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    Retreating and Strategic Bombing Issues

    Scheduled Pinned Locked Moved Map Making
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    • Mas NM Offline
      Mas N
      last edited by

      i found the problem, it has to be NoPU with that case
      this successfully blocks income during the end step of the turn, but I'm still looking for a way to cause income to be gained after production

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      • F Offline
        ff03k64 @Mas N
        last edited by

        @Mas-N What is your current turn sequence for one player?

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        • Mas NM Offline
          Mas N
          last edited by

          @ff03k64

                <!-- Russians Game Sequence -->
                <step name="russianTech" delegate="tech" player="Russians"/>
                <step name="russianCombatMove" delegate="move" player="Russians"/>
                <step name="russianPurchase" delegate="purchase" player="Russians"/>
          	  <!-- produce PUs here. edit them in for now -->
                <step name="russianBattle" delegate="battle" player="Russians"/>
                <step name="russianNonCombatMove" delegate="move" player="Russians" display="Non Combat Move"/>
                <step name="russianPlace" delegate="place" player="Russians"/>
                <step name="russianTechActivation" delegate="tech_activation" player="Russians"/>
          	  <step name="russianEndTurn" delegate="endTurn" player="Russians"/>
          

          tech is disabled though

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          • F Offline
            ff03k64 @Mas N
            last edited by

            @Mas-N Well, the thing that i would try would be a regular end turn there. But I don't know everything that the end turn delegates do. If that worked, i would do the noPU one at the actual end of the turn.

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            • Mas NM Offline
              Mas N
              last edited by

              @ff03k64
              I just tried that, and again retreating isn't working.

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              • F Offline
                ff03k64 @Mas N
                last edited by ff03k64

                @Mas-N Oh, i see where you mentioned that before now, sorry. I guess that means that the end turn step removes any left over movement for units.

                Just as a test, can you put the end turn delegate before combat move? See if you can move units. I am guessing not, but would help determine if that is something that the end turn delegates do. edit: or if something else is causing no more moves.

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                • Mas NM Offline
                  Mas N
                  last edited by

                  @ff03k64
                  I've tested it, and I confirm this does work. I didn't want to do this for two reasons:

                  • It's a bit less convenient to produce before combat move.
                  • Gameplay wise, this would mean you don't produce for territories taken during the combat move step. (If they're undefended.) My intent was for undefended territories to immediately produce when taken.
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                  • F Offline
                    ff03k64 @Mas N
                    last edited by

                    @Mas-N said in Retreating and Strategic Bombing Issues:

                    @ff03k64
                    I've tested it, and I confirm this does work. I didn't want to do this for two reasons:

                    • It's a bit less convenient to produce before combat move.

                    Couldn't you still leave the production after the combat move?

                    • Gameplay wise, this would mean you don't produce for territories taken during the combat move step. (If they're undefended.) My intent was for undefended territories to immediately produce when taken.

                    I just wanted to know what it would do to try to figure stuff out. I don't know a whole lot about how the engine works, so working through what I will probably be trying on my own map at some point.

                    @Mas-N said in Retreating and Strategic Bombing Issues:

                    @ff03k64
                    I just tried that, and again retreating isn't working.

                    Can you do any NCMs when the end turn delegate is after purchase? Or just no retreating?

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                    • Mas NM Offline
                      Mas N
                      last edited by Mas N

                      @ff03k64
                      NCMs still function.
                      And no. The reason is pretty simple. Production must happen BEFORE income. This obviously doesn't work if income is before CM but production is after CM.

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                      • F Offline
                        ff03k64 @Mas N
                        last edited by

                        @Mas-N Is production being before income an engine requirement? or something you want it to do?

                        If i download the WWiiv4 map from the repository, will i just need to copy your xml to try it? or is there anything else different?

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                        • Mas NM Offline
                          Mas N
                          last edited by

                          @ff03k64 otherwise, people can spend the income from the current turn.
                          and yes, it'll work (but you might need to add images)
                          i'll post an updated XML when i get this bug figured out. i really like the gameplay and the balance seems pretty good (I'm having a fairly easy time beating hard AI playing either side), but it'd be nice to know if any microadjustments need to be made

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                          • F Offline
                            ff03k64
                            last edited by

                            @Mas-N said in Retreating and Strategic Bombing Issues:

                            @ff03k64
                            I've tested it, and I confirm this does work. I didn't want to do this for two reasons:

                            This (end turn delegate before combat) allowed retreating and NCMs, did it allow strategic bombing to work correctly?

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                            • Mas NM Offline
                              Mas N
                              last edited by

                              @ff03k64
                              Just giving an update.
                              I finally got it to work the way I wanted to by adding 8500 lines of triggers.
                              It was frustrating when debugging to find out what I did wrong, the things just don't work without even giving any error message unless you have "Use Triggers" and "Units can be destroyed instead of captured" enabled. I wonder why they aren't enabled by default.

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                              • F Offline
                                ff03k64 @Mas N
                                last edited by

                                @Mas-N
                                8500 lines of triggers!! :astonished_face:
                                The map I am working on doesn't even have 8500 lines of code in total!

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