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    Can a condition check how many units were built?

    Scheduled Pinned Locked Moved Map Making
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    • B Online
      beelee @wc_sumpton
      last edited by beelee

      @wc_sumpton would a "special" unit that gets built and then turns into a "normal" one possibly work ? Like would change at endtTurn ?

      edit
      or next turn i guess lol Start of next players turn ? idk lol

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

        @beelee

        The problem is not the unit, but the counting of units to determine if objective for USA is achieved. @Jason-Green-Lowe wants to know if the units in the Western US territory have increased by 2 between the end of Noncombat Movement, and the end of the Placement phase. And if these units were purchased during that player turn. Maybe the count can be finagled, but there is no way to determine when these units were purchased.

        Cheers...

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

          @wc_sumpton can a little tiny almost invisible tty be added and then those units get moved to Western USA ?

          Edit
          or maybe a box ?
          Can check the box then at when could change to WUSA

          Jason Green-LoweJ 1 Reply Last reply Reply Quote 1
          • W Offline
            wc_sumpton @Jason Green-Lowe
            last edited by

            @jason-green-lowe

            The only way I can think of to accomplish this is to ask USA if they wish to produce the 2 infantry units for Western US.

            Cheers...

            1 Reply Last reply Reply Quote 0
            • Jason Green-LoweJ Offline
              Jason Green-Lowe @beelee
              last edited by

              @beelee This ought to work, I think. Put a minor factory in the box, allow the US player to deploy units there if he wishes, and then have a condition check after placement if there are 2+ units in that box. If so, the player gets their bonus PUs. Immediately afterward, if there are 1+ units in the box, then another trigger automatically moves the units from the box to the main Western US territory. The box is not adjacent to Western US, so players cannot cheat by moving units back into the box.

              Thanks for the idea!

              W 1 Reply Last reply Reply Quote 0
              • W Offline
                wc_sumpton @Jason Green-Lowe
                last edited by

                @jason-green-lowe

                Going a step further, and playing off of @beelee brilliant out of the box thinking, allow the USA to only purchase 'mock Infantry'. Which are the same as regular infantry to fool the AI, with the added ability 'createsUnitsList', to create an infantry unit at the end of the USA turn. Check Western US for the necessary 'mock infantry', then remove.

                LOL sometime @beelee has the strangest of ideas!!

                Cheers...

                Jason Green-LoweJ 1 Reply Last reply Reply Quote 0
                • Jason Green-LoweJ Offline
                  Jason Green-Lowe @wc_sumpton
                  last edited by

                  @wc_sumpton Well, that's interesting, but the way I'm supposed to make this NO work is that the units can be any units at all -- including sea units in the adjacent sea zone. Creating ~15 new unit types with associated triggers sounds like trouble.

                  W 1 Reply Last reply Reply Quote 0
                  • W Offline
                    wc_sumpton @Jason Green-Lowe
                    last edited by

                    @jason-green-lowe

                    Let's talk about the counting first. Western US and two adjacent sea zones, Sea Zone 1 and Sea Zone 2:

                    <!-- Checking to see if a territory has two units -->
                    <attachment name="conditionAttachment2UnitsIn1Territory" attachTo="USA" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
                       <option name="directPresenceTerritories" value="Western US:Sea Zone 1:Sea Zone 2" count="1"/>
                       <option name="unitPresence" value="mock_Infantry:mock_Armor:etc..." count="2"/>
                    </attachment>
                    
                    <!-- Checking to see if 2 territories have 1 unit -->
                    <attachment name="conditionAttachment1UnitIn2Territories" attachTo="USA" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
                       <option name="directPresenceTerritories" value="Western US:Sea Zone 1:Sea Zone 2" count="2"/>
                       <option name="unitPresence" value="mock Infantry:mock Armor:etc..." count="1"/>
                    </attachment>
                    

                    With two conditions, using mock units, it is easier to determine the additional units.

                    Cheers...

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

                      What is BBR?

                      W 1 Reply Last reply Reply Quote 0
                      • W Offline
                        wc_sumpton @RogerCooper
                        last edited by

                        @rogercooper

                        Bloodbath Rules

                        Cheers...

                        1 Reply Last reply Reply Quote 0

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