new production unit - barracks
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@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.
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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?
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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 onlyis this possible?
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@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
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@Numetalfan said in new production unit - barracks:
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 onlyis 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"/>
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@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.
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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?
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@Numetalfan said in new production unit - barracks:
<frontierRules name="buyFactoryUpdate"/>
Looks as if "Upgrade" and "Update" got mixed up.
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True. How simple.
Thx -
@Numetalfan I've done it many a time myself

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Next topic,
everything works now, but not perfect:
<!-- 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>
all ground units are coded that way:
<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"/>
<option name="requiresUnits" value="Shipyard"/>
</attachment>I expected that now cruiser can only be build in countries that contain either a factory or a shipyard.
But it is not - I could build it in a small factroy too.vice-versa the same problem:
I could build an armour in a country with only a shipyard, but no other factory, even the armour is coded:
<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"/>
<option name="requiresUnits" value="Smallfactory"/>
</attachment>what is wrong?
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@Numetalfan so the "isFactory" is what is allowing that. I'm not 100% sure how to do what you want but it may be possible. I have something similar but probably not quite what you want.
So make your Shipyard without "isFactory" and require the Naval units to have it and you will only be able to build where a Factory and Shipyard are. Then make something that the Armor requires as well, I'll just call it "ArmorProduction" for now. So then you can only build the Armor with a factory and a ArmorProduction.
I don't remember what you had for smallFactory. But if you don't want something being built there just make sure you don't have the required unit there.
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Thx. I will try that. I coded them with "is factory" to allow enemy bombers to do SBR.
Means to remove that that strategic bombing is no longer possible to that units? -
@Numetalfan yea so you need to have "isInfrastructure" so they can be bombed. Here's an example:
<!-- Harbour12 -->
<attachment name="unitAttachment" attachTo="harbour12" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
<option name="isInfrastructure" value="true"/>
<option name="canBeDamaged" value="true"/>
<option name="maxDamage" value="6"/>
<option name="maxOperationalDamage" value="2"/>
<option name="repairsUnits" value="battleship:carrier:battleship-damaged"/>
<option name="isConstruction" value="true"/>
<option name="constructionType" value="harbour12_structure"/>
<option name="constructionsPerTerrPerTypePerTurn" value="1"/>
<option name="maxConstructionsPerTypePerTerr" value="1"/>
<option name="movement" value="0"/>
<option name="givesMovement" value="1:transport"/>
<option name="givesMovement" value="1:transportC8"/>
<option name="givesMovement" value="1:submarine"/>
<option name="givesMovement" value="1:destroyer"/>
<option name="givesMovement" value="1:destroyerC5"/>
<option name="givesMovement" value="1:cruiser"/>
<option name="givesMovement" value="1:carrier"/>
<option name="givesMovement" value="1:EscortCarrier"/>
<option name="givesMovement" value="1:EscortCarrierASW"/>
<option name="givesMovement" value="1:battleship"/>
<option name="isAAforBombingThisUnitOnly" value="true"/>
<!--<option name="canBeGivenByTerritoryTo" value="British"/>-->
</attachment>So isConstruction allows it to be placed without a Factory. You can have it do it's move support and be bombed etc...but if you don't have a Factory there as well you can't build units there. And if the unit has the requiresUnits thingy you would need both present.
You need all the images too. The "_hit image" etc..
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Also for requiresUnits I don't think you need to have factory. In this case just the "harbour12" in your unitAttachment. If you do need it, do it like "factory:harbour12" in one line. It'll require both then. Separate lines is either/or.
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Did you reset this property:
<property name="Unit Placement Restrictions" value="true" editable="false"> <boolean/> </property>With the requiresUnits on seperate lines as in the example, means Shipyard or factory for the cruiser. If you use one entry '"requiresUnits" value="factory:Shipyard" would require both to place the cruiser.
Cheers...
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no they were set false,
now - after changing it - the smallfactory and the shipyard work,
solved one problem - created the next one:
now placing chinese infantry rewards does not work anymore !!the infantry was coded this way:
<!-- 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"/><option name="requiresUnits" value="FactoryUpgrade"/>
<option name="requiresUnits" value="factory"/>
<option name="requiresUnits" value="SmallFactory"/>
<option name="requiresUnits" value="barracks"/>
after removing the <option name="requiresUnits" value= codes
things changed:
now it is possible to place those chinese infantry...
but - solved one, created the next ones:
- it is possible to place more than 3 units in a chinese country - that is forbidden by the rules
- it is now possible to build infantry in a shipyard as infantries have no coding that forbids that
damn, this is a hard task.
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even more bad news
<!-- SmallFactory -->
<attachment name="unitAttachment" attachTo="SmallFactory" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
<option name="isFactory" value="true"/>
</attachment>
I can build it in any countries
--
<!-- Barracks -->
<attachment name="unitAttachment" attachTo="barracks" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
<option name="isFactory" value="true"/>
</attachment>
<attachment name='unitAttachment' attachTo='barracks' javaClass='UnitAttachment' type='unitType'>
<option name='canProduceXUnits' value='2'/>
</attachment>
I can build it only in countries containing a factory - why??WW2v4-1941.xml
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@Numetalfan yea it can be frustrating but don't get discouraged. I think you're close to being there. Just to make sure were on the same page, would you summarize how you want the factories, shipyard and barracks to work again.
I'll look at what you have so far
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sure
factory - builds any unit
small factory - any ground unit, no ships, no aircraft
shipyard - any naval unit, no air, no ground
barracks - only infantryand chinese placement should work as always
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