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    WW2 Oil and Snow (1st ed.) NEW MAP RELEASE

    Scheduled Pinned Locked Moved Maps & Mods
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    • H Offline
      Hostilian @wc_sumpton
      last edited by Hostilian

      @wc_sumpton
      Got it working, non-combat move, all planes fuel use goes to 0.
      However, I need to choose a value to revert back - which works too. I'm not sure if there's a command to go back to its original fuelcost definition?

      If not, I'll split them up! 🙂

      Edit. I just split them up and defined three variables for light, medium and heavy air. Working great, but it would be good to know if there was an easier way to revert! 👍

      Thanks again

      wc_sumptonW ebbeE 2 Replies Last reply Reply Quote 3
      • wc_sumptonW Offline
        wc_sumpton @Hostilian
        last edited by

        @hostilian said in WW2 Oil and Snow (1st ed.) NEW MAP RELEASE:

        However, I need to choose a value to revert back - which works too. I'm not sure if there's a command to go back to its original fuelcost definition?

        No there is no "revert back to", because these commands actually "overwrite" what is in the xml. As seen posted above in GCD each differential value would need to be set separately. Also, because fuelCost stack, I would still use "-reset-". So <option name="unitProperty" value="fuelCost" count="-reset-3:Fuel"/> will set a fuelCost to 3 not -3.

        Cheers...

        H 1 Reply Last reply Reply Quote 2
        • H Offline
          Hostilian @wc_sumpton
          last edited by

          @wc_sumpton
          Thanks. Yep, edited last comment as you were typing I guess. I've explicitly defined them, so all working great!

          1 Reply Last reply Reply Quote 2
          • ebbeE Offline
            ebbe @Hostilian
            last edited by

            @hostilian

            Hej Hostilian, thanks again for all the input, suggestions and feedback! I do not know where to start .... for now the plan will be this:
            I restart slowly working again on the 3rd version of Oil and Snow ...around 75% is done now.... it is playable allready... most of the game mechanics will be the same... ( will be adding some more isAi player triggers to get better opponent ) so most things you encounter in your current games are likely needing to be solved in this new V3,0 version... so let me know anything you find out....

            If you like: I can send you the latest version by wetransf. , it will be a completely revised map.... ( for example much more space for city -terr. units to be placed )

            Oil and Snow v3.png

            1 Reply Last reply Reply Quote 3
            • ebbeE Offline
              ebbe @Hostilian
              last edited by

              @hostilian that is a good one, I assumed the final used Prod. frontier would remain...

              so adapted! ( German example)

                  <attachment name="CA_T3GerHeavyHouwProd" attachTo="Germans" javaClass="RulesAttachment" type="player"><option name="turns" value="3"/></attachment>
                  <attachment name="CA_T4GerFlakTowerProd" attachTo="Germans" javaClass="RulesAttachment" type="player"><option name="turns" value="4-9"/></attachment>
                  <attachment name="CA_T10GerHeavyArmProd" attachTo="Germans" javaClass="RulesAttachment" type="player"><option name="turns" value="10-19"/></attachment>
                  <attachment name="CA_T20GerSupersubProd" attachTo="Germans" javaClass="RulesAttachment" type="player"><option name="turns" value="20"/></attachment>
                  <attachment name="CA_T21GerV1-rocketProd" attachTo="Germans" javaClass="RulesAttachment" type="player"><option name="turns" value="21"/></attachment>
                  <attachment name="CA_T22GerJetFighterProd" attachTo="Germans" javaClass="RulesAttachment" type="player"><option name="turns" value="22-+"/></attachment>
              
              H 1 Reply Last reply Reply Quote 1
              • ebbeE Offline
                ebbe @Hostilian
                last edited by

                @hostilian said in WW2 Oil and Snow (1st ed.) NEW MAP RELEASE:

                triggerAttachmentReplaceHullBattleship
                useless floating around Hulls- bug Fixed! great input thanks!

                1 Reply Last reply Reply Quote 1
                • ebbeE Offline
                  ebbe @Hostilian
                  last edited by ebbe

                  @hostilian

                  Yes, feel free with uploading the fixes you made for this version,
                  I keep focussed on the V3.0 and take as stated all fixes along with it...

                  nice idea about the fuel for inactive planes...
                  I do not see a way to inckude that.... but remind me if there are possibilities...

                  and indeed the Oils stress for some countries is a bit nerve wrecking sometimes, especially for countries like Japan..
                  ( which historically was ) if you feel it has too much negative impact on Player or Ai-player performance in current ballance let me know.. I might throw in another bunch of extra barrels... 😉

                  1 Reply Last reply Reply Quote 2
                  • ebbeE Offline
                    ebbe @beelee
                    last edited by

                    @beelee yes, good one..... I have to update game notes once all is done... feedback from objective new players is welcome as I do not filter well what is allready common for me , and essential info for the Notes..

                    1 Reply Last reply Reply Quote 2
                    • ebbeE Offline
                      ebbe @Hostilian
                      last edited by ebbe

                      @hostilian that is a very cool feature.... goes beyond my coding understanding limits....

                      if you can use your solution I would be honoured to insert it in the V3.0 project ... so that we can be more thrifty with oil spendings
                      by getting these non flying planes switch off their engines...
                      ( it does save some essential barrles indeed)

                      what would be best place in the code to add it ?

                      great contribution!

                      H 1 Reply Last reply Reply Quote 1
                      • H Offline
                        Hostilian @ebbe
                        last edited by

                        @ebbe said in WW2 Oil and Snow (1st ed.) NEW MAP RELEASE:

                        @hostilian that is a good one, I assumed the final used Prod. frontier would remain...

                        so adapted! ( German example)

                            <attachment name="CA_T3GerHeavyHouwProd" attachTo="Germans" javaClass="RulesAttachment" type="player"><option name="turns" value="3"/></attachment>
                            <attachment name="CA_T4GerFlakTowerProd" attachTo="Germans" javaClass="RulesAttachment" type="player"><option name="turns" value="4-9"/></attachment>
                            <attachment name="CA_T10GerHeavyArmProd" attachTo="Germans" javaClass="RulesAttachment" type="player"><option name="turns" value="10-19"/></attachment>
                            <attachment name="CA_T20GerSupersubProd" attachTo="Germans" javaClass="RulesAttachment" type="player"><option name="turns" value="20"/></attachment>
                            <attachment name="CA_T21GerV1-rocketProd" attachTo="Germans" javaClass="RulesAttachment" type="player"><option name="turns" value="21"/></attachment>
                            <attachment name="CA_T22GerJetFighterProd" attachTo="Germans" javaClass="RulesAttachment" type="player"><option name="turns" value="22-+"/></attachment>
                        

                        Yep. Looks right. Bear it in mind that it will fire each of the Triggers, every round - so unless you add an option (for the bonus unit adds) so it only fires once, you'll end up with a free unit each turn.

                        1 Reply Last reply Reply Quote 2
                        • H Offline
                          Hostilian @ebbe
                          last edited by Hostilian

                          @ebbe said in WW2 Oil and Snow (1st ed.) NEW MAP RELEASE:

                          @hostilian that is a very cool feature.... goes beyond my coding understanding limits....

                          if you can use your solution I would be honoured to insert it in the V3.0 project ... so that we can be more thrifty with oil spendings
                          by getting these non flying planes switch off their engines...
                          ( it does save some essential barrles indeed)

                          what would be best place in the code to add it ?

                          great contribution!

                          I'm away for a few days, will check when back, but you define the variables right at the start (well, just about). For HeavyAir, MediumAir and LightAir etc.
                          I created a AlwaysActive condition.
                          Then one trigger to set fuel-use to zero at start of combat move.
                          Then three sets of triggers for the 3 types of air (heavy, medium, light) at end of combat move. To reset the fuel use to what they are for the different aircraft types.

                          Aircraft don't get refueled in the middle of a mission. I wasn't a fan of planes (effectively) running out of fuel mid-mission (before the planes get a chance to return). This is a way to fix that, I guess. 🙂

                          H 1 Reply Last reply Reply Quote 2
                          • H Offline
                            Hostilian @Hostilian
                            last edited by Hostilian

                            Defining variables (put it right above <map>)

                            <!-- Variables  -->
                            <variableList>
                            		<variable name="All-Air">		<!-- not Kamikaze-Plane  -->
                            			<element name="fighter"/>
                            			<element name="fighterP38"/>
                            			<element name="fighterLight"/>
                            			<element name="fighterLightTur"/>
                            			<element name="fighterLightRum"/>
                            			<element name="fighterLightArg"/>
                            			<element name="fighterLightSAfr"/>
                            			<element name="fighterLightMex"/>
                            			<element name="jetFighter"/>
                            			<element name="airTransport"/>
                            			<element name="bomber"/>
                            			<element name="heavyBomber"/>
                            			<element name="v1-rocket"/>
                            		</variable>
                            		<variable name="Light-Air">		
                            			<element name="fighterLight"/>
                            			<element name="fighterLightTur"/>
                            			<element name="fighterLightRum"/>
                            			<element name="fighterLightArg"/>
                            			<element name="fighterLightSAfr"/>
                            			<element name="fighterLightMex"/>
                            		</variable>
                            		<variable name="Medium-Air">
                            			<element name="fighter"/>
                            			<element name="fighterP38"/>
                            			<element name="airTransport"/>
                            		</variable>
                            		<variable name="Heavy-Air">
                            			<element name="jetFighter"/>
                            			<element name="bomber"/>
                            			<element name="heavyBomber"/>
                            		</variable>
                            </variableList>
                            

                            Always true switch

                            <!-- Always True switch  -->
                            		<attachment name="conditionAttachment_Always_True" attachTo="Germans" javaClass="RulesAttachment" type="player">
                            			<option name="switch" value="true"/>
                            		</attachment>
                            

                            Attachment to set to zero and 3 more attachments to change it back again..

                            <attachment name="triggerAttachment_noncombatfuel" attachTo="Germans" javaClass="TriggerAttachment" type="player"> 
                            			<option name="conditions" value="conditionAttachment_Always_True"/>
                            			<option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/>
                            			<option name="unitType" value="$All-Air$"/>
                            			<option name="unitProperty" value="fuelCost" count="-reset-0:Fuel"/>
                            			<option name="when" value="before:americansNonCombatMove"/>
                            			<option name="when" value="before:germansNonCombatMove"/>
                            			<option name="when" value="before:japaneseNonCombatMove"/>
                            			<option name="when" value="before:chineseNonCombatMove"/>
                            			<option name="when" value="before:britishNonCombatMove"/>
                            			<option name="when" value="before:italiansNonCombatMove"/>
                            			<option name="when" value="before:anzacNonCombatMove"/>
                            			<option name="when" value="before:russiansNonCombatMove"/>
                            			<option name="when" value="before:frenchNonCombatMove"/>
                            		</attachment>
                            		<attachment name="triggerAttachment_revertnoncombatfuelheavy" attachTo="Germans" javaClass="TriggerAttachment" type="player"> 
                            			<option name="conditions" value="conditionAttachment_Always_True"/>
                            			<option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/>
                            			<option name="unitType" value="$Heavy-Air$"/>
                            			<option name="unitProperty" value="fuelCost" count="-reset-3:Fuel"/>
                            			<option name="when" value="after:americansNonCombatMove"/>
                            			<option name="when" value="after:germansNonCombatMove"/>
                            			<option name="when" value="after:japaneseNonCombatMove"/>
                            			<option name="when" value="after:chineseNonCombatMove"/>
                            			<option name="when" value="after:britishNonCombatMove"/>
                            			<option name="when" value="after:italiansNonCombatMove"/>
                            			<option name="when" value="after:anzacNonCombatMove"/>
                            			<option name="when" value="after:russiansNonCombatMove"/>
                            			<option name="when" value="after:frenchNonCombatMove"/>
                            		</attachment>
                            		<attachment name="triggerAttachment_revertnoncombatmedium" attachTo="Germans" javaClass="TriggerAttachment" type="player"> 
                            			<option name="conditions" value="conditionAttachment_Always_True"/>
                            			<option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/>
                            			<option name="unitType" value="$Medium-Air$"/>
                            			<option name="unitProperty" value="fuelCost" count="-reset-2:Fuel"/>
                            			<option name="when" value="after:americansNonCombatMove"/>
                            			<option name="when" value="after:germansNonCombatMove"/>
                            			<option name="when" value="after:japaneseNonCombatMove"/>
                            			<option name="when" value="after:chineseNonCombatMove"/>
                            			<option name="when" value="after:britishNonCombatMove"/>
                            			<option name="when" value="after:italiansNonCombatMove"/>
                            			<option name="when" value="after:anzacNonCombatMove"/>
                            			<option name="when" value="after:russiansNonCombatMove"/>
                            			<option name="when" value="after:frenchNonCombatMove"/>
                            		</attachment>
                            		<attachment name="triggerAttachment_revertnoncombatfuellight" attachTo="Germans" javaClass="TriggerAttachment" type="player"> 
                            			<option name="conditions" value="conditionAttachment_Always_True"/>
                            			<option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/>
                            			<option name="unitType" value="$Light-Air$"/>
                            			<option name="unitProperty" value="fuelCost" count="-reset-1:Fuel"/>
                            			<option name="when" value="after:americansNonCombatMove"/>
                            			<option name="when" value="after:germansNonCombatMove"/>
                            			<option name="when" value="after:japaneseNonCombatMove"/>
                            			<option name="when" value="after:chineseNonCombatMove"/>
                            			<option name="when" value="after:britishNonCombatMove"/>
                            			<option name="when" value="after:italiansNonCombatMove"/>
                            			<option name="when" value="after:anzacNonCombatMove"/>
                            			<option name="when" value="after:russiansNonCombatMove"/>
                            			<option name="when" value="after:frenchNonCombatMove"/>
                            		</attachment>
                            

                            Note, I didn't do every single nation - just the main ones. Didn't bother with Vichy france as they don't have much air/usable navy anyway..

                            wc_sumptonW 1 Reply Last reply Reply Quote 0
                            • wc_sumptonW Offline
                              wc_sumpton @Hostilian
                              last edited by

                              @hostilian

                              When using <variableList> and <variable> it is always easier to create the small lists first:

                              <!-- Variables  -->
                              <variableList>
                                      <!-- Creating small lists first -->
                              	<variable name="Light-Air">		
                              		<element name="fighterLight"/>
                              		<element name="fighterLightTur"/>
                              		<element name="fighterLightRum"/>
                              		<element name="fighterLightArg"/>
                              		<element name="fighterLightSAfr"/>
                              		<element name="fighterLightMex"/>
                              	</variable>
                              	<variable name="Medium-Air">
                              		<element name="fighter"/>
                              		<element name="fighterP38"/>
                              		<element name="airTransport"/>
                              	</variable>
                              	<variable name="Heavy-Air">
                              		<element name="jetFighter"/>
                              		<element name="bomber"/>
                              		<element name="heavyBomber"/>
                              	</variable>
                              

                              Then add those small lists to the big list:

                              	<variable name="All-Air">		<!-- not Kamikaze-Plane  -->
                              		<element name="$Light-Air$"/>
                              		<element name="$Medium-Air$"/>
                              		<element name="$Heavy-Air$"/>
                              		<element name="v1-rocket"/> <!-- Added because not in any list -->
                              	</variable>
                              </variableList>
                              

                              Now if you wanted to add another Light-Air, just add it to the Light-Air list. Same if you were to remove a Heavy-Air, you would only need to remove it from one list. Helps a lot when adding and removing units.

                              Cheers...

                              H 1 Reply Last reply Reply Quote 1
                              • H Offline
                                Hostilian @wc_sumpton
                                last edited by

                                @wc_sumpton
                                Nice one. Was a bit of a rush job before I went away; but good to know, thanks! 👍

                                wc_sumptonW 1 Reply Last reply Reply Quote 2
                                • wc_sumptonW Offline
                                  wc_sumpton @Hostilian
                                  last edited by

                                  @hostilian

                                  👍

                                  Cheers...

                                  H 1 Reply Last reply Reply Quote 0
                                  • H Offline
                                    Hostilian @wc_sumpton
                                    last edited by Hostilian

                                    @wc_sumpton I'll add the V1 to the light air list. Need to doublecheck the fuel use..

                                    edit. It doesn't look like it has a fueluse set (when defining the unit). Maybe why I didn't bother re-adding it. If it's only representing a single v1 then that's possibly why.

                                    wc_sumptonW 1 Reply Last reply Reply Quote 0
                                    • wc_sumptonW Offline
                                      wc_sumpton @Hostilian
                                      last edited by

                                      @hostilian

                                      Didn't see the V1, but it was a good example showing how lists and non-listed items can be merged together.

                                      Cheers...

                                      1 Reply Last reply Reply Quote 1
                                      • ebbeE Offline
                                        ebbe @Hostilian
                                        last edited by

                                        @hostilian So about the issue with Train movement in the Ussr....
                                        it was due to an incorrect -reset- after winter in a TerritoryAttachment"

                                        actually this sytem was a big compromise: what I really wanted is a railroad unit that can be attacked by strategic bombing so it could be taken out and repaired like Industry... would be realistic, but I did not manage to connect this feature with changing TerritoryAttachment for the Winter-effect and or No railroad (or construction option ) ....

                                        now the presence of a no_railroad-unit triggers a Ter's TerritoryAttachment"... allowing or disallowing trains.

                                        <attachment name="CA_RailroadSichuan" attachTo="Chinese" javaClass="RulesAttachment" type="player"><option name="Players" value="$AllPlayers$"/><option name="directPresenceTerritories" value="Sichuan" count="1"/><option name="unitPresence" value="railroad" count="1"/></attachment>
                                        <attachment name="TA_SichuanRailroad" attachTo="Chinese" javaClass="TriggerAttachment" type="player"><option name="conditions" value="CA_RailroadSichuan"/><option name="territories" value="Sichuan"/><option name="territoryAttachmentName" value="TerritoryAttachment" count="territoryAttachment"/><option name="territoryProperty" value="territoryEffect" count="-reset-Hills"/><option name="uses" value="1"/><option name="when" value="after:frenchPlace"/></attachment>
                                        

                                        hereby also including the terr's other terr. effect, in this example Hills.

                                        maybe anyone knows a way to combine these features?

                                        H 1 Reply Last reply Reply Quote 2
                                        • H Offline
                                          Hostilian @ebbe
                                          last edited by Hostilian

                                          @ebbe Would you want to block it completely? No airforce in the world is going to completely knock out an entire territory's railyways (especially in Europe). At best, they'll knock out key locations, which could be fairly quickly repaired.

                                          How about instead increasing (doubling) the movement points required for trains moving through 'bombed' territories? For a full turn. To represent the delays in getting them rerouted to less affected lines, repairs - or away from roving fighter/bombers.

                                          ebbeE 1 Reply Last reply Reply Quote 2
                                          • ebbeE Offline
                                            ebbe @Hostilian
                                            last edited by ebbe

                                            @hostilian yes, that is a good one... now the challenge will be to get the rail-unit a possible Strategic bombing target (with repair option) and connect that with the mentioned above system of Territory Effect -invert- that allows train movement or disallows it :face_with_raised_eyebrow:

                                            H 2 Replies Last reply Reply Quote 1

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