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    Custom Battle Phases

    Scheduled Pinned Locked Moved Feature Requests & Ideas
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    • T Offline
      Trevan
      last edited by

      Here's a rough draft of what the inferred phases and abilities would look like in three possible property configurations:

      <!-- WW2V2 = false, Defending Subs Sneak Attack = true -->
      <combatPhases>
        <phase name="AA">
          <ability name="AA" />
        </phase>.
        <phase name="bombardment">
          <ability name="bombard" />
        </phase>
        <!--phase name="land paratroopers" /-->
        <!--phase name="evade retreat" /-->
        <phase name="first strike">
          <ability name="first strike" />
        </phase>
        <phase name="general">
          <ability name="general" />
          <ability name="ignore evaders" />
        </phase>
        <!--phase name="retreat" /-->
      </combatPhases>
      <unitAbilities>
        <unitAbility name="AA" type="combat" returnFire="false" dice="AA">
          <!-- units with isAAforCombatOnly get this automatically -->
          <targets><!-- all air units --></targets>
        </unitAbility>
        <unitAbility name="bombard" type="combat" returnFire="false" dice="bombard">
          <!-- units with canBombard get this automatically -->
          <targets><!-- all units --></targets>
        </unitAbility>
        <unitAbility name="first strike" type="combat" returnFire="false" dice="normal">
          <!-- units with isFirstStrike get this automatically -->
          <targets><!-- all sea units --></targets>
        </unitAbility>
        <unitAbility name="anti-first strike" type="change" faction="enemy">
          <!-- units with isDestroyer get this automatically -->
          <from>first strike</from>
          <to>general</to>
        </unitAbility>
        <unitAbility name="ignore evaders" type="combat" dice="normal">
          <!-- units with isAir get this automatically -->
          <targets><!-- all non canEvade --></targets>
        </unitAbility>
        <unitAbility name="anti-evader" type="change" faction="allied">
          <!-- units with isDestroyer get this automatically -->
          <from>ignore evaders</from>
          <to>general</to>
        </unitAbility>
      </unitAbilities>
      
      
      <!-- WW2V2 = false, Defending Subs Sneak Attack = false -->
      <combatPhases>
        <phase name="AA">
          <ability name="AA" />
        </phase>.
        <phase name="bombardment">
          <ability name="bombard" />
        </phase>
        <!--phase name="land paratroopers" /-->
        <!--phase name="evade retreat" /-->
        <phase name="first strike">
          <ability name="first strike" />
        </phase>
        <phase name="general">
          <ability name="general" />
          <ability name="ignore evaders" />
        </phase>
        <!--phase name="retreat" /-->
      </combatPhases>
      <unitAbilities>
        <unitAbility name="AA" type="combat" returnFire="false" dice="AA">
          <!-- units with isAAforCombatOnly get this automatically -->
          <targets><!-- all air units --></targets>
        </unitAbility>
        <unitAbility name="bombard" type="combat" returnFire="false" dice="bombard">
          <!-- units with canBombard get this automatically -->
          <targets><!-- all units --></targets>
        </unitAbility>
        <unitAbility name="first strike" type="combat" side="offense" returnFire="false" dice="normal">
          <!-- units with isFirstStrike get this automatically -->
          <targets><!-- all sea units --></targets>
        </unitAbility>
        <unitAbility name="anti-first strike" type="change" faction="enemy">
          <!-- units with isDestroyer get this automatically -->
          <from>first strike</from>
          <to>general</to>
        </unitAbility>
        <unitAbility name="ignore evaders" type="combat" dice="normal">
          <!-- units with isAir get this automatically -->
          <targets><!-- all non canEvade --></targets>
        </unitAbility>
        <unitAbility name="anti-evader" type="change" faction="allied">
          <!-- units with isDestroyer get this automatically -->
          <from>ignore evaders</from>
          <to>general</to>
        </unitAbility>
      </unitAbilities>
      
      <!-- WW2V2 = true -->
      <combatPhases>
        <phase name="AA">
          <ability name="AA" />
        </phase>.
        <phase name="bombardment">
          <ability name="bombard" />
        </phase>
        <!--phase name="land paratroopers" /-->
        <!--phase name="evade retreat" /-->
        <phase name="first strike">
          <ability name="first strike" />
          <ability name="first strike with return fire" />
        </phase>
        <phase name="general">
          <ability name="general" />
          <ability name="ignore evaders" />
        </phase>
        <!--phase name="retreat" /-->
      </combatPhases>
      <unitAbilities>
        <unitAbility name="AA" type="combat" returnFire="false" dice="AA">
          <!-- units with isAAforCombatOnly get this automatically -->
          <targets><!-- all air units --></targets>
        </unitAbility>
        <unitAbility name="bombard" type="combat" returnFire="false" dice="bombard">
          <!-- units with canBombard get this automatically -->
          <targets><!-- all units --></targets>
        </unitAbility>
        <unitAbility name="first strike" type="combat" side="offense" returnFire="false" dice="normal">
          <!-- units with isFirstStrike get this automatically -->
          <targets><!-- all sea units --></targets>
        </unitAbility>
        <unitAbility name="first strike with return fire" type="combat" side="offense" returnFire="false" dice="normal">
          <!-- no units get this by default -->
          <targets><!-- all sea units --></targets>
        </unitAbility>
        <unitAbility name="anti-first strike" type="change" faction="enemy">
          <!-- units with isDestroyer get this automatically -->
          <from>first strike</from>
          <to>first strike with return fire</to>
        </unitAbility>
        <unitAbility name="ignore evaders" type="combat" dice="normal">
          <!-- units with isAir get this automatically -->
          <targets><!-- all non canEvade --></targets>
        </unitAbility>
        <unitAbility name="anti-evader" type="change" faction="allied">
          <!-- units with isDestroyer get this automatically -->
          <from>ignore evaders</from>
          <to>general</to>
        </unitAbility>
      </unitAbilities>
      
      1 Reply Last reply Reply Quote 0
      • T Offline
        Trevan
        last edited by

        Here's some rough examples of how it could help some feature requests:

        https://forums.triplea-game.org/topic/2463/bombers-single-round-attack

        <unitAbility name="bomber" type="combat" dice="normal" rounds="1">
          <targets>...</targets>
        </unitAbility>
        
        <phase name="general">
          ...
          <ability name="bomber" />
        </phase>
        

        https://forums.triplea-game.org/topic/2344/cannottarget-cannotbetargetedby-on-attack-defense

        <unitAbility name="defending against bombers" type="combat" dice="normal" side="defense">
          <targets><!-- all unit types other than bombers --></targets>
        </unitAbility>
        <unitAbility name="attacking against bombers" type="combat" dice="normal" side="offense">
          <targets><!-- all unit types --></targets>
        </unitAbility>
        
        <phase name="general">
          ...
          <ability name="defending against bombers" />
          <ability name="attacking against bombers" />
        </phase>
        

        As for WoW, I think I'd need some help from @Frostion. WoW is heavily using AA and I think there are aspects of it that were hacked around, but I'm not positive.

        1 Reply Last reply Reply Quote 1
        • LaFayetteL Offline
          LaFayette Admin
          last edited by

          This is a good examle. I notice that the bomber defense and attack are part of the 'general' phase. Are there multiple phases specified, or the elements within a phase different phases? If that is just one phase as it just appears, what would multiple phases look like?

          Another question, does 'dice=normal' control the number of dice sides, where normal means use the default defined for the game?

          T 1 Reply Last reply Reply Quote 1
          • T Offline
            Trevan @LaFayette
            last edited by

            @LaFayette said in Custom Battle Phases:

            This is a good examle. I notice that the bomber defense and attack are part of the 'general' phase. Are there multiple phases specified, or the elements within a phase different phases?

            I only showed what would need to be changed to the general phase. There would be the AA, bombardment, first strike phase as well but they wouldn't need a change.

            If that is just one phase as it just appears, what would multiple phases look like?

            I think my previous example shows this.

            Another question, does 'dice=normal' control the number of dice sides, where normal means use the default defined for the game?

            There are three types of dice that are definable on a unit: AA dice (attackAA, offensiveAttackAA, and related), bombardment dice (bombard or attack), and normal/other/general/somename dice (attack and defense). So there needs a way to indicate which of the type of dice will be used by a unitAbility. My examples used dice.

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            • T Offline
              Trevan
              last edited by

              I just noticed that there is a property unitAbilitiesGained that is a part of the techAbilityAttachment. This currently allows units to gain the canBombard and canBlitz abilities. And since this is tech, it means that players can have different settings per unit.

              I was envisioning that the unitAbilities that each unitType would be the same for all players. But because of unitAbilitiesGained, the units that would participate in the bombard phase can be different for each player.

              My question is, should the mapping of unitAbilities <-> unitType be dependent on the player?

              1 Reply Last reply Reply Quote 0
              • TorpedoAT Offline
                TorpedoA @Trevan
                last edited by

                @Trevan said in Custom Battle Phases:

                Right now, the battle has roughly 4 different phases:

                AA/Targeted attacks
                Bombardment
                First Strike/Sneak Attack
                All other units

                Is it intentional that you didnt state air battles as another extra phase?

                T 1 Reply Last reply Reply Quote 0
                • T Offline
                  Trevan @TorpedoA
                  last edited by

                  @TorpedoA said in Custom Battle Phases:

                  @Trevan said in Custom Battle Phases:

                  Right now, the battle has roughly 4 different phases:

                  AA/Targeted attacks
                  Bombardment
                  First Strike/Sneak Attack
                  All other units

                  Is it intentional that you didnt state air battles as another extra phase?

                  In the engine, air battle is a completely separate battle, not a phase. The air battle has generally the AA phase and the All other units phase.

                  TorpedoAT 3 Replies Last reply Reply Quote 0
                  • TorpedoAT Offline
                    TorpedoA @Trevan
                    last edited by

                    @Trevan Ok, thanks.
                    I know that you are thinking about custom battle phases. I read that. And i am very intrigued.
                    What do you think about this: https://forums.triplea-game.org/topic/2657/bombard-option-not-restricting-to-amphibious-assaults

                    1 Reply Last reply Reply Quote 0
                    • TorpedoAT Offline
                      TorpedoA @Trevan
                      last edited by

                      @Trevan One goal of mine atm is to use all possible battles in my mod.
                      But i only want those who allow the casualties to fire back.
                      That means i can use all of them except AA.
                      So i have 3 types:
                      Air Battle
                      First Strike (v2 + Destroyer present)
                      normal

                      only bombard i cannot generally use because its only for isSea. Thats why did a request for bombard to be a general use.

                      1 Reply Last reply Reply Quote 0
                      • TorpedoAT Offline
                        TorpedoA @Trevan
                        last edited by

                        @Trevan said in Custom Battle Phases:

                        The air battle has generally the AA phase and the All other units phase.

                        I guess you talk about air battle in conjuction with AA phase because you imagine AA as a related action to aircraft encounters with AAGun-like units?

                        Because we can have non-isAir, non-aircraft units with canAirBattle, fortunately, and additionally have AA ability.

                        I now tested, just to clarify for myself, that AA is not related to air battle per se. I just want to avoid missunderstanding on my side, which is quite possible. Because i thought i can have AA at the start of air battles too.
                        I try my best to conclude as good as i can. Please correct me:

                        Basicaly AA is after air battle phase and before normal battle phase so to say.

                        So we can state that there are indeed 2 seperated Battles. (ignoring the non-fighting phases)

                        1. Air Battle (no support)

                        • phase

                        2. Normal Battle (support)

                        • Bombardment phase (the only still hard restricted one -> amphibious assault)
                        • First Strike phase (v2 vs v3 destroyer)
                        • phase

                        In terms of order of phases (at minimum 1)

                        • air battle phase
                        • aa phase
                        • bombard phase
                        • first strike phase
                        • normal phase

                        The main reason why i lay it out so much, is that i want to be sure about the order of phases in general at the most basic if i use all battle options whether or not i then modify further.

                        1 Reply Last reply Reply Quote 0

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