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    Making RISK within TripleA - Help Requested

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    • 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
                    • TheDogT Offline
                      TheDog @SlendyMcTendies
                      last edited by

                      Interesting, I like it and your logic.

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

                      prastleP 1 Reply Last reply Reply Quote 2
                      • prastleP Offline
                        prastle Lobby Moderators Admin @TheDog
                        last edited by prastle

                        @SlendyMcTendies I am not on much anymore but good luck. I would recommend you ask @LaFayette and @Cernel about previous work they have done in the past on a map from a few years ago.

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

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

                          @prastle Thank you! I've actually gotten the map to the point where it's near complete. The only thing left is playtesting for bugs and errors I've missed and general balancing. I just recently made a post sharing the github link to the map/game.

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

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

                            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?

                            So you want some players able to surrender and allow others to keep playing ?

                            There's probably a better way to do it, but maybe just set the surrendered player to neutral ?

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

                              @beelee Well that's the thing, I don't know how to have a player actually "surrender". The only option we can find is simply leaving the game which kicks everyone to the pre-game lobby. That's why I'm asking what the "Honorable Surrender" property does and how it's supposed to work.

                              <property name="Honorable Surrender" value="false" editable="false">
                                    <boolean/>
                                  </property>
                              

                              Yes, I know it's set to "false" in this example but it doesn't do anything even when it's "true". Do I have to write a surrender system for this to work?

                              LaFayetteL 1 Reply Last reply Reply Quote 0
                              • LaFayetteL Offline
                                LaFayette Admin @SlendyMcTendies
                                last edited by

                                @slendymctendies Honorable surrender reflects the number of VC cities that need to be held before the game is considered completed. There are other 'surrender' levels that require more VC cities to be captured.

                                To have a player legitimately surrender would need to be a new feature. Converting all units to neutral would probably be straight forward, a bit more complicated to think of the mixed unit cases where the surrendering player had units in a shared territory.

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

                                  @lafayette Hmm. Ok. I already have an automated "Victory" system which seems to accomplish the same thing.

                                  I'll probably write a surrender system into the game. I have a few ideas on how it could be accomplished.

                                  1 Reply Last reply Reply Quote 0

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