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    Remove tech using triggers

    Scheduled Pinned Locked Moved Map Making
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    • redrumR Offline
      redrum Admin @Hepps
      last edited by

      @hepps Good point... not sure why I didn't think of that.

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

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      • P Offline
        Prussia
        last edited by

        I tried it yesterday but it didn't work out the way i thought it would:

                    <attachment name="Winter_Equipment_Action_R" attachTo="Russians" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
        				<option name="conditions" value="Winter_Equipment_Condition_R"/>
        				<option name="territoryEffects" value="Moderate.Winter-Climate"/>
        				<option name="territoryEffectProperty" value="combatOffenseEffect" count="0:infantry"/>
        				<option name="territoryEffectProperty" value="combatDefenseEffect" count="0:infantry"/>					
        				<option name="when" value="before:russianPurchase"/>
                    </attachment>	
        

        What happened: ALL nations's infantry became immume to winter effects, not just russians.

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

          @prussia Yes because you are applying the effect to "Infantry".

          So the way it is written is that the Russians initiate and fire a trigger activating "winter_Equipment_Condition_R" that affects the performance of all "Infantry" where there is the presence of "Moderate.Winter-Climate".

          You need to specify that it should only affect Russian Infantry.

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

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          • P Offline
            Prussia
            last edited by

            I'm trying not to define units by nation, like Russian.infantry vs German.infantry because that would basically require me to redo the entire XML =(

            Is it possible to code this like any other tech, like this but with additional terrain restrictions?

            			<attachment name="techAbilityAttachment" attachTo="jetPower" javaClass="games.strategy.triplea.attachments.TechAbilityAttachment" type="technology">
            					<option name="attackBonus" value="1:fighter"/>
            					<option name="attackBonus" value="1:tactical_bomber"/>
            					<option name="defenseBonus" value="1:fighter"/>
            					<option name="defenseBonus" value="1:tactical_bomber"/>
            			</attachment>
            
            HeppsH redrumR 3 Replies Last reply Reply Quote 0
            • HeppsH Offline
              Hepps Moderators @Prussia
              last edited by Hepps

              @prussia That would require the addition of the "Winter Equipment" Tech to the Hard coded technologies as part of the Global Properties in the Engine. If I am not mistaken.

              But am not sure.

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

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

                @prussia The other issue is that tech would then apply bonuses universally. Not specific to a terrain type.

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

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                • redrumR Offline
                  redrum Admin @Hepps
                  last edited by

                  @hepps I believe you can define your own custom techs that aren't hardcoded in the engine. An example of this I believe is in Global 40 (Airborne_Forces😞

                  <attachment name="techAbilityAttachment" attachTo="Airborne_Forces" javaClass="games.strategy.triplea.attachments.TechAbilityAttachment" type="technology">
                    <option name="airborneForces" value="true"/>
                    <option name="airborneCapacity" value="2:airfield"/>
                    <option name="airborneBases" value="airfield"/>
                    <option name="airborneTypes" value="infantry"/>
                    <option name="airborneDistance" value="3"/>
                    <option name="airborneTargettedByAA" value="AA:infantry"/>
                  </attachment>
                  

                  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 @Prussia
                    last edited by

                    @prussia For territoryEffects to be different for different nations, you pretty much have to move towards an XML which defines unique units like RussianInfantry, GermanInfantry, etc. Otherwise you can't specify different territoryEffect bonuses per nation.

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

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                    • General_ZodG Offline
                      General_Zod Moderators
                      last edited by

                      Correct, best way would be, to create nation specific units. I had to do this with my version winter climate effects. I put my mod on back burner for now. Until I rethink the whole tech model. I think using so much luck in game changing technologies, can be annoying.

                      I think best way to approach winter climate as a technology for now, is to make it a national advantage only, for Russia. Because Germany will surely research "winter combat training" tech as soon as possible. Especially if it only 5pu per token. Keeping failed tokens only solidifies the decision to try for it.

                      So with the existing tech model, this method is highly likely to defeat the entire purpose of creating the winter climates and all the hard work of making nation specific units, in the first place. Unless you make some drastic tech model changes, of course.

                      1 Reply Last reply Reply Quote 1
                      • General_ZodG Offline
                        General_Zod Moderators @Prussia
                        last edited by

                        @prussia
                        The method you are trying to use by switching the tech on and off has a terrible side effect. Anyone that uses the battle calculator won't get accurate outcomes while the tech is off. So advance planning will be very difficult.

                        1 Reply Last reply Reply Quote 0

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