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    Unit Option When Damaged Change Into Different Unit (Weakened Battleships)

    Scheduled Pinned Locked Moved Feature Requests & Ideas
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    • redrumR Offline
      redrum Admin @Hepps
      last edited by

      @hepps Hit point damage and bombing damage are treated completely separately. If either reaches 0 then the unit dies but they have no effect on each other. So in theory for this feature, you could set say battleships to have multiple hit points and be bombable. Then you could have different thresholds for each type of damage for it to turn into battleship_damaged. So we'd need separate unit options to handle each case, so something like this:
      <option name="whenHitPointsDamagedChangesInto" value="1:germanBattleshipDamaged:true" count="1"/>
      <option name="whenBombingDamagedChangesInto" value="1:germanBattleshipDamaged:true" count="1"/>

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

      HeppsH W 4 Replies Last reply Reply Quote 1
      • HeppsH Offline
        Hepps Moderators @redrum
        last edited by

        @redrum Looks good. It would allow for a full range of options that can be picked by the designer.

        "A joyous heart sours with the burden of expectation"
        Hepster

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        • HeppsH Offline
          Hepps Moderators @redrum
          last edited by Hepps

          @redrum Question Red. Does this theoretically mean that if you gave a unit 3 HP as well as 3 Bombing damage.... would the unit then be capable of sustaining 3+3 points of damage? I am curious how the engine would deal with a unit with 2 HPs of damage and 2 Bombing damage.

          I'm guessing the two different types of damage would be unrelated to each other. Which could probably cause some issues and conflicts in how the unit is changed. Not that that is a huge issue as long as it is specified in the POS 2 XML.

          "A joyous heart sours with the burden of expectation"
          Hepster

          redrumR prastleP 2 Replies Last reply Reply Quote 0
          • redrumR Offline
            redrum Admin @Hepps
            last edited by

            @hepps Yeah, the 2 types of damage (combat vs bombing) are treated completely separately. So for a unit with 3 HP and 3 max bombing damage then could sustain 2 of each before dying.

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

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            • prastleP Offline
              prastle Moderators Admin @Hepps
              last edited by

              @hepps as always you amaze me H because I was actually thinking the same thing. Obviously they need to be Pu related and tied together. Damage = damage. I wonder if its possible? Once again you thought of the question before I even asked it. 🙂

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

              HeppsH 1 Reply Last reply Reply Quote 0
              • HeppsH Offline
                Hepps Moderators @prastle
                last edited by

                @prastle Well they wouldn't necessarily need to be tied together or related... as long as the sample XML clearly defines the uses and limitations/potential conflicts of using both systems on the same unit... then you can have 2 independent types of damage.

                "A joyous heart sours with the burden of expectation"
                Hepster

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

                  @hepps I cant see how independent would work when only one monetary system.

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

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                  • HeppsH Offline
                    Hepps Moderators @redrum
                    last edited by

                    <option name="whenHitPointsDamagedChangesInto" value="1:germanBattleshipDamaged:true" count="1"/>
                    <option name="whenBombingDamagedChangesInto" value="1:germanBattleshipDamaged:true" count="1"/>

                    So question on this in case I am missing something here...

                    Even though the 2 types of damage are independent of one another.... if the unit changed into the same "Damaged" unit at the end of the current combat phase... wouldn't then either type of damage be cumulative?

                    ie. I send my strat. Bomber in to bomb a undamaged BB. Let's say it achieves a hit and the bombing damage option then changes the unit into a damaged ship (if there is only 1 type of damaged ship), then that new unit would by virtue of the unit change automatically be changed to a unit having only 2 remaining HP.... so then if you had also launched an attack against the same battleship... during the same pound wouldn't the unit now still have only 2 HP at the start of the naval combat? therefore basically overrighting the bombing damage?

                    "A joyous heart sours with the burden of expectation"
                    Hepster

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

                      @hepps It would only work that way if the damaged BB unit had say max HP of 2 instead of 3. The reason is it would only carry over the damage of the unit being replaced (if 'keepDamage'=true) which would only be bombing damage in your case. So you'd end up with a damaged BB unit with 1 bombing damage and 0 hit point damage.

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

                      HeppsH 1 Reply Last reply Reply Quote 0
                      • HeppsH Offline
                        Hepps Moderators @redrum
                        last edited by

                        @redrum Ah ok. So you would then have to have 4 different types of damaged unit, causing all kinds of issues with unit changing and re-changing depending on the damage taken... that does present an issue.

                        "A joyous heart sours with the burden of expectation"
                        Hepster

                        HeppsH 1 Reply Last reply Reply Quote 0
                        • HeppsH Offline
                          Hepps Moderators @Hepps
                          last edited by

                          @hepps So using both types of damage on multi hit units is probably not a realistic goal.

                          "A joyous heart sours with the burden of expectation"
                          Hepster

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

                            @hepps Agree. There would need to be further thought and logic to better handle units that can take both types of damage. Probably something like a damageConvert unit option which would translate bombing damage to HP and vice-versa. So say if a BB had 3 HP and 15 max bombing damage then you could have a 1-to-5 damage conversion ratio so it is damaged evenly (ex. if it takes 5 bombing damage then would take 1 HP damage).

                            You'd also have to think about how repair would work as well (again some conversion ratio so both are repaired at the same time or separate repairs). It gets pretty complicated pretty quickly.

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

                            HeppsH 1 Reply Last reply Reply Quote 0
                            • HeppsH Offline
                              Hepps Moderators @redrum
                              last edited by

                              @redrum Agreed.

                              Probably best if those two conversions were independent of one another.

                              "A joyous heart sours with the burden of expectation"
                              Hepster

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

                                @hepps Initial PR to address the damage (not repair) portion of this feature: https://github.com/triplea-game/triplea/pull/2689

                                Tested it by editing TWW to add unit, unit image, and below unit attachments:

                                <attachment name="unitAttachment" attachTo="germanBattleship" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                                  <option name="movement" value="2"/>
                                  <option name="attack" value="7"/>
                                  <option name="defense" value="8"/>
                                  <option name="canBombard" value="true"/>
                                  <option name="isSea" value="true"/>
                                  <option name="hitPoints" value="2"/>
                                  <option name="bombard" value="6"/>
                                  <option name="requiresUnits" value="germanDocks:germanFactory"/>
                                  <option name="consumesUnits" value="1:germanHull"/>
                                  <option name="whenHitPointsDamagedChangesInto" value="1:true:germanBattleshipDamaged"/>
                                </attachment>
                                <attachment name="unitAttachment" attachTo="germanBattleshipDamaged" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                                  <option name="movement" value="1"/>
                                  <option name="attack" value="3"/>
                                  <option name="defense" value="4"/>
                                  <option name="canBombard" value="true"/>
                                  <option name="isSea" value="true"/>
                                  <option name="hitPoints" value="2"/>
                                  <option name="bombard" value="3"/>
                                </attachment>
                                

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

                                HeppsH 1 Reply Last reply Reply Quote 3
                                • HeppsH Offline
                                  Hepps Moderators @redrum
                                  last edited by

                                  @redrum AWESOME!!!!!

                                  "A joyous heart sours with the burden of expectation"
                                  Hepster

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

                                    Initial PR merged and can be tested on https://github.com/triplea-game/triplea/releases/tag/1.9.0.0.7804

                                    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 1
                                    • redrumR Offline
                                      redrum Admin
                                      last edited by redrum

                                      Second PR to address repairing them: https://github.com/triplea-game/triplea/pull/2691

                                      Tested with this XML:

                                      <attachment name="unitAttachment" attachTo="germanBattleship" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                                        <option name="movement" value="2"/>
                                        <option name="attack" value="7"/>
                                        <option name="defense" value="8"/>
                                        <option name="canBombard" value="true"/>
                                        <option name="isSea" value="true"/>
                                        <option name="hitPoints" value="2"/>
                                        <option name="bombard" value="6"/>
                                        <option name="requiresUnits" value="germanDocks:germanFactory"/>
                                        <option name="consumesUnits" value="1:germanHull"/>
                                        <option name="whenHitPointsDamagedChangesInto" value="1:true:germanBattleshipDamaged"/>
                                      </attachment>
                                      <attachment name="unitAttachment" attachTo="germanBattleshipDamaged" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                                        <option name="movement" value="1"/>
                                        <option name="attack" value="3"/>
                                        <option name="defense" value="4"/>
                                        <option name="canBombard" value="true"/>
                                        <option name="isSea" value="true"/>
                                        <option name="hitPoints" value="2"/>
                                        <option name="bombard" value="3"/>
                                        <option name="whenHitPointsRepairedChangesInto" value="0:true:germanBattleship"/>
                                      </attachment>
                                      

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

                                      HeppsH 1 Reply Last reply Reply Quote 2
                                      • HeppsH Offline
                                        Hepps Moderators @redrum
                                        last edited by

                                        @redrum So pumped!

                                        0_1513385693652_Limping back to harbour.jpg

                                        "A joyous heart sours with the burden of expectation"
                                        Hepster

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

                                          @hepps Nice. Those are looking good.

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

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

                                            Second PR merged so all changes can be tested in this or later releases: https://github.com/triplea-game/triplea/releases/tag/1.9.0.0.7850

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

                                            General_ZodG 1 Reply Last reply Reply Quote 0

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