Retreating and Strategic Bombing Issues
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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 -
@Mas-N What is your current turn sequence for one player?
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<!-- 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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@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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@ff03k64
I just tried that, and again retreating isn't working. -
@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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@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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@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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@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. -
@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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@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 -
@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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@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. -
@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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