <option name="requiresUnits" value="factory"/>
            <!-- <property name="Unit Placement Restrictions" value="true" editable="false"> Remove -->
               <!-- <boolean/> Remove -->
            <!-- </property> Remove -->
            <!-- </attachment> Remove -->
            </attachment>
                
                <!-- Carrier -->
                <attachment name="unitAttachment" attachTo="carrier" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                  <option name="carrierCapacity" value="2"/>
                  <option name="movement" value="2"/>
                  <option name="isSea" value="true"/>
                  <option name="attack" value="1"/>
                  <option name="defense" value="2"/>
             <option name="requiresUnits" value="factory"/>
            <!-- <property name="Unit Placement Restrictions" value="true" editable="false"> Remove -->
               <!-- <boolean/> Remove -->
            <!-- </property> Remove -->
            <!-- </attachment> Remove -->
            </attachment>
                
                <!-- Submarine -->
                <attachment name="unitAttachment" attachTo="submarine" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                  <option name="isSub" value="true"/>
                  <option name="movement" value="2"/>
                  <option name="isSea" value="true"/>
                  <option name="attack" value="2"/>
                  <option name="defense" value="1"/>
             <option name="requiresUnits" value="factory"/>
            <!-- <property name="Unit Placement Restrictions" value="true" editable="false"> Remove -->
               <!-- <boolean/> Remove -->
            <!-- </property> Remove -->
            <!-- </attachment> Remove -->
            </attachment>
                
                <!-- Factory -->
                <attachment name="unitAttachment" attachTo="factory" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                  <option name="isFactory" value="true"/>
                </attachment>
            
                <!-- Barracks -->
            <attachment name="unitAttachment" attachTo="barracks" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
               <option name="isFactory" value="true"/>
            <!-- </attachment> Remove -->
                </attachment>
            
                <!-- AA Gun -->
                <attachment name="unitAttachment" attachTo="aaGun" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                  <option name="isAA" value="true"/>
                  <option name="transportCost" value="3"/>
                  <option name="movement" value="1"/>
             <option name="requiresUnits" value="factory"/>
            <!-- <property name="Unit Placement Restrictions" value="true" editable="false"> Remove -->
               <!-- <boolean/> Remove -->
            <!-- </property> Remove -->
            <!-- </attachment> Remove -->
            </attachment>
            

            With those changes your xml should run, and look something like:
            WW2v4-1941.xml
            So I hope this helps.

            Cheers...

            N 1 Reply Last reply Reply Quote 0
            • N Offline
              Numetalfan @wc_sumpton
              last edited by

              @wc_sumpton

              Thx alot. It works fine, very well.

              I am no native speaker, but my English is fine
              The problems have been syntax issues.

              I started a new topic with that sea zone theme

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

                Hi,

                new idea for the barracks:

                it would be an interesting idea to have an upgrade option

                let's say for 10 IPC barracks can be upgraded to a regular factory.

                In total 7+10 the later factory is more expensive, but for nations with limited financial funds this can be an interesting option.

                can this be defined somehow? and would this mean that the barracks icon would disapear and a factory would appear on the map?

                1 Reply Last reply Reply Quote 0
                • wc_sumptonW Offline
                  wc_sumpton
                  last edited by wc_sumpton

                  @Numetalfan

                  Sure its possible. Lots of maps have unit upgrades. Use a copy of the 'factory.png' and name it 'factory_upgrade.png', along with 'factory_upgrade_it.png', 'factory_upgrade_hit.png' and 'factory_upgrade_it_hit.png'
                  Make sure you add the unit to the 'unitList', and 'productionRule':

                  <productionRule name="buyFactoryUpgrade">
                     <cost resource="PUs" quantity="10"/>
                     <result resourceOrUnit="factory_upgrade" quantity="1"/>
                  </productionRule>
                  
                  

                  The 'unitAttachment' would look like this:

                  <!-- Factory Upgrade -->
                      
                  <attachment name="unitAttachment" attachTo="factory" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                     <option name="isFactory" value="true"/>
                     <option name="consumesUnits" value="1:barracks"/>
                  </attachment>
                  

                  You will also need to add '<option name="requiresUnits" value="factory_upgrade"/>' for each unit the has the 'factory' requirement.

                  It will appear in the purchase window. And when purchased can only be place in a territory that has a barracks, and replaces that unit when placed.

                  Two points to remember. The AI does not purchase 'Upgrade' units. And the 'Upgrade' unit will appear for purchase even if the player has no barracks to upgrade.

                  Cheers...

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

                    here we go again.

                    the next project is to install a new production unit - the "port"
                    the port allows to build any naval unit, but no other units

                    but the barracks, for only infantry and the regular factory, for all units, are still in the game.

                    --

                    right now the infantry - the only unit that can be produced in both barracks and factory - has no extra coding

                    <!-- Infantry -->
                    <attachment name="unitAttachment" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType" attachTo="infantry">
                    <option name="movement" value="1"/>
                    <option name="transportCost" value="2"/>
                    <option name="isInfantry" value="true"/>
                    <option name="isAirTransportable" value="true"/>
                    <option name="attack" value="1"/>
                    <option name="defense" value="2"/>
                    <option name="artillerySupportable" value="true"/>
                    </attachment>

                    but other units have the <option name="requiresUnits" value="factory"/> coding, e.g.

                    <!-- Carrier -->
                    <attachment name="unitAttachment" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType" attachTo="carrier">
                    <option name="carrierCapacity" value="2"/>
                    <option name="movement" value="2"/>
                    <option name="isSea" value="true"/>
                    <option name="attack" value="1"/>
                    <option name="defense" value="2"/>
                    <option name="requiresUnits" value="factory"/>
                    </attachment>

                    so

                    1. how to define all the naval units that they can build in either the "port" or the "factory"
                    2. how to avoid that naval units can be build in the barracks
                    3. how to secure that in a factory -as usual- any unit can be build
                    4. how to secure a port to be build only in countries that have at least one Sea Zone adjacent.

                    thx in advance

                    B 1 Reply Last reply Reply Quote 0
                    • B Online
                      beelee @Numetalfan
                      last edited by

                      Hi @Numetalfan

                      1. Use the "requiresUnits" list both port and factory
                      2. "requiresUnits" should work here as well. Can you post what you have for barracks ?
                      3. I don't think you need anything other than "requiresUnits"
                      4. use "unitPlacementOnlyAllowedIn" those TTys with adjacent SZs

                      There may be an easier way to do it but I think that should work. That's what I'd try anyway.

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

                        Hi,

                        so carrier would be:

                        <!-- Carrier -->
                        <attachment name="unitAttachment" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType" attachTo="carrier">
                        <option name="carrierCapacity" value="2"/>
                        <option name="movement" value="2"/>
                        <option name="isSea" value="true"/>
                        <option name="attack" value="1"/>
                        <option name="defense" value="2"/>
                        <option name="requiresUnits" value="factory"/>
                        <option name="requiresUnits" value="port"/>
                        </attachment>

                        does the program understand that this is an "OR" option and you do not need both, factory and port?

                        <!-- Barracks -->
                        <unit name="barracks"/>

                        <productionRule name="buyBarracks">
                        <cost quantity="7" resource="PUs"/>
                        <result quantity="1" resourceOrUnit="barracks"/>
                        </productionRule>

                        <attachment name="unitAttachment" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType" attachTo="barracks">
                        <option name="isFactory" value="true"/>
                        </attachment>

                        <repairRule name="repairBarracks">
                        <cost quantity="1" resource="PUs"/>
                        <result quantity="1" resourceOrUnit="barracks"/>
                        </repairRule>

                        <productionFrontier name="production">
                        <frontierRules name="buyInfantry"/>
                        ....
                        <frontierRules name="buyFactory"/>
                        <frontierRules name="buyBarracks"/>
                        </productionFrontier>

                        B 1 Reply Last reply Reply Quote 0
                        • B Online
                          beelee @Numetalfan
                          last edited by beelee

                          @Numetalfan yea it only needs one.

                          requiresUnits values: is a list of units required to be present in the territory in order for you to build this unit there. Can have multiple instances. Only one instance needs to be true in order to build.

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

                            Hi,

                            I will try this.

                            Next question:

                            a factory can build always as many units as the IPC value of the country.

                            Is it possible to restrict barracks to build max 2 units, even if the country, e.g. India, has a higher IPC value ?
                            In an 1 IPC country, of course, the maximum will be 1 unit.

                            how can this be programmed?

                            B 1 Reply Last reply Reply Quote 0
                            • N Offline
                              Numetalfan @wc_sumpton
                              last edited by

                              @wc_sumpton

                              I have the idea to introduce a new production unit, the small factory, that works like a factory but only ground units can be bought - nothing special so far.

                              now I want to use your idea and create a factory update unit as described above - still nothing special so far.

                              But my next idea is:

                              a small Factory should be allowed to be upgraded to a factory
                              a barracks should not be allowed to be upgraded to a factory, so the factory update must be restricted to smallFactories only

                              is this possible?

                              B 1 Reply Last reply Reply Quote 0
                              • B Online
                                beelee @Numetalfan
                                last edited by

                                @Numetalfan said in new production unit - barracks:

                                Hi,

                                I will try this.

                                Next question:

                                a factory can build always as many units as the IPC value of the country.

                                Is it possible to restrict barracks to build max 2 units, even if the country, e.g. India, has a higher IPC value ?
                                In an 1 IPC country, of course, the maximum will be 1 unit.

                                how can this be programmed?

                                yea I don't think you can. You can limit it to 2 units by using

                                <option name="canProduceXUnits" value="2"/>

                                but then you could build 2 in 1 value TTys as well which isn't what you want either. I guess a sloppy way of doing it would be to have two different barracks types. One that produces 1 and the other 2 and restrict the 1 build to 1 value TTys and then the opposite with the 2.

                                Maybe somebody knows a better way

                                F 1 Reply Last reply Reply Quote 0
                                • B Online
                                  beelee @Numetalfan
                                  last edited by

                                  @Numetalfan said in new production unit - barracks:

                                  @wc_sumpton

                                  I have the idea to introduce a new production unit, the small factory, that works like a factory but only ground units can be bought - nothing special so far.

                                  now I want to use your idea and create a factory update unit as described above - still nothing special so far.

                                  But my next idea is:

                                  a small Factory should be allowed to be upgraded to a factory
                                  a barracks should not be allowed to be upgraded to a factory, so the factory update must be restricted to smallFactories only

                                  is this possible?

                                  yea you can look at Global 40 it has a Factory Upgrade unit that turns a minor into a major. You need the "consumesUnits" and all the stuff you want the new unit to do.

                                  <option name="consumesUnits" value="1:factory_minor"/>

                                  1 Reply Last reply Reply Quote 0
                                  • F Offline
                                    ff03k64 @beelee
                                    last edited by

                                    @beelee

                                    @beelee said in new production unit - barracks:

                                    @Numetalfan said in new production unit - barracks:

                                    Hi,

                                    I will try this.

                                    Next question:

                                    a factory can build always as many units as the IPC value of the country.

                                    Is it possible to restrict barracks to build max 2 units, even if the country, e.g. India, has a higher IPC value ?
                                    In an 1 IPC country, of course, the maximum will be 1 unit.

                                    how can this be programmed?

                                    yea I don't think you can. You can limit it to 2 units by using

                                    <option name="canProduceXUnits" value="2"/>

                                    but then you could build 2 in 1 value TTys as well which isn't what you want either. I guess a sloppy way of doing it would be to have two different barracks types. One that produces 1 and the other 2 and restrict the 1 build to 1 value TTys and then the opposite with the 2.

                                    Maybe somebody knows a better way

                                    I would just try this. I had issues with mine not producing more than the IPC value, even though i had settings like that. So that setting might just set an either/or max with the value of the territory.

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

                                      Hi,

                                      I got an error message:

                                      Sep 29, 2020 1:10:56 PM games.strategy.engine.data.GameParser parseMapProperties
                                      SCHWERWIEGEND: SAXParseException: game: WW2v4-1941, line: 2825, column: 8, error: Element mit "buyFactoryUpdate" ist im Dokument erforderlich.

                                      but <i thought to have done all right with that new production unit:

                                      ....
                                      <unit name="SmallFactory"/>
                                      <unit name="Shipyard"/>
                                      <unit name="FactoryUpgrade"/>
                                      </unitList>

                                      ...
                                      <productionRule name="buyFactoryUpgrade">
                                      <cost resource="PUs" quantity="8"/>
                                      <result resourceOrUnit="FactoryUpgrade" quantity="1"/>
                                      </productionRule>

                                      ...
                                      <productionRule name="buySmallFactory">
                                      <cost quantity="8" resource="PUs"/>
                                      <result quantity="1" resourceOrUnit="SmallFactory"/>
                                      </productionRule>
                                      <productionRule name="buyShipyard">
                                      <cost quantity="8" resource="PUs"/>
                                      <result quantity="1" resourceOrUnit="Shipyard"/>
                                      </productionRule>

                                      ..
                                      <repairRules name="repairSmallFactory"/>
                                      <repairRules name="repairShipyard"/>
                                      <repairRules name="repairFactory"/>
                                      </repairFrontier>

                                      ...
                                      <frontierRules name="buyShipyard"/>
                                      <frontierRules name="buySmallFactory"/>
                                      <frontierRules name="buyFactoryUpdate"/>
                                      </productionFrontier>

                                      ...
                                      <!-- FactoryUpgrade -->

                                      <attachment name="unitAttachment" attachTo="FactoryUpgrade" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">

                                      <option name="isFactory" value="true"/>

                                      </attachment>

                                      <attachment name='unitAttachment' attachTo='FactoryUpgrade' javaClass='UnitAttachment' type='unitType'>

                                      <option name='consumesUnits' value='1:SmallFactory'/>

                                      </attachment>

                                      <attachment name='unitAttachment' attachTo='FactoryUpgrade' javaClass='UnitAttachment' type='unitType'>

                                      <option name='consumesUnits' value='1:Shipyard'/>

                                      </attachment>

                                      <!-- SmallFactory -->

                                      <attachment name="unitAttachment" attachTo="Smallfactory" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">

                                      <option name="isFactory" value="true"/>

                                      </attachment>

                                      <!-- Shipyard -->

                                      <attachment name="unitAttachment" attachTo="Shipyard" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">

                                      <option name="isFactory" value="true"/>

                                      </attachment>


                                      what is missing?

                                      B 1 Reply Last reply Reply Quote 0
                                      • B Online
                                        beelee @Numetalfan
                                        last edited by

                                        @Numetalfan said in new production unit - barracks:

                                        <frontierRules name="buyFactoryUpdate"/>

                                        Looks as if "Upgrade" and "Update" got mixed up.

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                                        • N Offline
                                          Numetalfan
                                          last edited by

                                          True. How simple.
                                          Thx

                                          B 1 Reply Last reply Reply Quote 1
                                          • B Online
                                            beelee @Numetalfan
                                            last edited by

                                            @Numetalfan I've done it many a time myself 🙂

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