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    How to produce trenches & fortifications without factory?

    Scheduled Pinned Locked Moved Map Making
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    • U Offline
      Unternehmer @beelee
      last edited by

      @beelee said in How to produce trenches & fortifications without factory?:

      @unternehmer said in How to produce trenches & fortifications without factory?:

      "Unlimited Contructions" allows to place unlimited number of trenches per turn but no more than the number of infantrymen in this territory this turn? So that 1 infantryman can only place max. 1 trench per turn?

      You will have to Player Enforce this. triplea can't do it for you.
      Same with the Factories. Although, triplea may be able to enforce that

      Dear @beelee,

      the trench can have the option:
      <option name="requiresUnits" value="infantryman"/>
      the infantryman can have the options:
      <option name="canProduceUnits" value="true"/>
      <option name="canProduceXUnits" value="1"/>

      But if I have more then 1 infantryman in the territory (2, 3, 4, 5, etc. infantrymen), the game still allows me to place only 1 trench.

      Do you know any maps where the player can have multiple factories of the one type (not like 1 factory_minor + 1 barrack + 1 factory_major + 1 factory high-tech etc.) in the territory and they all increase total output?

      Like 5 factories in the territory * <option name="canProduceXUnits" value="1"/> => 5 units maximum output per turn in this territory?

      B 1 Reply Last reply Reply Quote 0
      • B Offline
        beelee @Unternehmer
        last edited by beelee

        @unternehmer still not sure what you're asking but I have Infantry can place, not produce, so you gotta buy them, 1 Fortification per Infantry. The only way I could get it to work was by activating the Game Properties "More Constructions with Factory" "More Constructions without Factory" and "Unlimited Constructions" and then Player Enforcing the 1:1 Infantry to Fortification.

        <!-- Fortification -->
        <attachment name="unitAttachment" attachTo="Fortification" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
        <option name="attack" value="0"/>
        <option name="defense" value="0"/>
        <option name="isConstruction" value="true"/>
        <option name="constructionType" value="Fortification"/>
        <option name="constructionsPerTerrPerTypePerTurn" value="99"/>
        <option name="maxConstructionsPerTypePerTerr" value="99"/>
        <option name="requiresUnits" value="infantry"/>
        <option name="unitPlacementOnlyAllowedIn" value="Hainan:Paulau Island:Marianas:Caroline Islands:Marshall Islands:Guam:Wake Island:Midway:Johnston Island:Line Islands:Aleutian Islands:New Britain:Solomon Islands:New Guinea:Ceylon:Dutch New Guinea:New Hebrides:Fiji:Gilbert Islands:Samoa:Philippines:Java:Borneo:Sumatra:Celebes:Hawaiian Islands:Okinawa:Formosa:Iwo Jima:French Madagascar"/>
        </attachment>

        So triplea will allow 1 Infantry to place as many Fortifications as you have, thus the Player Enforce.

        Edit
        Also triplea will allow you to take the Fortification as a casualty which is not wanted, so PE there as well

        U B 3 Replies Last reply Reply Quote 0
        • U Offline
          Unternehmer @beelee
          last edited by

          @beelee said in How to produce trenches & fortifications without factory?:

          @unternehmer still not sure what you're asking but I have Infantry can place, not produce, so you gotta buy them, 1 Fortification per Infantry. The only way I could get it to work was by activating the Game Properties "More Constructions with Factory" "More Constructions without Factory" and "Unlimited Constructions" and then Player Enforcing the 1:1 Infantry to Fortification.

          <!-- Fortification -->
          <attachment name="unitAttachment" attachTo="Fortification" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
          <option name="attack" value="0"/>
          <option name="defense" value="0"/>
          <option name="isConstruction" value="true"/>
          <option name="constructionType" value="Fortification"/>
          <option name="constructionsPerTerrPerTypePerTurn" value="99"/>
          <option name="maxConstructionsPerTypePerTerr" value="99"/>
          <option name="requiresUnits" value="infantry"/>
          <option name="unitPlacementOnlyAllowedIn" value="Hainan:Paulau Island:Marianas:Caroline Islands:Marshall Islands:Guam:Wake Island:Midway:Johnston Island:Line Islands:Aleutian Islands:New Britain:Solomon Islands:New Guinea:Ceylon:Dutch New Guinea:New Hebrides:Fiji:Gilbert Islands:Samoa:Philippines:Java:Borneo:Sumatra:Celebes:Hawaiian Islands:Okinawa:Formosa:Iwo Jima:French Madagascar"/>
          </attachment>

          So triplea will allow 1 Infantry to place as many Fortifications as you have, thus the Player Enforce.

          Edit
          Also triplea will allow you to take the Fortification as a casualty which is not wanted, so PE there as well

          Dear @beelee,
          thank you very much for this explanation!

          You don't have any <option name='tuv' value='?'/> for this unit "Fortification".
          How do you motivate the AI to buy this unit? Or am I wrong and in your game the AI buys fortifications in sufficient numbers?

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

            @beelee Not sure but this might allow Infantry to build any unit

            the infantryman can have the options:
            <option name="canProduceUnits" value="true"/>
            <option name="canProduceXUnits" value="1"/>

            U 1 Reply Last reply Reply Quote 0
            • U Offline
              Unternehmer @beelee
              last edited by

              @beelee said in How to produce trenches & fortifications without factory?:

              @beelee Not sure but this might allow Infantry to build any unit

              the infantryman can have the options:
              <option name="canProduceUnits" value="true"/>
              <option name="canProduceXUnits" value="1"/>

              I have already written about these options in this thread above.

              B 1 Reply Last reply Reply Quote 0
              • B Offline
                beelee @Unternehmer
                last edited by

                @unternehmer said in How to produce trenches & fortifications without factory?:

                You don't have any <option name='tuv' value='?'/> for this unit "Fortification".
                How do you motivate the AI to buy this unit? Or am I wrong and in your game the AI buys fortifications in sufficient numbers?

                Sadly the AI doesn't work well in this mod of the Global 40 game, so I don't use it. @RogerCooper has a lot of maps that are AI compatible. He may be able to answer better

                1 Reply Last reply Reply Quote 0
                • B Offline
                  beelee @Unternehmer
                  last edited by

                  @unternehmer said in How to produce trenches & fortifications without factory?:

                  @beelee said in How to produce trenches & fortifications without factory?:

                  @beelee Not sure but this might allow Infantry to build any unit

                  the infantryman can have the options:
                  <option name="canProduceUnits" value="true"/>
                  <option name="canProduceXUnits" value="1"/>

                  I have already written about these options in this thread above.

                  yes I saw that. I thought you would want the infantry to only buy trenches is why i mention it

                  1 Reply Last reply Reply Quote 0
                  • U Offline
                    Unternehmer @beelee
                    last edited by Unternehmer

                    @beelee said in How to produce trenches & fortifications without factory?:

                    @unternehmer still not sure what you're asking but I have Infantry can place, not produce, so you gotta buy them, 1 Fortification per Infantry. The only way I could get it to work was by activating the Game Properties "More Constructions with Factory" "More Constructions without Factory" and "Unlimited Constructions" and then Player Enforcing the 1:1 Infantry to Fortification.

                    <!-- Fortification -->
                    <attachment name="unitAttachment" attachTo="Fortification" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                    <option name="attack" value="0"/>
                    <option name="defense" value="0"/>
                    <option name="isConstruction" value="true"/>
                    <option name="constructionType" value="Fortification"/>
                    <option name="constructionsPerTerrPerTypePerTurn" value="99"/>
                    <option name="maxConstructionsPerTypePerTerr" value="99"/>
                    <option name="requiresUnits" value="infantry"/>
                    <option name="unitPlacementOnlyAllowedIn" value="Hainan:Paulau Island:Marianas:Caroline Islands:Marshall Islands:Guam:Wake Island:Midway:Johnston Island:Line Islands:Aleutian Islands:New Britain:Solomon Islands:New Guinea:Ceylon:Dutch New Guinea:New Hebrides:Fiji:Gilbert Islands:Samoa:Philippines:Java:Borneo:Sumatra:Celebes:Hawaiian Islands:Okinawa:Formosa:Iwo Jima:French Madagascar"/>
                    </attachment>

                    So triplea will allow 1 Infantry to place as many Fortifications as you have, thus the Player Enforce.

                    Edit
                    Also triplea will allow you to take the Fortification as a casualty which is not wanted, so PE there as well

                    Dear @beelee,

                    I have found a solution:

                    Turn 0:

                    The infantryman has an option:
                    <option name="createsUnitsList" value="1:materials"/>

                    The materials unit has an option:
                    <option name="isInfrastructure" value="true"/>
                    (does not participate in battle and is destroyed / captured on defeat).

                    Turn 1a:

                    The Player / the AI purchases field fortification unit.
                    For example, "trench unit_new" (6 attack / 0 defense / 0 movement / 1 HP) for 1 PU
                    (6 attack to motivate AI to buy this trench)

                    This unit “trench unit_new” has the options:
                    <option name="createsUnitsList" value="1:trench unit"/>
                    <option name="consumesUnits" value="1:materials"/>

                    "trench unit" is a normal long-term fortification with 0 attack / 0 defense / 0 movement / 1 HP.

                    Turn 2a:

                    <attachment name="triggerAttachment_ trench unit_new_are_stowed" attachTo="France" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                    <option name="conditions" value="conditionEveryTurn"/>
                    <option name="when" value="before:FranceBattle"/>
                    <option name="removeUnits" value="all:trench unit_new " count="10000"/>
                    </attachment>

                    If the Player / the AI decides to not purchase any field fortification units, then there is Turn 1b.

                    Turn 1b:

                    <attachment name="triggerAttachment_materials_are_stowed" attachTo="France" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                    <option name="conditions" value="conditionEveryTurn"/>
                    <option name="when" value="before:FranceBattle"/>
                    <option name="removeUnits" value="all:materials " count="10000"/>
                    </attachment>

                    This way both AI and Player can use various field units (trenches, bunkers, mines etc.) and AI will always have some motivation to purchase and place them.

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

                      @Unternehmer

                      Question, why use 'materials'?

                      "trench unit" requires "infantry", so have "trench unit_new" consume that infantry:

                         <!--Happens during placement phase-->
                         <option name="consumesUnits" value="1:infantry"/>
                         <!--Happens during the endTurn phase after placement-->
                         <option name="createsUnitsList" value="1:trench unit"/>
                         <option name="createsUnitsList" value="1:infantry"/>
                      

                      Just a thought.

                      Cheers...

                      U 1 Reply Last reply Reply Quote 0
                      • U Offline
                        Unternehmer @wc_sumpton
                        last edited by Unternehmer

                        @wc_sumpton said in How to produce trenches & fortifications without factory?:

                        @Unternehmer

                        Question, why use 'materials'?

                        "trench unit" requires "infantry", so have "trench unit_new" consume that infantry:

                           <!--Happens during placement phase-->
                           <option name="consumesUnits" value="1:infantry"/>
                           <!--Happens during the endTurn phase after placement-->
                           <option name="createsUnitsList" value="1:trench unit"/>
                           <option name="createsUnitsList" value="1:infantry"/>
                        

                        Just a thought.

                        Cheers...

                        Dear @wc_sumpton,

                        1.) We have 3 types of field fortifications in the TripleA (“constructions” in real life, but I say “field fortifications” to avoid any confusion with “isConstruction” option used for units in TripleA), right?

                        • temporary (infantry trenches, artillery/tanks caponiers, wooden mantlets, pavise shields, etc.)

                        They can only be 1 per unit using them: 1 pavise shield per 1 archer.

                        They cannot remain in this territory if the unit leaves the territory: if archer leaves, the pavise shield should be auto-removed from the game.

                        • permanent (bunkers, walls, etc.)

                        They can be more than 1 per unit using them. The TripleA allows to stockpile them: multiple bunkers per infantryman.

                        They should be placed in territories where units are and only 1 per turn per unit (of course this units should be allowed to place them): 1 legionary can only place up to 1 wall per turn, 100 legionaries can only place up to 100 wall per turn, etc.

                        They can be stockpiled: no max limit.

                        They remain in the territory if the unit leaves.

                        • mines (anti-infantry mines, anti-tank mines, anti-cavalry cheveaux de fries, etc.)
                          They have all features of permanent field fortifications mentioned above + some additional features like their ability to inflict damage to the enemy units and be (if necessary) suicide.

                        My solution allows to place all 3 types of units within a single infantryman with a huge variety of sub-modifications:

                        1 infantryman can for example place only up to 1 item per turn (either 1 trench or 1 bunker or 1 anti-infantry mine or 1 anti-tank mine, etc.) while also having an opportunity to upgrade himself into more elite unit.

                        2.) Moreover, the infantryman remains mobile and not stuck (I have seen some maps with “trench infantry units” carrying trenches with themselves. Or stuck immobile with trench put on them and then the player needs to purchase and place units that cancel the immobile status – it should be avoided as it is too complicated for the AI)

                        3.) Moreover, in my solution the AI has enough motivation to buy all these types of field fortification. There is no need for any Player Enforce and therefore the game is suitable for Player-vs-AI gameplay.

                        4.) One more bonus of my solution:
                        unit can either move (leave the territory) or stay in the territory (then createsUnitsList at the end of the turn) and place the field fortification only next turn.
                        Therefore a unit is not allowed to move and to place field fortification on the same turn, like in real life (either march&relocate or storm&assault or stay&entrench. But not everything simultaneously!)

                        RogerCooperR 1 Reply Last reply Reply Quote 1
                        • RogerCooperR Offline
                          RogerCooper @Unternehmer
                          last edited by

                          @unternehmer I think everyone here is going for excessive complexity. Professional armies always build field fortifications of a type appropriate for the conflict. There should not be a need to have a separate PU cost or choices about what type to build. Just have the units make the field fortifications for free and use triggers or special attacks to remove excessive numbers of fortifications. Or ignore the entire issue and give the units extra strength on defense.

                          1 Reply Last reply Reply Quote 2

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