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    D-Day version 2 PoC

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    • W
      wc_sumpton last edited by

      Proof of concept mod for D-Day version 2

      Sets the territories to "water" except "A" areas, for hidden factories via map.properties and "ShoreBombardment".
      All units are "isSea". Fighters are submarine like without "isFirstStrike" and "canEvade".
      Fighters and Bombers are placed and have 0 movement. Because D-Day 2 only has 1 player both units should placed at the same time. Fighters must go into "P" areas while Bombers go into "G".
      Surviving Bombers are returned to purchase they finish fighting. Surviving Fighters are returned after Germans NCM.
      Any unit which ends its movement in a "P" area will be removed at the end of round.
      Artillery support added as an option under "Game Options".
      Compatible with 2.5. Game is not AI compatible.
      D-Day_2_PoC_files.zip
      Contains:
      D-Day_2_PoC.xml
      map.yml
      map.properties (Hides the Factories because there is no icon)

      Original was created for @VictoryFirst D-Day 2 Improved mod.

      Read and enjoy. 😎

      Cheers...

      1 Reply Last reply Reply Quote 2
      • W
        wc_sumpton last edited by

        But Wait... Dare's More!

        There's more, he says? Dare's mor'?

        I fixed my little fighter/bomber problem. And I do love me some problems. There's just the fighter (sub) strafing problem. Now a stack of 4 Fighters works without using edit.

        I hope this works

        Cheers...

        TheDog 1 Reply Last reply Reply Quote 2
        • TheDog
          TheDog @wc_sumpton last edited by

          @wc_sumpton
          Looking at the code, there is some clever cogitation and serious shenanigans going on 🤯

          It will take awhile to work through.

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

            @thedog said in D-Day version 2 PoC:

            there is some clever cogitation and serious shenanigans going on

            Questions? I got answers! 😎 The secrets in the sauce... er... ah... map.properties! 👍

            Cheers...

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

              Ahh, map.properties
              dont_draw_units=factory,FighterStack2,FighterStack3,FighterStack4

              No FighterStack1 ?

              The AA guns are not on the map, so how do they appear?

              What is the very small circles/loops for on the basemap? Mines?
              ff07e3cf-bf46-4cac-bf2a-c7b930b5d825-3_5.png

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

                @thedog said in D-Day version 2 PoC:

                No FighterStack1 ?

                FighterStacks are placed in territories that have more than 1 Fighter in them. Like factories, FighterStacks have no icon. dont_draw_units=factory,FighterStack2,FighterStack3,FighterStack4 allows these units to be placed on the map but the player will not see them.
                On the mini map, in the upper right, is a small black bar.
                factoer_loc.png
                This is the "A" area location with the factories.

                @thedog said in D-Day version 2 PoC:

                The AA guns are not on the map, so how do they appear?

                They are placed after the Fighters/Bombers are placed by checking the location of German Artillery.

                <!-- AA Guns vs. Fighters -->
                <attachment foreach="$ArtilleryCount$^$GermanTerritories$:$FighterTerritories$" name="triggerAttachment@ArtilleryCount@AAGunPlacement@GermanTerritories@" attachTo="Germans" javaClass="TriggerAttachment" type="player">
                	<option name="conditions" value="conditionAttachment@ArtilleryCount@AAGun@GermanTerritories@:conditionAttachmentFighter@FighterTerritories@"/>
                	<option name="placement" value="@FighterTerritories@:aaGun" count="1"/>
                	<option name="when" value="after:AlliedForcesFightersPlace"/>	
                </attachment>
                

                @thedog said in D-Day version 2 PoC:

                What is the very small circles/loops for on the basemap? Mines?

                Left over from the original map. This is a PoC so the map contains a lot of unused items like those little circles.

                Thanks for the questions. 😎

                Cheers...

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

                  @thedog

                  To help better understand the interactions between Fighters, AAA, and FighterStacks play a round, then view the history starting with Fighter placement. 😈 😎

                  Cheers...

                  TheDog 1 Reply Last reply Reply Quote 1
                  • TheDog
                    TheDog @wc_sumpton last edited by

                    Round 2, see below, do you need a FighterStacksX icon or did I do something wrong?

                    dae99abb-a046-45c3-9a5b-12504fc60807-image.png

                    W 2 Replies Last reply Reply Quote 0
                    • W
                      wc_sumpton @TheDog last edited by

                      @thedog

                      I see a Blockhouse in P1. This PoC is changing the original D-Day 2 from an all-air units to an all-sea map. The Blockhouse has a movement of 2 when it should be 0. New change is already up.
                      Your picture show one each for the FighterStacks but does not allow a casualty to be selected from the group of 4 Fighters. FighterStacks added to canNotTarget list. New change is already up. There's no way to stop units from stopping in the "P" areas. I have a routine trying to keep those areas clean. Maybe I need to do more testing on that.

                      Thanks for the information.

                      Cheers...

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

                        @thedog

                        New download. This removes any unit which may stop their movement within the round circles ("P" zones).

                        Cheers...

                        TheDog 1 Reply Last reply Reply Quote 1
                        • TheDog
                          TheDog @wc_sumpton last edited by

                          Naive question, there appears all the elements for removing the Pxx zones?

                          All aircraft could have a move of 10 and share the pathing/connection of Shorebombardment or

                          All aircraft could have a move of 1 and share the pathing/connection of Shorebombardment if aircraft and Shorebombardment started from a zone that had connections to all land zones?

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

                            @thedog said in D-Day version 2 PoC:

                            Naive question, there appears all the elements for removing the Pxx zones?

                            Correct, "P" zones are for fighters. Fighters attack units entering and leaving their territories, as stated on page 13 of the D-Day rule book.
                            "Fighters: Fighters do not attack when they enter a zone containing Axis land units. They are on patrol,
                            waiting for enemy movement. They have the opportunity to strafe any Axis land units that move into or out of the zone. Roll one die per fighter against each Axis land unit that moves, including reinforcements (see below); a roll of 1 destroys that unit. The Axis player cannot return fire."
                            This rule is once again repeated on page 16 under "ORDER CARD 12"
                            The TripleA engine can do the "strafe any Axis land units that move into", it is the "or out of the zone" that is the problem. The "P" or "Patrol" zones are for fighters and was created to handle this. There is also no way to force a player to move a unit from a territory. The player responsible for their movement. An Infantry or Artillery unit has a movement of 3, from "G1" the unit could move to "P1" to "P2" at accost of two movement points. Leaving the unit in "P2" or moving to "P3" is against the rules. The player would have to move to "G2" to be safe, or sacrifice/lose the unit be leaving it in a "Patrol Zone".

                            @thedog said in D-Day version 2 PoC:

                            All aircraft could have a move of 10 and share the pathing/connection of Shorebombardment or
                            All aircraft could have a move of 1 and share the pathing/connection of Shorebombardment if aircraft and Shorebombardment started from a zone that had connections to all land zones?

                            No, all aircraft have 0 movement. Fighters can only be placed in "Patrol Zones". Once placed they cannot move. They may suffer a one time German AAA after placement, but they remain in their "Patrol Zone" until the end of the Germans Non-Combat Move when the unit will be removed from play. The Bombers can only be placed in a "G" zone. Once placed the Bomber attacks those units within that territory. They may suffer AAA counter fire in that territory, but other units cannot attack the Bomber. After the Bomber's attack the Bomber is removed from play. The Bomber may appear in the "USAAF" territory. But it cannot move from this territory, as it has 0 movement, nor can it be attacked here as there is no connection.
                            Shorebombardment are only useful against German Blockhouses.

                            Cheers...

                            P.S. "P", "G" and "A" zones are holdover names from the "D-Day 2" mod/map/game.

                            1 Reply Last reply Reply Quote 1
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