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    new production unit - barracks

    Scheduled Pinned Locked Moved Map Making
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    • 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"/>

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        • 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.

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          • 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?

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            • 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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                  • N Offline
                    Numetalfan
                    last edited by

                    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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                    • B Online
                      beelee @Numetalfan
                      last edited by

                      @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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                      • N Offline
                        Numetalfan
                        last edited by

                        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?

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                        • B Online
                          beelee @Numetalfan
                          last edited by

                          @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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                          • B Online
                            beelee
                            last edited by

                            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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                            • wc_sumptonW Offline
                              wc_sumpton
                              last edited by

                              @Numetalfan

                              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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                              • N Offline
                                Numetalfan
                                last edited by

                                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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                                • N Offline
                                  Numetalfan
                                  last edited by

                                  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

                                  B 2 Replies Last reply Reply Quote 0
                                  • B Online
                                    beelee @Numetalfan
                                    last edited by

                                    @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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                                    • N Offline
                                      Numetalfan
                                      last edited by

                                      sure

                                      factory - builds any unit
                                      small factory - any ground unit, no ships, no aircraft
                                      shipyard - any naval unit, no air, no ground
                                      barracks - only infantry

                                      and chinese placement should work as always

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                                      • B Online
                                        beelee
                                        last edited by

                                        @Numetalfan right on. I'm having trouble accessing your xml. Can you put it in a zip file an upload it ? I forget how to change it the way it currently is 🙂

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                                        • N Offline
                                          Numetalfan
                                          last edited by

                                          sure, thxWW2v4-1941.zip

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

                                            @Numetalfan hey you wanna just upload the whole game ? The new units will be needed for testing. It's a World War II v3 1941 mod correct ?

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