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    Making RISK within TripleA - Help Requested

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    • RogerCooperR Offline
      RogerCooper @SlendyMcTendies
      last edited by

      @slendymctendies If you don't have capitals on the map, the AI will not be aggressive. I suggest designating high value territories as capitals for a player that does not do anything.

      SlendyMcTendiesS 1 Reply Last reply Reply Quote 1
      • SlendyMcTendiesS Offline
        SlendyMcTendies @RogerCooper
        last edited by SlendyMcTendies

        @rogercooper The capitals still technically exist, they're just owned by a "Null" player (Do-Nothing AI) by default and the other players are not required to own a capital to keep producing units (like in RISK).

        The AI have still been playing and being aggressive against opponents, but they tend to act weirdly towards Neutrals. The political system is something I'm still working on and figuring out.

        This isn't really meant to be played with AI, but it functions well enough right now.

        1 Reply Last reply Reply Quote 2
        • SlendyMcTendiesS Offline
          SlendyMcTendies @TheDog
          last edited by

          @thedog How do I make the VC requirement adjustable?

          I see how the victory condition is checked in your examples with a static value of 11, but I'd like to make it adjustable in the map options between 11 and 21.

          RogerCooperR TheDogT B 3 Replies Last reply Reply Quote 0
          • RogerCooperR Offline
            RogerCooper @SlendyMcTendies
            last edited by

            @slendymctendies Here is the code from the Pact of Steel 2 which documents many properties.

                <!-- victory options -->
                <property name="Projection of Power" value="true" editable="true">
                  <boolean/>
                </property>
                <!-- format of "<alliance> <Name of Victory Condition>" -->
                <property name="Axis Projection of Power VCs" value="11" editable="false">
                  <number min="10" max="15"/>
                </property>
                <property name="Allies Projection of Power VCs" value="11" editable="false">
                  <number min="10" max="15"/>
                </property>
                <property name="Honorable Surrender" value="false" editable="false">
                  <boolean/>
                </property>
                <property name="Axis Honorable Victory VCs" value="12" editable="false">
                  <number min="10" max="15"/>
                </property>
                <property name="Allies Honorable Victory VCs" value="12" editable="false">
                  <number min="10" max="15"/>
                </property>
                <property name="Total Victory" value="false" editable="true">
                  <boolean/>
                </property>
                <property name="Axis Total Victory VCs" value="15" editable="false">
                  <number min="10" max="15"/>
                </property>
                <property name="Allies Total Victory VCs" value="15" editable="false">
                  <number min="10" max="15"/>
                </property>
                <property name="Economic Victory" value="false" editable="false">
                  <boolean/>
                </property>
                <property name="Axis Economic Victory" value="120" editable="false">
                  <number min="0" max="1000"/>
                </property>
                <property name="Allies Economic Victory" value="120" editable="false">
                  <number min="0" max="1000"/>
                </property>
                <!-- Triggered Victory is a victory condition set by a trigger, using a condition or national objective -->
                <property name="Triggered Victory" value="true" editable="true">
                  <boolean/>
                </property>
            
            
            1 Reply Last reply Reply Quote 2
            • TheDogT Offline
              TheDog @SlendyMcTendies
              last edited by TheDog

              @slendymctendies said in Making RISK within TripleA - Help Requested:

              @thedog How do I make the VC requirement adjustable?

              I see how the victory condition is checked in your examples with a static value of 11, but I'd like to make it adjustable in the map options between 11 and 21.

              Yes, I would like to do the same, Im not sure you can make a Trigger Victory for POLITICALLY ALLIED using alliedOwnershipTerritories as a variable.

              The only way I thought of doing it was to have multiple xmls with fixed VCs and with the VCs listed in the Title of the scenario/map.
              eg.
              Risk WW2 global 15+vc
              Risk WW2 global 17+vc

              .
              For one faction but non allied, Roger has listed the options.

              https://forums.triplea-game.org/tags/thedog
              https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

              SlendyMcTendiesS 1 Reply Last reply Reply Quote 1
              • SlendyMcTendiesS Offline
                SlendyMcTendies @TheDog
                last edited by SlendyMcTendies

                @thedog @RogerCooper Thank you for this feedback. I think I'm going to go with a dual-victory condition. One if a single player controls 11+ VCs, and one if an Alliance controls 18+ VCs.

                This alone should provide decent variety in itself, and obviously things can be tweaked into alternate VC sets.

                I've also set up a rudimentary Politics system (War/Neutral/Ally) which should more than suffice for its purposes.

                I've also managed to figure out how to set the number of claimable territories at the beginning of the game and whether it's random or manual selection.

                Now I can do some genuine play-testing and get this idea to an official "1.0" state.

                Thank you all so much!

                EDIT: How do I set it to "Request" a political change to another player? For example, I have this in my "politicstext.properties" file:

                German_Russian_Alliance.BUTTON=Offer Alliance
                German_Russian_Alliance.DESCRIPTION=Offer alliance with the Russians.
                German_Russian_Alliance.NOTIFICATION_SUCCESS=The Russians have ACCEPTED your Alliance proposal!
                German_Russian_Alliance.OTHER_NOTIFICATION_SUCCESS=The Germans and Russians have formed an Alliance!
                German_Russian_Alliance.NOTIFICATION_FAILURE=The Russians have REJECTED your Alliance proposal!
                German_Russian_Alliance.OTHER_NOTIFICATION_FAILURE=NONE
                German_Russian_Alliance.ACCEPT_QUESTION=Enter an Alliance with the Germans?
                

                How do I use "ACCEPT_QUESTION" properly?

                EDIT2: I think I found it in "Pact of Steel"

                TheDogT 1 Reply Last reply Reply Quote 1
                • B Online
                  beelee @SlendyMcTendies
                  last edited by

                  @slendymctendies said in Making RISK within TripleA - Help Requested:

                  @thedog How do I make the VC requirement adjustable?

                  I see how the victory condition is checked in your examples with a static value of 11, but I'd like to make it adjustable in the map options between 11 and 21.

                  I may be misunderstanding, but can't you set the property to "true", which then allows you to modify it in map options ?

                  <property name="Axis Total Victory VCs" value="15" editable="false">
                  <number min="10" max="15"/>
                  </property>

                  SlendyMcTendiesS 1 Reply Last reply Reply Quote 0
                  • SlendyMcTendiesS Offline
                    SlendyMcTendies @beelee
                    last edited by SlendyMcTendies

                    @beelee I could be misunderstanding too. I'll be posting the Git Repository for this map soon so people can help in a more direct manner if they choose to, or if they want to play the map.
                    I'm currently working on the wiki section.

                    1 Reply Last reply Reply Quote 1
                    • TheDogT Offline
                      TheDog @SlendyMcTendies
                      last edited by TheDog

                      @slendymctendies said in Making RISK within TripleA - Help Requested:

                      EDIT: How do I set it to "Request" a political change to another player? For example, I have this in my "politicstext.properties" file:

                      Search for
                      <!-- GO Politics phase for all at the end of the turn -->
                      This block of code at the end of the step sequence means that all players/AI get a chance to ask Politics questions in that step order.

                      Keep searching for GO Politics to find all politic elements of the code in the xml.

                      in GO POLITICS ATTACHMENTS
                      <option name="text" value="Amago_War_@AllPlayers-Amago@"/>
                      The text value is the variable text that links to the text line in politicstext.properties, they must match(be paired) for it to work.

                      How do I use "ACCEPT_QUESTION" properly?
                      This line and similar lines requires a player to answer a popup question.
                      <option name="actionAccept" value="@AllPlayers-Amago@"/>

                      In the the above case its for all players, that it applies to, except Amago to answer the question.
                      The reason why Amago is excluded is because they are asking the question to be answered.

                      https://forums.triplea-game.org/tags/thedog
                      https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                      SlendyMcTendiesS 1 Reply Last reply Reply Quote 0
                      • SlendyMcTendiesS Offline
                        SlendyMcTendies @TheDog
                        last edited by

                        @thedog Thank you. I did find another example of this in "Pact of Steel" and applied it as desired. (I still need to confirm it's working, but based on what you posted it should work.)

                        1 Reply Last reply Reply Quote 1
                        • SlendyMcTendiesS Offline
                          SlendyMcTendies
                          last edited by

                          @TheDog I'm struggling to get the victory notifications to work. I'm not sure what I'm doing wrong.

                          TheDogT 1 Reply Last reply Reply Quote 0
                          • TheDogT Offline
                            TheDog @SlendyMcTendies
                            last edited by

                            I think you might have to post an extract of the code
                            Use the </> button to encapsulate the text to make it code.

                            https://forums.triplea-game.org/tags/thedog
                            https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                            SlendyMcTendiesS 1 Reply Last reply Reply Quote 0
                            • SlendyMcTendiesS Offline
                              SlendyMcTendies @TheDog
                              last edited by SlendyMcTendies

                              @thedog Here's the GitHub repository. The branch I'm working on is "0.1.0".

                              https://github.com/SlendyMcTendies/ww2_risk_of_defeat/tree/0.1.0

                              You're going to see a lot of different "Victory" Condition/Notification code commented out because I was trying everything I could think of.

                              TheDogT 1 Reply Last reply Reply Quote 0
                              • TheDogT Offline
                                TheDog @SlendyMcTendies
                                last edited by TheDog

                                Remove the comments from 6220-6224 as that is required for any trigger code.
                                Line 6258 needs to be true

                                Line 6236 might need to be true depending on the code you use

                                Try that for now.

                                To get the code working around 6229-6234 you need to remove the comments that are required to make it work at line 1364 to 1378, but I think you have worked that out.

                                https://forums.triplea-game.org/tags/thedog
                                https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                                SlendyMcTendiesS 1 Reply Last reply Reply Quote 2
                                • SlendyMcTendiesS Offline
                                  SlendyMcTendies @TheDog
                                  last edited by

                                  @thedog Yup. That worked. Idk how I didn't put that together. Thank you very much!

                                  1 Reply Last reply Reply Quote 2
                                  • SlendyMcTendiesS Offline
                                    SlendyMcTendies
                                    last edited by

                                    I want to limit the number of times players can perform Political Actions per turn. I've noticed that people can offer alliances, then immediately turn around on those alliances, as well as every other Political Action.

                                    The solution I have in mind is adding a new resource, which I'm calling "Influence Tokens", but I only want the players to have a specific number Influence they can use each turn. Right now I'm thinking 3, and I only want players to have 3 Influence Tokens to use each turn, regardless of how many they used on the previous turn.

                                    How would I implement this?

                                    I looked through the reference material everyone has suggested to me very hard, but I still can't quite find a solution.

                                    B TheDogT 2 Replies Last reply Reply Quote 0
                                    • B Online
                                      beelee @SlendyMcTendies
                                      last edited by

                                      @slendymctendies Hmm ... yea I don't really know, but you might look at using "chance" with a condition that requires the "token" to be present in a certain territory

                                      SlendyMcTendiesS 1 Reply Last reply Reply Quote 0
                                      • TheDogT Offline
                                        TheDog @SlendyMcTendies
                                        last edited by TheDog

                                        @slendymctendies
                                        It is human nature to spend something that is free, Influence, especially when is given free every turn.

                                        In the Shogun I choose for some Political actions to cost 5pu, this is the cost of the cheapest unit, so maybe you could consider the same.

                                        As in life the wealthier you are, the more influence you can try to exert by spending/giving it.

                                        .
                                        But, to answer your question.
                                        Create a Resource called Influence under <resourceList> heading
                                        <resourceList>
                                        <resource name="PUs"/>
                                        <resource name="Influence"/>

                                        Also need an icon called Influence.png 20x20px in \resources folder

                                        Remove unspent Influence at the end of the turn, this will be a Trigger before:endRoundStep for each player.

                                        Make the player to spend Influence for each Political action like
                                        <option name="costResources" value="1:Influence"/>
                                        see The Shogun for something similar.

                                        https://forums.triplea-game.org/tags/thedog
                                        https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                                        SlendyMcTendiesS 1 Reply Last reply Reply Quote 0
                                        • SlendyMcTendiesS Offline
                                          SlendyMcTendies @beelee
                                          last edited by

                                          @beelee Managed to get something like I wanted working. Should be good enough:

                                          <attachment name="conditionAttachment_GermansExist" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <!--Do Germans Exits?-->
                                          	<option name="directOwnershipTerritories" count="0-+"/>
                                          </attachment>
                                          
                                          <attachment name="triggerAttachment_InfluenceRegenerate_Germans" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                                          	<option name="trigger" value="conditionAttachment_GermansExist"/>
                                          	<option name="when" value="after:germansPlace"/> <!--fire when Placement Phase ends-->
                                          	<option name="resource" value="Influence"/> <!--What resource to modify?-->
                                          	<option name="resourceCount" value="1"/> <!--How many given?-->
                                          </attachment>
                                          

                                          This essentially a "dummy" condition which will always be true, and will therefore always fire the trigger.

                                          On a separate note, I see a property tag called "Honorable Surrender". What does it do?

                                          I ask partially because after playing a few test games with my friends, I've noticed that there isn't an option to "surrender" or otherwise leave a game without making everyone go to the pre-game screen. Is there a way for people to leave the game without it doing that?

                                          B 1 Reply Last reply Reply Quote 0
                                          • SlendyMcTendiesS Offline
                                            SlendyMcTendies @TheDog
                                            last edited by SlendyMcTendies

                                            @thedog I don't know how I didn't see your post sooner, but yes I ultimately came to this conclusion and accomplished it like so:

                                            <attachment name="conditionAttachment_GermansExist" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
                                            	<option name="directOwnershipTerritories" count="0-+"/>
                                            	<option name="rounds" value="2-+"/> <!--Wait until after the first turn-->
                                            </attachment>
                                            
                                            <attachment name="triggerAttachment_InfluenceReset_Germans" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                                            	<option name="trigger" value="conditionAttachment_GermansExist"/>
                                            	<option name="when" value="after:germansPurchase"/> <!--fire after Purchase Phase, which is just in time for the Politics phase-->
                                            	<option name="resource" value="Influence"/> <!--Target Influence Resource-->
                                            	<option name="resourceCount" value="3"/> <!--Give 3 Influence-->
                                            </attachment>
                                            
                                            <attachment name="triggerAttachment_InfluenceDrain_Germans" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                                            	<option name="trigger" value="conditionAttachment_GermansExist"/>
                                            	<option name="when" value="after:germansPlace"/> <!--fire after Place Phase, which is effectively the end of the turn-->
                                            	<option name="resource" value="Influence"/> <!--Target Influence Resource-->
                                            	<option name="resourceCount" value="-3"/> <!--Remove 3 Influence (total Influence value cannot be negative, therefore it will always become 0)-->
                                            </attachment>
                                            

                                            I set War Declarations to cost 1 Influence, offering Ceasefires (only available when at war) cost 2 Influence, and Offering an Alliance or Breaking an Alliance costs 3 Influence.

                                            The thought process behind these costs is "War is easy, Peace is not". Plus, it makes people think harder about who they ally with since you can only make one offer per turn, and you can't go straight into War with someone you were just Allied with.

                                            TheDogT 1 Reply Last reply Reply Quote 1

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