Arheic Wars / Pangea Proxima A&A
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At this stage I would not be too worried about PU cost of units, having approximates at this stage is good enough.
Its more important to get the units abilities as you want them, only then can you point them, as their purchasing worth is dependant on the group they are in, see below.The AI purchasing is quite complex.
It groups units into;- Land Attack (high attack compare to other units in group)
- Land Defence (high defence compare to other units in group)
- Land Fodder (low PU cost compared to other units in group)
and also for Sea & also for Air units, there are more groups like amphibious. Units can be in more than one group.
The AI then ranks them with a probability to purchase within each group.
You might be able to have your seaplane, but I think the AI might struggle with its restrictions, for now keep it in. Likewise with the Motorized Infantry / Reserves, in for now.
Testing will dictate if the units are redundant/worthless/duplicated etc. -
@joseph-prince
RemovedCruiser Submarine: A2/D1/M2/C7. A slight upgrade to the normal Submarine, being able to choose whether it blocks enemy fleets, and also being able to shoot at aircraft. However, it only rolls for 1 on blockade damage. Hey, it can bombard on a 2…like that’ll ever be useful.Edited Hypercarrier, removing its former 24 IPC price in favour of making it a special unit provided for free by events.
Added Motorized Infantry but not as a special mobile reserve unit, just a fast version of Infantry with no extra abilities but costing 0.5 IPC less than Mechanized. Instead, I will make it so that all land units can scramble out of Railyards as far as they can move normally without the Railyard's +1 bonus (so ones with 1 move can guard neighboring territories, and ones with 2 move can guard neighbors of neighbors.) If the Railyard is placed on a Major Industry territory its units guard as far as they can move WITH the +1 bonus (so ones with normally 1 move can guard neighbors of neighbors, and ones with 2 move can guard 3 territories away, sufficient to cover pretty much an entire country... so yeah that's why I'm not adding fortification units, because having a mobile reserve in your capital on guard is enough defense). Just keep in mind not to scramble your entire reserve because they'll have to slowly return to the railyard in order to do it again
Some more units I am considering:
If the AI doesn't understand towing functionality, I will make mobile versions of the Anti-Tank and Artillery units, with similar method to how I balanced Mot. Infantry (i.e no other changes but adding 0.5 to cost and 1 to movement). I might even make it so there are basically 3 tiers of mobility:- 1-move non motorized units (basic Infantry, Arty, Anti-Tank)
- 2-move motorized units with no other special bonuses but which can be easily converted from non-motor units (Motorized Infantry, Mot. Arty, Mot. Anti-Tank)
- 3-move mechanized units which gain blitz when paired with tanks and sometimes other bonuses (Mech. Inf, Self-Propelled Gun, Tank Destroyer).
Making certain extra powerful special units be only buildable by certain nations
Circles get Super-Heavy Armour, Heavy Armour and Mechanized Elites. By a couple turns into the game they build up neurotoxin gas missiles which will inflict heavy damage on enemy homelands.
Stars get Heavy Armour, Mechanized Elites and Armoured Trains. They also start with the best network of support infastructure (airbases, harbours, railyards) which will allow them to defend their gains.
Triangles get cheaper Elites (costing only 4.5 instead of 5 when bought in pairs), cheaper Interceptors (only 9 rather than 10 IPC) and cheaper Battleships (only 16 rather than 18 IPC). They also get Heavy Armour but no other special units.
Hexagons get Aircarriers/Air Refuelers, Hypercarriers/Floating Fortresses and Armoured Trains. However, they don't get Heavy Armour. They also start in the worst position because of their Interior Desert settlement megaproject has left a sizable population inside Triangulic borders.
The various Rhombic factions provide their sponsors with cheap levies and support units (Conscripts? Tankettes? Biplanes?) in order to contest the region at minimal cost possible.
Later into the game, the AI controlled Squarish and Diamondic factions might join in. The Squarish get cheap wheeled Armour (only 4.5 rather than 5 cost) and pulse jet aircraft (6 movement by default). The Diamondics get rapid deploying mountaineers (spawned by triggers) and high speed ships (3 movement by default no harbour required) -
@joseph-prince
Caution needs to be used when using scramble/escort/intercept with non isAir units. These rules were added to the TripleA engine, and do not follow movement rules. A land unit that can scramble can be moved to engage into a water battle, and sea unit can scramble to engage into a land battle. Unlike isAir unit, which are allowed to move after a battle, these unit cannot move. Even with "Scrambled Units Return To Base", these unit will remain in the embattled territory.
Cheers...
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@wc_sumpton said in Arheic Wars / Pangea Proxima A&A:
@joseph-prince
Caution needs to be used when using scramble/escort/intercept with non isAir units. These rules were added to the TripleA engine, and do not follow movement rules. A land unit that can scramble can be moved to engage into a water battle, and sea unit can scramble to engage into a land battle. Unlike isAir unit, which are allowed to move after a battle, these unit cannot move. Even with "Scrambled Units Return To Base", these unit will remain in the embattled territory.
Cheers...
I'm fine with non-air units remaining in the embattled territory they scrambled to, but definitely not land units scrambling to sea battles and vice versa. Good to know this limitation!
Does it also make it possible for units to scramble over a impassable territory as well? Or would it be possible to keep these rules functional by representing naval warfare through other functions rather than on the map -
@joseph-prince
As stated in PoS2:
canScramble values: allows the aircraft to enter a surrounding sea zone if the enemy is doing an attack on or from the surrounding sea zone maxScrambleDistance values: the distance out an aircraft can scramble. anything higher than 1 is not supported well at this point.
So only the first territory scrambled into is checked for "isImpassable", after that no rules are applied. So a unit with 'canScramble' and 'maxScrambleDistance' at '3' can move over any non "isImpassable" territory on it first move, over any territory on its second move, and then enter any embattled territory on it final move.
Also, unlike regular movement, the engine prechecks for scramble units, and only those unit that it determines can scramble are allowed. So once non "isAir" unit are assigned "canScramble" or "maxScrambleDistance" is set greater then '1', then rules break down.
Cheers...
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@wc_sumpton How annoying. I hope scramble rules get fixed up so that mods can make use of them to greater extent, because I really like the concept of making A&A almost a "constant-turn" game where you can react to opponents moves as they make them
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@joseph-prince
LOL!! Looked into doing just that. But I also removed the stupid 'specialCombatMove' delegate. I added "isAirborne" as a unitAttachment, then treated them as isAir during 'combatMovement' only. So all combat movement would be completed prior to any defensive scramble movement. But its a tangled web of code!
Sorry
Cheers...
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@JOSEPH-PRINCE
An understanding of how 'isScramble" is done. First the attacker moves all their unit into battle territories. Next the engine checks the defenders units for "isScramble" and can they reach an embattled territory with "maxScrambleDistance". Does this unit need an airbase to scramble, and if so, is it located at an airbase and can this airbase still allow this unit to scramble with "maxScrambleCount". Lastly, the engine checks if the territory being scramble to is "isImpassable". After this a message box is shown to display the "canScramble" unit and ask if the player want to scramble to the embattled territory.
Scrambling is handled by the engine. Which battles to scramble to and which units can scramble there. The player can only select Yes/No to the message box.
So it is a confusing mess!
Cheers...
P.S.
After the Defender has selected his scramble units. The Attacker get a "specialCombatMove" which can be used to reinforce territories the defender scrambled into, which I don't think is fair and why I looked into removing that delegate.
Again... Cheers...
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still working on the map, i'm done half of it
ipc values are not final -
@joseph-prince purely in terms of territory/sea zone connections, what layouts create what dynamics?
because I noticed I made a layout too "chess-board" like with territories connected side by side but not diagonally in the north west of the map. -
@joseph-prince
Personally territory intersections like you have in the NW of your map are a bit political or artificial and the only way they would would exist is if a volcano or similar natural feature would stop armies from moving diagonally.Better to have the territories offset and/or follow a rivers meandering.
Just my 2p.
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@thedog I'm just gonna chalk it up to poor northwestern regional infastructure making army movements forced to follow grid-like highways, but I'll make sure to have the rest of the map not on the same formula
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@joseph-prince Where I live (Long Island, NY) most roads follow a grid, making diagonal movement difficult. I have no problem with that on a map.
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@joseph-prince progress https://cdn.discordapp.com/attachments/920715220232597564/1206768519069310996/1axisnalliesmaplarger.png?ex=65dd35c3&is=65cac0c3&hm=cbb564868e4297e4da8499fddcd2bea4591b5ec6e04191cbb4a5ab2d0201e613&
by the way, I will make an overview of each nation starting position / strategy soonish
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@joseph-prince viewers might see that some territories have diagonal grey lines on them.
I want to add a way to make territories "semi-impassable" not by restricting the units that can enter them, but by making it so you effectively have to fight "bad weather" when moving through. How should I go about this?
Should I make it an automatically appearing neutral air unit that can't capture territories? How should I make it punish those who dare defy nature?? Should it do a conventional attack roll, how many dice, or should it have a chance to hit any unit completely random? Should it leave immediately after 1 attack or should it need to be "destroyed"?
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@joseph-prince A capturable anti-aircraft unit would do what you want.
I have considered making a mod where aircraft are cheap, but every area has an anti-aircraft unit to reflect operational attrition.
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@joseph-prince said in Arheic Wars / Pangea Proxima A&A:
@thedog yeah no, I'm going to keep the map the same scale as the 1940 global map, dealing with this inkscape thing has been a 5 hr waste of time. I can always come back to it with my finished base tiles image later if i want to
when I make units they will be larger 96x96 files though, with their ingame scale set lower
also don't worry about the oceans on both sides of pangea proxima, i will place important things for game mechanics therethinking of a diplomacy mechanic area (https://forums.triplea-game.org/topic/95/global-dominance/77?page=4), and two small city siege representations
mostly the diplomatic mechanic though, I want to make it a very important element while also something that the AI can understand
and also make it so that the nations do diplomacy to each other, not just one-way interaction to bring nations into the war. even including diplomacy between warring powers (yes, I might even make a alt rules version that's FFA but with teaming ig? I don't know why but the idea feels fascinating to me)some other things i saw in the global dominance thread:
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is it true you can use edit mode to build the setup, and then easily copy to xml? want to know in advance
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i would like to know all ways to make mapmaking easier. is there a thread for useful tips?
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@joseph-prince
diplomacy mechanic
Most maps that simulate politics are done randomly with little to no relationship with what is happening on the map. The maps typically default to everyone at war with each other.
This is the only map that has politics using xml foreach, meaning to code it is hundreds of lines of xml code verses thousands of lines.
https://forums.triplea-game.org/topic/3146/the-shogun-official-thread
Its BIG brother is
https://forums.triplea-game.org/topic/3666/shogun-advanced-official-thread
But its xml code is complex in comparison to The Shogun
Search for GO POLITICS in both xmls.The other important thing you will need is to have 5,7,9 levels of diplomatic relationships.
Like this map
Another World under the Good Quality tab
It has 9 levels of diplomatic relationships, search relationshipTypeThen you will need trigger logic for each nation and what their neighbours are doing on their borders. AFAIK this has not been attempted/coded.
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@thedog I think, drawing from those other maps and also considering this map is significantly smaller in scope, I could with time pull it off
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@joseph-prince short blurb for game-notes
In 131, the good times finally ended. The thaw of the Indii undersea equalization patterns caused the ancient problem of the “Propenthasic drainage” to throw itself into fast-motion. Within only a few years, the entire basin dried, losing over half its depth worth of water to the outside global ocean, becoming so shallow that deep bottomed boats could no longer navigate it. The environment of the world’s central regions desertified, with hypertoxic rain and saltstorms wreaking havoc with farming and trade.
The social, economic and diplomatic situation went into freefall. Previously prosperous coastal cities like Neo-Calibri, Ganjgha and Arial shrank to fractions of their former sizes and had too little to feed those that remained, while regions that were relatively unaffected still strained under the weight of refugees. People lost their homes, jobs and even lives.
The global reactions to this crisis varied. Rhombus collapsed into civil war in 136 when its government proved unable to navigate countermeasures while juggling the issues of speciesist cults, political extremists and mercenary/crime syndicates simultaneously.
Staria booted out its directocrat regime in favour of new eco-revanchist foreign policy, and intervened in Rhombus, establishing a Social Republic there. With outside trade and resources temporarily secured, they turned to the Circulean border. Tensions were high, and in 137, the Edjish War saw extensive skirmishes as both sides tested the waters.
Finally, in late 138, after a car attack on the ruling Circulean royals, Operation Gazeta resulted in a decisive victory for Starian land forces as they effectively destroyed the Circulean ExpidFor in a single month. But by contrast, their previously oft-touted up-and-coming navy was crippled by a joint Circ-Tria task force during the Falkkape engagement, losing most of its capital ships and screens, leaving only a shell of destroyers and submarines to protect the shores let alone project power.By the turn of 139, most of the world is still at peace, but a war of a different sort rages. As the tatters of the Circulean elites battle the Starians in the urban fighting of Frontera, diplomats push and pull on the Triangulum and Hexagona to take their historic sides. As the Starian-sponsored Socialists fight the Republican Army cliques and Pentagonic mercenaries in 3-way civil war over Rhombus, the other nations formerly composing the Quadrilateral weigh their own options. As the leftovers of the Starian navy grapple with the supposedly neutral Triangulic fleet, spies carry out secret missions and scientists build new secret weapons.
Soon enough, the conflict will expand in size and scope to unprecedented measures…