TripleA Logo TripleA Forum
    • TripleA Website
    • Categories
    • Recent
    • Popular
    • Users
    • Groups
    • Tags
    • Register
    • Login

    No unit - except air units - should be allowed to move during both CM and NCM during the same turn

    Scheduled Pinned Locked Moved Player Help
    29 Posts 6 Posters 11.9k Views 5 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • C Offline
      Cernel Moderators @redrum
      last edited by

      @redrum Can you clarify if units starting in a hostile empty territory and not moving during CM will or will not be influenced by this (being able to move out during NCM, after having taken the territory without moving) and if being able to blitz will make a difference, in this case.

      The other case I can think of, beside what I already said, is that it is currently supported to give the bonus movement before NCM; thus units may have additional movement they were not able to use during CM (for example, a blitz unit that receives a bonus movement before NCM, and would be able to move on to friendly), but I'm not aware of maps using this.

      redrumR 1 Reply Last reply Reply Quote 0
      • prastleP Offline
        prastle Moderators Admin @redrum
        last edited by prastle

        @redrum I can safely say i often move all my moves in combat even if they were not going into combat(Yes it often bites me in the ass! ) but if this is not affected by your changes it speeds game play. I could care less if we match the rules. I generally save the few non coms that i think might be needed elsewhere. jmho

        edited in. I guess i should clarify. I think it would be nice if we could match the rules. I hope any changes will not affect the players that want to do non-com moves in combat. Also it would be nice if we could move aa in combat. Since everyone always forgets them like me because we cant. Finally I guess my issue is that if we cant do as Veq said, "Seems kind of silly to be honest. If my guys can storm the beach with bullets in their face, I'm pretty sure they can storm the beach without bullets in their face...." realistically I cannot recall a complaint of blitzing my second move if it didn't involve combat. As for the trannie issues etc its a rare thing. BUT YES current engine makes it possible.

        So no matter what your decision is I think a few have made their points clear. The engine needs to support both. perhaps a switch? button that can be turned on and off like many maps? Either way GlHf GREAT JOB!

        If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

        1 Reply Last reply Reply Quote 0
        • C Offline
          Cernel Moderators @redrum
          last edited by

          @redrum I think you need to reword the title, as it is not clear this is only incidentally about making NCM in CM.

          Also, I believe you should reword this phrase "All other units should only be allowed to both during one or the other", as I'm sure you agree it doesn't make sense (changing "both" to "either" would suffice, but I'd reword it more extensively; up to you).

          Just a suggestion to help to make the topic clear.

          1 Reply Last reply Reply Quote 0
          • redrumR Offline
            redrum Admin @Cernel
            last edited by

            @cernel said in No unit - except air units - should be allowed to move as well in CM as in NCM:

            @redrum Can you clarify if units starting in a hostile empty territory and not moving during CM will or will not be influenced by this (being able to move out during NCM, after having taken the territory without moving) and if being able to blitz will make a difference, in this case.

            Umm can you provide a map where this is possible? Is the only way this happens due to diplomacy changes (friendly/neutral turned hostile)? Do any A&A maps potentially have this happen?

            TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

            C 1 Reply Last reply Reply Quote 0
            • C Offline
              Cernel Moderators @redrum
              last edited by

              @redrum Yes. For example, you play Napoleonic Empires FFA and go to War and you have a land unit in an empty hostile territory or a ship in a empty hostile convoy zone. That unit will take the territory without moving, and will still be able to move, under the current behaviour (I suggest to keep). The other main case would be for limited combat rounds and no immediate take over, but I don't have a specific map in mind right now.

              C 1 Reply Last reply Reply Quote 0
              • C Offline
                Cernel Moderators @Cernel
                last edited by

                @cernel Probably I'm thinking that if the unit is able to blitz, then it should be able to take without moving and then still going on in NCM, while if it is unable to blitz it should be blocked, despite not having moved, if it doesn't move out during combat movement.
                Also, I believe that if the unit is able to blitz, then it should take the territory by moving out of it, but not if it is unable to, but this is off topic.

                redrumR 1 Reply Last reply Reply Quote 0
                • redrumR Offline
                  redrum Admin @Cernel
                  last edited by

                  @cernel Alright. Most likely as long as they don't move during CM even if starting in a hostile territory then they'd still be allowed to move during NCM. You could definitely debate that a bunch of different ways especially for blitz vs non-blitz. Main point is that maps with open diplomacy are kind of undefined by A&A and we don't have many popular ones so the situation is fairly rare.

                  TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                  1 Reply Last reply Reply Quote 0
                  • FrostionF Offline
                    Frostion Admin
                    last edited by

                    For Info, I have made maps that has situations where units can generate/spawn other units in empty enemy territories. Like in Dragon War where the Zombie Plague unit spawns a Zombie unit every turn, and this can be in an uncaptured enemy territory, as the Zombie Plague unit can fly into enemy territories and end turn there. Right now the capture is not done "immediatel" (but I will set this in the next map update). Also in Age of Tribes there are trigger placed units that can be placed even if it is enemy territory. Maybe map Caribbean Trade War also have triggers that can place units in enemy territory, I think so. Mostly the instances with units in un-captured territories in my maps are because of trigger-placed and unit-spawned units and maybe because of unfinished battles because of limited combat rounds.

                    It was just info if it is needed ☺

                    Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                    1 Reply Last reply Reply Quote 0
                    • redrumR Offline
                      redrum Admin
                      last edited by

                      Fix for this issue: https://github.com/triplea-game/triplea/pull/2352

                      TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                      1 Reply Last reply Reply Quote 0
                      • C Offline
                        Cernel Moderators @redrum
                        last edited by Cernel

                        @redrum I post this as an example of how this rule, that I deem to be silly, can impact in a game.

                        This is the chat we just had:

                        Dany: what rule are we using for loading trannies?
                        tcurin: in terms of block?
                        Dany: now with new engine set up
                        Dany: we can load after combat
                        tcurin: if they were in combat, no
                        Dany: k because now they can't move combat and non combat
                        tcurin: this case we need to solve
                        tcurin: can i load these transports in NCM?
                        Dany: so has exemple they wont be able too come back in 24
                        tcurin: sz23
                        Dany: no they will be stuck in 232
                        tcurin: ok, solve that 🙂
                        Dany: but maybe they had for counter that they load after combat
                        Dany: since we use too move them away in combat and back in non combat
                        Dany: You were slapped by Dany
                        Dany: what do you think Cernel?
                        Cernel: let me read
                        Cernel: yeah no by revised rules you cannot load them in non combat
                        Cernel: if you moved them in combat
                        Cernel: which is dumb
                        Dany: but now engine allows load after combat
                        Dany: if they didnt move
                        tcurin: if i keep them in sz24
                        Cernel: yes because by revised rules you can load or unload (not both) after combat if you took part in a battle without unloading
                        tcurin: i would be able to load them?
                        Dany: yes
                        Dany: engine will alow
                        tcurin: that is wrong i guess
                        Dany: but not in previous version
                        Cernel: but if you move them away from the hostile zone, they count as having move during combat move, and don't have the special bonus of being able no load
                        Cernel: it is not wrong dany, just dumb
                        Dany: well i would like too adapt too new engine evently
                        Dany: to load after combat
                        tcurin: i would preffer that i can move them in CM phase and load them in NCM
                        Cernel: if those transports remain in 24 and take part in the battle without unloading, they will be able to load or unload but not both
                        Dany: since trannies don't have attacking value
                        Cernel: if you only move them away to 23 sea zone, they will be able to do nothing, during non combat move
                        Dany: so let's play with enigne rules Tcurin?
                        Dany: a load after combat allowed
                        Dany: ?
                        tcurin: ok
                        tcurin: but not unload?
                        Cernel: well, before being the engine rules, those are the revised rules; just the old engine gave freedom to the players to follow them or not
                        Dany: no engine won'T allow
                        Cernel: so as I said
                        Cernel: if you keep the transports in 24
                        Cernel: you should be able to either:
                        Cernel: 1) load them during non combat move, keeping what you loaded on board
                        Cernel: 2) now load something on them, and then unload it during non combat move
                        Cernel: but you should not be able to both load and unload in non combat move
                        tcurin: option 2 is not possible i guess?
                        Cernel: tho since the sea zone is hostile you cannot load in 24 sea zone now
                        tcurin: they are in battle zone
                        Cernel: correct
                        Cernel: so basically, in this situation only things you can do is either:
                        Cernel: 1) keeping them in 24 sea zone, do battle and in non combat move you will only able to load units on them and keeping such units on board
                        Cernel: 2) moving them away to 23 or 22 sea zone and do nothing else now and nothing else during non combat move
                        tcurin: yes
                        Cernel: realistically, what I believe you should be able to do is to move out to 23 sea zone in combat movement, then, during non combat movement, moving back to a cleared 24 sea zone and eventually load a...
                        Cernel: nd unload, but this is against the rules
                        tcurin: agree on that too
                        Dany: well it use to be that
                        Dany: engine allowed that before
                        tcurin: but let's follow rules on this, altough not ideal
                        Cernel: that is just because the engine didn't support those rules, but you were supposed to follow them anyways (since this is revised rules)

                        20190326_World At War.png

                        So, I'm not against enforcing this rule, as I said, since this is the actual rule for the basic Word War II Revised game, but I think it would be good to have either a property that, if set true, would allow to split movement of all units between combat and non combat movement or, even better, an option for define if each unit is able to still move during non combat movement if moved during combat movement or participated in a battle (default true if the unit is air, of course), and, then, a property for validating such option. This editable property (user option) can, of course, be added to World At War, I suppose off as default.

                        In the above case, this would allow the player to move those Russians transports from 24 Sea Zone to 23 Sea Zone during Combat Movement, then, during Non Combat Movement, go back to 24 Sea Zone and freely load and unload.

                        Tho I have to say that the recently added property for being able to load in hostile sea zones (not disposable in the mentioned game) goes a long way in reducing the distortive impact of this no-split movement rule.

                        1 Reply Last reply Reply Quote 2

                        Hello! It looks like you're interested in this conversation, but you don't have an account yet.

                        Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

                        With your input, this post could be even better 💗

                        Register Login
                        • 1
                        • 2
                        • 2 / 2
                        • First post
                          Last post
                        Copyright © 2016-2018 TripleA-Devs | Powered by NodeBB Forums