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    adding/removing techs

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    • G
      GREGOREK last edited by

      Making progress on updating Jurassic. Mutation is the key to evolution, so adding shrooms that grant unit property changes for a period of time. Doing this generated questions. Found a few posts on the subject but no favorable resolution. I will continue with the unique unit names, but asking if there is a better way.

      1. Applying unitType property changes via triggerAttachment, causes a global change rather than just the target player. It requires separate unit names per player. The following activates, counts down, removes a movement bonus only to player Kimmeridgian's unit pterodactylus_B and sharovipteryx_B. The '_B' tag to prevent a global pterodactylus/sharovipteryx change bothers me. It will show in the purchase panel. The system distinguishes player.unit icons. Why not player.unit properties?

        <attachment name="triggerAttachmentKimmeridgianADDbirnbaums" attachTo="Kimmeridgian" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
            <option name="conditions" value="conditionAttachmentKimmeridgianbirnbaums"/>
            <option name="when" value="after:KimmeridgianPlace"/>
            <option name="removeUnits" value="all:birnbaums" count="1"/>
            <option name="placement" value="Fig:birnbaum" count="6"/>
            <option name="unitType" value="pterodactylus_B"/>
            <option name="unitProperty" value="movement" count="5"/>
            <option name="unitType" value="sharovipteryx_B"/>
            <option name="unitProperty" value="movement" count="4"/>
            </attachment>
        
        <attachment name="triggerAttachmentKimmeridgianTCKbirnbaum" attachTo="Kimmeridgian" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
            <option name="conditions" value="conditionAttachmentKimmeridgianONEbirnbaum"/>
            <option name="when" value="before:KimmeridgianPlace"/>
            <option name="removeUnits" value="Fig:birnbaum" count="1"/>
            </attachment>
        
        <attachment name="triggerAttachmentKimmeridgianSUBbirnbaum" attachTo="Kimmeridgian" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                    <option name="conditions" value="conditionAttachmentKimmeridgianONEbirnbaum:conditionAttachmentKimmeridgianNOTTWObirnbaum"/>
                    <option name="when" value="after:KimmeridgianNonCombatMove"/>
                    <option name="removeUnits" value="Fig:birnbaum" count="666"/>
                    <option name="unitType" value="pterodactylus_B"/>
                    <option name="unitProperty" value="movement" count="4"/>
                    <option name="unitType" value="sharovipteryx_B"/>
                    <option name="unitProperty" value="movement" count="3"/>
                    </attachment>
        
      2. The Tech route got confusing, even with POS2 G40 AOT xml's as guides. It seems to involves supportAttachment. How are custom techs defined, and then turned on and off? And, not stacked if multiple triggers turn the tech on? There was also a post concerned with the battle calculator not being accurate under this tech route.

      TheDog 1 Reply Last reply Reply Quote 0
      • TheDog
        TheDog @GREGOREK last edited by

        @gregorek
        If the tech upgrade per creature are linear (or mostly linear) then consider this.

        New Tech = new purchase unit and remove old purchase unit from player productionFrontier, this will have to be done per player.
        This leaves the old units on the map, as dont need to remove and only new purchases have the upgrade.

        As its a new unit you dont need a mass of custom properties, just a mass of units.

        Would this work for you?

        G 1 Reply Last reply Reply Quote 1
        • G
          GREGOREK @TheDog last edited by

          @thedog ,
          The mutations are temporary and purchasable in any order and concurrently. Started the frontier/rule swaps, but it got messy fast. The unit_### unique names is clean and will work, but I dont like the ### tags. Techs are supposed to add to common units and not affect other players. But, as stated, it gets too confusing and the implementations dont clearly define on/off conditions. EX: Grok thinks there's a removeTech option and tech adds, but that's not backed by the example game files. Or, I'm just not reading it right.
          I'll continue with the unit
          ### unique names (keeping them short without the full player name attached). Already scripted. Working today on a graphics script to spawn all the units with team colors (and a new drop shadow - hoping for a semi 3D effect). You are all more experienced in the xml coding. Maybe there's a method that clears the _### tags.

          W 1 Reply Last reply Reply Quote 1
          • W
            wc_sumpton @GREGOREK last edited by

            @gregorek

            Techs can be applied but can't be removed. They are cumulative. Tech_A could add +1 to a unit's movement while Tech_B adds -1 to the same unit's movement while Tech_C adds another +1. All three techs would be applied to the same unit, making its final movement +1. Techs are applied to all units belong to a player. Giving a +1 movement bonus to Kimmeridgian pterodactylus would be given to all pterodactylus, but only to the Kimmeridgian player.

            Cheers...

            1 Reply Last reply Reply Quote 1
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