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    Unit Option Can Submerge/Hide for Land Units (Partisan/Guerrilla/Spy/Diplomat/Munition)

    Scheduled Pinned Locked Moved Feature Requests & Ideas
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    • prastleP Offline
      prastle Moderators Admin @Hepps
      last edited by

      @hepps Whatever do you mean I let you two brainstorm?

      Wife dragging me to bed was a good thing 🙂

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

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

        btw I read the convo EXCELLENT THOUGHTS! about clarifications etc

        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 Yes was a very productive convo.

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

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

            @redrum Ok I couldn't wait. 😃

            <attachment name="unitAttachment" attachTo="germanSpy" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
              <option name="movement" value="1"/>
              <option name="attack" value="0"/>
              <option name="defense" value="0"/>
              <option name="canHide" value="true"/>
              <option name="cancelsHide" value="Partisan:1:Spy:1"/>
              <option name="isAAforCombatOnly" value="true"/>
              <option name="isAAforBombingThisUnitOnly" value="false"/>
              <option name="isAAforFlyOverOnly" value="false"/>
              <option name="typeAA" value="Spyespionageattack"/>
              <option name="offensiveAttackAA" value="2"/>
              <option name="attackAA" value="3"/>  
              <option name="targetsAA" value="Diplomat:Spy:Patrisan"/>
              <option name="maxAAattacks" value="1"/>
              <option name="maxRoundsAA" value="-1"/>
              <option name="mayOverStackAA" value="true"/>  
              <option name="transportCost" value="1"/>
              <option name="isStrategicBomber" value="true"/>
              <option name="bombingMaxDieSides" value="4"/>
              <option name="bombingBonus" value="-2"/>
              <option name="bombingTargets" value="Truck:Material:Train:Rail:Factory:Aircraftplant:Barracks:Researchcenter:Airfield"/>
              <option name="isLandTransportable" value="true"/>
              <option name="isAirTransportable" value="true"/>
              <option name="requiresUnits" value="germanCity:germanBarracks"/>
              <option name="canInvadeOnlyFrom" value="none"/>
              <option name="canBeGivenByTerritoryTo" value="Germany"/>
              <option name="unitPlacementOnlyAllowedIn" value="Berlin:Hamburg:Stettin:Hannover:Bremen:Cologne:Breslau:Prague:Vienna:Munich:East Prussia"/>
            </attachment>
            

            "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 @Redrum ( psycho's 🙂 )

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

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

                @Hepps @redrum If the spies become captured can we get tunneling options to escape the prison camp 🙂 ? Sounds great I hope you guys pull it off!

                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
                • HeppsH Offline
                  Hepps Moderators
                  last edited by

                  ... Just taking a stroll through some over grown untended gardens... 😉

                  "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 Guess someone should tend to the gardens...

                    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 Hopefully you know of a man with the shears enough to cut through the brambles.

                      "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 Let's say I know a guy that definitely has the gardening skills... I hear he takes bribes...

                        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 This sounds suspiciously like extortion. 😃

                          "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 More like a capitalistic way for him to appropriately prioritize which gardens to tend...

                            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 1
                            • HeppsH Offline
                              Hepps Moderators @redrum
                              last edited by

                              @redrum Boy the gardener definitely let the vines grow thick in these gardens. The brambles have grown over everything.

                              "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 The only reason I followed up with a post in this thread was because I was reminded of it while revamping the sub/destroyer mechanics. Made me think it might be better to approach this idea with a broader scope in mind. As far as looking all the behaviors associated with this and how they are dealt with across all units (land/sea/air).

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

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

                                  @hepps Open to discussion. I come back and think about this every so often. I'm waiting til we are working towards an incompatible release to address this as it'll probably break stuff. There are a bunch of issues with subs/destroyers and I think I'm going to break it into 3 parts:

                                  1. Allowing the existing system to work for land/air units
                                  2. Breaking isSub and isDestroyer into smaller attributes so more fine grained control can be achieved (canHide, firstStrike, canTarget, canBeTargetedBy, etc)
                                  3. Rework some of the global XML sub properties so that they make more sense and for some be specified at the unit level: https://forums.triplea-game.org/topic/355/sub-xml-properties

                                  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 6
                                  • HeppsH Offline
                                    Hepps Moderators
                                    last edited by

                                    Cool. All basically what I was thinking of. Glad to see the gardener still looks in on the brabbles once in a while. 😃

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

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

                                      Let's generalize it with the concept of a "stealth" property and "anti-stealth" property. Stealth units can retreat before a combat round unless an anti-stealth unit is present. "stealth" units can't be attacked unless an anti-stealth unit is present, but they can be fired on when the "stealth" unit is an attacker.

                                      Possibly you would need "land-stealth" and "sea-stealth" properties. Your ASW aircraft would not help against guerillas.

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

                                        @rogercooper Yes the idea is to make a "stealth" type behavior attachable to units rather than as a all encompassing "Global Property".

                                        The other half of the equation is also making the effects on a settable basis... ie. 1 destroyer does not affect the behavior of infinite subs.

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

                                        RogerCooperR 1 Reply Last reply Reply Quote 0
                                        • RogerCooperR Offline
                                          RogerCooper @Hepps
                                          last edited by

                                          @hepps Limiting the effect of anti-stealth units can create problems. What if there is more than 1 type of sub?

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

                                            @rogercooper Well the concept I had initially proposed would allow the behavior to be settable like a support attachment. So you would have the ability to choose which units an ability can effect as well as the count.

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

                                            1 Reply Last reply Reply Quote 0

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