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    Jurassic v2.0

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    • G
      GREGOREK last edited by

      Long, long ago (over a decade), I unleashed dinosaurs on TripleA. Now, their evolution begins!

      http://john.gregorek.com/Games/jurassic-master.zip
      

      Evolution is nothing more than a successful mutation that was able to survive. Happens constantly from natural forces, interactions and hallucinogens. Enter the mushroom. Yeah, that's right. Mushrooms have made it to TripleA. Birnbaum makes birds faster (+1 movement). Psathyres affects fish the same way. Big twoHit monsters gain bestOfDoubleDice from Squarrosa, which only gives firstStrike to the Briars. Call them urchins if you like. They make a formidable fort wall. Still others only affect the smaller jungle dinosaurs with strength (Prototaxi +2 attack) and durability (Armillari +2 defense). The Purchase Menu is organized to highlight these interactions. Jurassic uses twelve sided dice and territory effects change (a/d/m) parameters. The Menu shows best stats and Notes report declines.

      jurassicProductionMenu.png

      Mutations typically dont last. The affects of these shrooms wear-off after just four rounds; but they can be re-bought, even stacked. The purple dinos, Diplodocus and Parasaurolophus, are healers to all twoHit dinos; however, Parasaurs dont heal Diplos and Tylosaurs. (Currently one in a clan heals everyone; although, the code restricts healings to just four. Maybe someone can point out what went wrong.)

      Dimorphodon remains a nuisance creature from Tithonia and is affected by many types of shrooms. Paired with Briars, it can almost survive. (The player selection menu is organized with the easiest at the bottom.) Shrooms can be placed anywhere, but are immediately harvested with four added to the player's capital. This way everyone knows what everyone has. Each round removes one until gone and the affect removed. Shrooms are coveted and offer a maximum (12) defense. Only one of each type can be purchased per round.

      The Map was bleeding color and has been de-saturated 25% to help the Units standout. Neighborhood boundaries around cities and regions were added, offering bonus PUs if occupied along with capital. Invaders only receive half. Units were resized, recolored, and received shadows.

      Jurassic 3.0 is under development. Post comments here for both this 2.0 release and the development ideas for 3.0 that follow. Who ever governs the Map Repository, please clobber the old with this new.

      DEVELOPMENT IDEAS

      1. How to drop random items on random territories? Jurassic is completely scripted, so triggers per territory using CHANCE could be employed to drop items, but gets ugly for weather events. Has anyone tried this? Any available example maps?
      2. How to pick up dropped items? If only dropped by Neutral in Neutral territories, then they could get flagged as Infrastructure that changes Ownership, but I want them to turn into PUs when captured. If dumped on Player owned territories, collection is still required; either with Unit Presence in the territory or trafficking into. This creates a farming environment; foresters... hunter/gatherers...
      3. Can new territory connections be made during the game as part of game play? Dinosaurs like to dig and some might mine resources while others burrow across the board, making a super highway or just get under/passed those viscous Briars. Maybe weak points designed into the map that are blocked until triggered by certain Units. A 3D thing on a 2D map but could be done via deep fissures allowing view and partial side interactions/effects/triggers along with cross traffic over top due to territory connections.
      TheDog 1 Reply Last reply Reply Quote 2
      • TheDog
        TheDog @GREGOREK last edited by

        @gregorek

        1. Shogun Advanced has random territories and random drops called Kami/Spirits/Fate. 1888 has random territories.
          Random Territories uses Territories Are Assigned Randomly
          Random drops needs another neutral/none player and isConstruct to help distribute the Random drops

        2. 1941 Global Command Decision does do weather but it is not random.

        3. You need a Neutral/none player and yes infrastructure is the main way to do this. However there are exceptions.
          The Drops can be /turn or can be one off loot. The one off loot needs an end of turn trigger to remove the drop/kami.

        4. Shogun has blocked mountain passes, are variant could be, make them destructible/units, so you attack them to make the pass useable/passable.

        @wc_sumpton might have more ideas.

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

          @GREGOREK

          Sorry for not replying sooner, I've been busy with my own little side project.
          I've played a few rounds, there are some interesting concepts here. With regards to some of the comments at the bottom of your notes dealing with maxBuiltPerPlayer and requiresUnits. There were updates to the AI when dealing with these types of units. But the AI considers "What is best for me now?" when purchasing and cannot handle upgrades/future consideration type of purchase.
          Did a scan review of the xml. I've been reading to many of @TheDog's stuff. That one is the Master of foreach/looping 👍, which makes an xml so much easier to read.

          @gregorek said in Jurassic v2.0:

          Can new territory connections be made during the game as part of game play?

          Think of "Canals". They are a type of territory connection and their attachments can be modified.

          Cheers...

          1 Reply Last reply Reply Quote 2
          • G
            GREGOREK last edited by

            Working on random drops (items/units) and hitting some barriers.

             <option name="removeUnits" value="all:infantry" count="1"/>
            

            Does this trigger option remove ONE infantry from the MAP, or from EACH territory?
            and only owned by the PLAYER the trigger is attached to?

            also... Is there a way to convert/change a unitType into a Resource? (without using a trigger)
            [whenCapturedChangesInto] does not allow PUs, only unitTypes.

            <option name="whenCapturedChangesInto" value="Russians:Germans:false:gold:3:lumber:1"/>
            

            also... creating random units across the MAP, seems to require separate CHANCE triggers for EACH territory!

            The existing maps dont create in random locations or convert the units dropped into resources. Only singular artifacts that are retained and not mass collected and transformed. I have a path to accomplish mass randoms for a hunter-gatherer feature, but the removeUnits might require a PER TERRITORY check for all items/units collected to be converted to PUs. Hopefully I missed something simple; otherwise, this is going to get ugly.

            In terms of weather conditions....
            Via Relations and Treaties can player A & B fight even though they are both Allied with C & D who are also fighting each other? It would allow surface Units to fight while another battle rages over head with weather Units. The weather Units would also need to have effects (like territory) on the surface Units even though allied. In this way, two games can be played simultaneously on the same Map with some interaction between like planes unable to fly through hurricanes and rain preventing canBlitz movement.

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

              @gregorek

              <option name="removeUnits" value="all:infantry" count="1"/>

              This mean in all territories with infantry remove 1 of them in each territory.

              .

              Is there a way to convert/change a unitType into a Resource?

              No, trigger only.

              .

              random units across the MAP, seems to require separate CHANCE triggers for EACH territory

              No, chance needed.
              You need to use
              <delegate name="randomStartDelegate" javaClass="games.strategy.triplea.delegate.RandomStartDelegate" display="Pregame Nation Placements"/>

              <step name="setupRandomStartDelegate" delegate="randomStartDelegate" maxRunCount="1"/>

              Lots of heldUnits, these are distributed randomly one to each none owned territory
              <heldUnits unitType="Flag" player="Orc" quantity="5"/>
              <heldUnits unitType="Flag" player="Goblin" quantity="5"/>
              <heldUnits unitType="Flag" player="Undead" quantity="5"/>

              and
              <property name="Territories Are Assigned Randomly" value="true" editable="false"> <boolean/> </property>

              weather conditions
              It sounds like you need a none/dummy player to be a weather system like rain/monsoon. This weather system would be at war with all players, and its units called say monsoon would attack only say isAir, by using

              <option name="canNotTarget" value="$All-Land$"/>
              so it cannot attack land units.

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

                @thedog said in Jurassic v2.0:

                Is there a way to convert/change a unitType into a Resource?

                Thinking more on this, on death of a unit, you could change into a none moving unit, say 5:meat.

                This would give 5:meat every turn. So you would need a trigger to remove these meat units after the players endTurn

                1 Reply Last reply Reply Quote 0
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