new production unit - barracks
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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
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@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> -
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
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@Numetalfan edit: deleted a bunch of stuff.
I would make a new unit for chinese infantry
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@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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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. -
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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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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@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
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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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@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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https://storage.driveonweb.de/dowdoc/c84fc4098f53f8a8faed5e681e23787fea1923313e3590c5
password: TripleAAA
tell me, if it's downloadable
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@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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@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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@belee
Chinese are no longer a problem, it works as usual, the program counts their countries and they get their infantry units.
the thing that does not work ist to place the barracks production unit in a country of my choice.
tripleA forces me to build the newly bought barracks in a country, where a factory already exist.And this is very strange, because the other production units, the small factory and the shipyard, they can be build in any country.
But I will test what happens, if I reduce the maxFactory per territory back to 1.
I will report. -
problem solved!
it was the maxFactory per territory set to 1.
everything works now
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@Numetalfan Sweet !
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