Question about trenches domination 1914 no mans land
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The problem is that it can obviously still land on land, which we dont want.
but do you know if its theoretically possible to make the unit unable to land on land?
Sorry, but this is going to have to be player enforce. There is only one way, that I know of, that allows air units to fly over a territory that could block the landing of that air unit in the same territory and it deals with relationshipTypes.
Cheers...
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@ramon Yeah the fact that they can attack land but cannot land on it makes it virtually impossible. It can be done, but it will result in any air unit not being able to land on land, not just the Flying Boat. The other option would be to disallow the Flying Boat to enter land altogether.
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Hi WC,
Thanks a lot for your response!
If i understand correctly this forces the japanese player to buy 6 dice for 20 ipc each round right?
Is it possible to give the player a choice? either buy 6 dice or dont buy any?
Cheers!
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Hi Victory,
Thanks for your response!
Is disallowing the flying boats to attack and land on land altogether relatively easy? If so how can this be done?
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The other option would be to disallow the Flying Boat to enter land altogether.
yea that's what I was trying to suggest, I just can't remember how to do it

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@Ramon I think the best way to do this is to add a territoryEffect called "Land", add the territory effect to every land territory in the game, then create a territoryEffectAttachment for "Land" with the option "unitsNotAllowed", as WC said above.
First specify this after relationshipTypes and before gamePlay
<territoryEffectList> <territoryEffect name="Land"/> </territoryEffectList>Then add this to every territoryAttachment of land territories. You can probably use AI to speed up this process.
<attachment name="territoryAttachment" attachTo="Albania" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory"> ... <option name="territoryEffect" value="Land"/> ... </attachment>Lastly, add this:
<attachment name="territoryEffectAttachment" attachTo="Land" javaClass="TerritoryEffectAttachment" type="territoryEffect"> <option name="unitsNotAllowed" value="FlyingBoat"/> </attachment> -
<property name="Movement By Territory Restricted" value="true" editable="false">
<boolean/>
</property>there it is. I knew I'd remember if I just saw it again lol.
Good luck Ramon. You have the A Team helping you. If those guys can't figure it out, then it can't be done.
Then they will have to make engine changes

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<property name="Movement By Territory Restricted" value="true" editable="false">
<boolean/>
</property>there it is. I knew I'd remember if I just saw it again lol.
Good luck Ramon. You have the A Team helping you. If those guys can't figure it out, then it can't be done.
Then they will have to make engine changes

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Is it possible to give the player a choice? either buy 6 dice or dont buy any?
Create it as a purchasable item:
<productionRule name="buyTechTokens"> <cost resource="PUs" quantity="20"/> <result resourceOrUnit="techTokens" quantity="6"/> </productionRule>and add to the production of each player. The triggers are not needed when doing this.
"userActions" can be used:<attachment name="userActionAttachment_Japanese_Purchase_6TT" attachTo="Japanese" javaClass="UserActionAttachment" type="player"> <option name="conditions" value="conditionAttachment_Is_Japanese_Not_AI"/> <option name="activateTrigger" value="triggerAttachment_Give_Japanese_6_techTokens"/> <option name="activateTrigger" value="triggerAttachment_Take_20_PUs_From_Japanese"/> <option name="text" value="Japanese_6TT"/> <option name="attemptsPerTurn" value="1"/> </attachment>Then the actionstext.properties:
Japanese_6TT.BUTTON=[Purchase] Japanese_6TT.DESCRIPTION=Purchase 6 techTokens for 20 PUs. Japanese_6TT.NOTIFICATION_SUCCESS=You have purchased 6 techTokens for 20 PUs. Japanese_6TT.OTHER_NOTIFICATION_SUCCESS=The Japanese have purchased 6 techTokens for 20 PUs.There are 2 problems with this approach. The AI does not use "userActions". This can be checked by using "isAI":
<attachment name="conditionAttachment_Is_Japanese_AI" attachTo="Japanese" javaClass="RulesAttachment" type="player"> <option name="isAI" value="true"/> </attachment> <attachment name="conditionAttachment_Is_Japanese_Not_AI" attachTo="Japanese" javaClass="RulesAttachment" type="player"> <option name="conditions" value="conditionAttachment_Is_Japanese_AI"/> <option name="invert" value="true"/> </attachment> <attachment name="triggerAttachment_Japanese_Purchase_6TT" attachTo="Japanese" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Is_Japanese_AI"/> <option name="chance" value="3:6"/> <option name="chanceIncrementOnFailure" value="1"/> <option name="chanceDecrementOnSuccess" value="1"/> <option name="notification" value="Japanese_6TT"/> <option name="when" value="before:JapaneseTech"/> <option name="players" value="@All-Players@"/> <option name="activateTrigger" value="triggerAttachment_Give_Japanese_6_techTokens"/> <option name="activateTrigger" value="triggerAttachment_Take_20_PUs_From_Japanese"/> </attachment>The other problem is there is no way to test if Japanese have the 20PUs, they will always be able to purchase the 6 techTokens.
Cheers...
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