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    new production unit - barracks

    Scheduled Pinned Locked Moved Map Making
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    • F Offline
      ff03k64 @Numetalfan
      last edited by

      @Numetalfan Google drive is basically a storage space on the internet. Other versions are dropbox, microsoft onedrive, and apple has icloud. I am sure there are a million other ones as well, you could do a search for cloud storage and probably find a few of those other options.

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      • F Offline
        ff03k64 @beelee
        last edited by ff03k64

        @beelee

        @ 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 🙂

        I think you would want to just copy and paste it into a text editor, but you will need the new icons and graphics anyway. Though i think it will play without them, it will just be annoying.

        B 1 Reply Last reply Reply Quote 1
        • B Online
          beelee @ff03k64
          last edited by

          @ff03k64 yea if you don't have the image it'll keep throwing the error but yea units folder should be all that's really needed. Can ignore the other stuff

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          • B Online
            beelee @Numetalfan
            last edited by

            @Numetalfan this will take a bit to go through but one thing is when you do your unitAttachment do them all at once. So instead of this:

            <!-- 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>

            it'd be:

            <!-- Barracks -->
            <attachment name="unitAttachment" attachTo="barracks" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
            <option name="isFactory" value="true"/>
            <option name='canProduceXUnits' value='2'/>
            </attachment>

            we probably don't want barracks as a factory as mentioned previously but will get to that 🙂

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            • wc_sumptonW Offline
              wc_sumpton
              last edited by

              @ff03k64

              You want to require different production facilities to produce different units. You have that worked out. But you also want China to be able to place units without production facilities. Triggers will need to be created that '-reset-' the 'requiresUnits' values prior to China's placement, and then reassign those values. Or China will need a different set of units.

              Cheers...

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              • N Offline
                Numetalfan
                last edited by

                the online help has an example

                <attachment name='conditionAttachment_Americans_Aid_UK' attachTo='Americans' javaClass='RulesAttachment' type='player'>
                <option name='switch' value='true'/>
                </attachment>
                <attachment name='triggerAttachment_Americans_Aid_UK' attachTo='Americans' javaClass='TriggerAttachment' type='player'>
                <option name='resource' value='PUs'/>
                <option name='resourceCount' value='6'/>
                <option name='players' value='British'/>
                </attachment>
                <attachment name='userActionAttachment_Americans_Aid_UK' attachTo='Americans' javaClass='UserActionAttachment' type='player'>
                <option name='conditions' value='conditionAttachment_Americans_Aid_UK'/>
                <option name='activateTrigger' value='triggerAttachment_Americans_Aid_UK:1:false:false:false:false'/>
                <option name='text' value='AMERICANS_AID_UK'/>
                <option name='chance' value='6:6'/>
                <option name='costPU' value='10'/>
                <option name='attemptsPerTurn' value='1'/>
                <option name='actionAccept' value='Americans'/>
                </attachment>

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                • N Offline
                  Numetalfan
                  last edited by

                  OK, I need help doing that.

                  first I added triggers to my properties:

                  <property name='Use Triggers' value='true' editable='false'>
                  <boolean/>
                  </property>

                  now in the attachment section I need the correct coding. the trigger should be activated when it is the Chinese to play and the trigger has to be switched back when the Germans start at the latest, even better when the Chinese end their turn.

                  my first code lines are

                  <attachment name='conditionAttachment_Chinese_Infantry_placement' attachTo='Chinese' javaClass='RulesAttachment' type='player'>
                  <property name="Unit Placement Restrictions" value='true'/>
                  </attachment>

                  <attachment name='triggerAttachment_Chinese_Infantry_placement' attachTo='Chinese' javaClass='triggerAttachment' type='player'>
                  <option name='switch' value='true'/>
                  </attachment>

                  but I know this is just crap - I have no idea how to program such a trigger - please help

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

                    @Numetalfan There is probably a game property that you need to set as well but i think you need some rulesattachments as well. Maybe not all of these, but some depending on exactly what you are trying.

                        <attachment name="rulesAttachment" attachTo="Chinese" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
                          <option name="movementRestrictionTerritories" value="Chinghai:Ningxia:Sikang:Yunnan:Hupeh:Fukien:Suiyuan:Manchuria:Kiangsu:Kwangtung"/>
                          <option name="movementRestrictionType" value="allowed"/>
                          <option name="productionPerXTerritories" value="2"/>
                          <option name="placementAnyTerritory" value="true"/>
                          <option name="placementCapturedTerritory" value="true"/>
                          <option name="placementPerTerritory" value="3"/>
                        </attachment>
                    
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                    • N Offline
                      Numetalfan
                      last edited by

                      @ff03k64

                      I have all this already, as my game is a derivate of the wwii v3-41 where the chinese are part of

                      the problem is:

                      with my

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

                      the Chinese functions are blocked, especially

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

                      now Infantry require a factory or SmallFactory or barracks and the Chinese have none of it

                      thats why I need a trigger for the Chinese to deactivate the placment restrection for them, the reactivate that

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

                        @Numetalfan edit: deleted a bunch of stuff.

                        I would make a new unit for chinese infantry

                        B 1 Reply Last reply Reply Quote 1
                        • B Online
                          beelee @ff03k64
                          last edited by

                          @ff03k64 yea a separate chinese unit would be the way to go imo. Probably similar amount of work and will give more flexibility. Will have fewer triggers firing as well, which should help game speed. Maybe not a lot but ...

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                          • N Offline
                            Numetalfan
                            last edited by

                            sounds like a plan, indeed:

                            <unit name="Chinese_infantry"/>
                            </unitList>

                            <!-- Chinese Infantry -->

                            <attachment name="unitAttachment" attachTo="Chinese_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="false"/>
                            <option name="attack" value="1"/>
                            <option name="defense" value="2"/>
                            <option name="artillerySupportable" value="false"/>
                            </attachment>

                            next:

                              <!-- US Chinese Placements -->
                            
                              <unitPlacement unitType="Chinese_infantry" territory="Fukien" quantity="1" owner="Chinese"/>
                              <unitPlacement unitType="Chinese_infantry" territory="Hupeh" quantity="1" owner="Chinese"/>
                              <unitPlacement unitType="Chinese_infantry" territory="Suiyuan" quantity="1" owner="Chinese"/>
                              <unitPlacement unitType="Chinese_infantry" territory="Yunnan" quantity="1" owner="Chinese"/>
                              <unitPlacement unitType="fighter" territory="Sikang" quantity="1" owner="Chinese"/>
                              <unitPlacement unitType="Chinese_infantry" territory="Sikang" quantity="1" owner="Chinese"/>
                              <unitPlacement unitType="Chinese_infantry" territory="Ningxia" quantity="1" owner="Chinese"/>
                            

                            so far so good.
                            where is the coding that the Chinese get one -new- Chinese_infantry instead of the normal infantry? Have not found that in the xml.

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                            • wc_sumptonW Offline
                              wc_sumpton
                              last edited by

                              @ff03k64

                              Let's change the infantry for the Chinese:

                              <!-- Always True condition first -->
                              <attachment name="conditionAttachmentAlwaysTrue" attachTo="Chinese" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
                                 <option name="switch" value="true"/>
                              </attachment>
                              
                              <!-- Now the triggers -->
                              <!-- Reset requiresUnits to be empty -->
                              <attachment name="triggerAttachmentResetInfantry" attachTo="Chinese" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
                                 <option name="conditons" value="conditionAttachmentAlwaysTrue"/>
                                 <option name="unitType" value="infantry"/>
                                 <option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/>
                                 <option name="unitProperty" value="requiresUnits" count="-reset-"/>
                                 <option name="when" value="before:chinesePlace"/>
                              </attachment>
                              
                              <!-- Add values to requiresUnits -->
                              <attachment name="triggerAttachmentSetInfantry" attachTo="Chinese" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
                                 <option name="conditons" value="conditionAttachmentAlwaysTrue"/>
                                 <option name="unitType" value="infantry"/>
                                 <option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/>
                                 <option name="unitProperty" value="requiresUnits" count="-reset-barracks"/>
                                 <option name="unitProperty" value="requiresUnits" count="factory"/>
                                 <option name="unitProperty" value="requiresUnits" count="SmallFactory"/>
                                 <option name="when" value="after:chinesePlace"/>
                              </attachment>
                              

                              The above is untested but should work.

                              Cheers...

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                              • wc_sumptonW Offline
                                wc_sumpton
                                last edited by wc_sumpton

                                @Numetalfan

                                To use the Chinese_infantry for China, because it has 'purchaseNoPUs', you need to add into the rules for China:

                                			<!-- Chinese Rules -->
                                <attachment name="rulesAttachment" attachTo="Chinese" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
                                   <option name="movementRestrictionTerritories" value="Chinghai:Ningxia:Sikang:Yunnan:Hupeh:Fukien:Suiyuan:Manchuria:Kiangsu:Kwangtung:Xinjiang"/>
                                   <option name="movementRestrictionType" value="allowed"/>
                                   <option name="productionPerXTerritories" value="2:Chinese_infantry"/> <!-- Add 'Chinese_infantry' here -->
                                   <option name="placementAnyTerritory" value="true"/>
                                   <option name="placementCapturedTerritory" value="true"/>
                                   <option name="placementPerTerritory" value="3"/>
                                </attachment>
                                

                                That's it.

                                Cheers...

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                                • N Offline
                                  Numetalfan
                                  last edited by

                                  @wc_sumpton said in new production unit - barracks:

                                  <option name="productionPerXTerritories" value="2:Chinese_infantry"/>

                                  perfect, it worked!
                                  yet, I could place 4 Inf in a territory, which means

                                  <option name="placementPerTerritory" value="3"/>

                                  got disabled

                                  WW2v4-1941.xml

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                                  • N Offline
                                    Numetalfan
                                    last edited by

                                    the barracks can now - I don't know why- only be build in a country already containing a factory.

                                    can you take a look why. thx

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                                    • B Online
                                      beelee
                                      last edited by

                                      @Numetalfan yea I can't get your game to load. Can you upload the whole thing with sendspace or something similar ? I can't really test anything

                                      ahh...looks as if you are making progress 🙂

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                                      • N Offline
                                        Numetalfan
                                        last edited by

                                        https://storage.driveonweb.de/dowdoc/c84fc4098f53f8a8faed5e681e23787fea1923313e3590c5

                                        password: TripleAAA

                                        tell me, if it's downloadable

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

                                          @Numetalfan yea I was able to DL it but when I added it to triplea I get a polygon error. Anyway, I just redid the Military Base on a mod I was working on and made it Infantry only, but I'm not sure if it'll work with what you want.

                                          Factories and Bases can't be built in the same TTy but in this mod they can. So that screws up how I was gonna do it. It looks as if you and wc made some progress though.

                                          What's the current status ? Everything ok except for Barracks building 4 ? If still having trouble, I'd look at Cernel's 270 BC again. I'm gonna take a look myself

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                                          • B Online
                                            beelee
                                            last edited by

                                            @wc_sumpton said in new production unit - barracks:

                                            because it has 'purchaseNoPUs

                                            ahh...yea that makes things a bit different 🙂 Guess I need to pay more attention before commenting.

                                            I'm not sure how you can get China to buy and place a barracks. It might be easier to just give China a regular purchase phase. Idk

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