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    Improve Battle Calc Unit Ordering

    Scheduled Pinned Locked Moved Feature Requests & Ideas
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    • redrumR Offline
      redrum Admin @Hepps
      last edited by

      @hepps Now my forum reputation is ruined... Only thing to do is down vote your down vote response 🙂

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

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

        @redrum LMAO!!!! This is going to get ugly.

        We are both going to go from respected members to horribly disdained people.

        To quote a beautiful mind... "Vengeance is the most assured path to mutual destruction. "

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

        prastleP 1 Reply Last reply Reply Quote 1
        • prastleP Offline
          prastle Moderators Admin @Hepps
          last edited by

          @hepps @redrum Gigglez

          If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

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          • redrumR Offline
            redrum Admin
            last edited by

            PR submitted: https://github.com/triplea-game/triplea/pull/2941

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

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            • redrumR Offline
              redrum Admin
              last edited by

              @Frostion This change for example improves the ordering for Iron War as well. Probably affects a few of your other maps too (most likely for the better).

              Before (weird seemingly random order):
              0_1517606337428_76db9a53-e596-4d52-8291-e62b3ad84e77-image.png

              After (much smoother/logical ordering):
              0_1517606374427_7f0bda04-49e9-4b55-9d2b-df5088b32ffd-image.png

              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

                @redrum

                If the productionFrontier is triggered to remove once available units from a nations production.

                And there is still some of that unit type on the map. Will it still be listed in the BC?

                redrumR 1 Reply Last reply Reply Quote 0
                • redrumR Offline
                  redrum Admin @General_Zod
                  last edited by

                  @general_zod Yeah. The way it works is it takes all the units from the production frontier first then checks all your owned units that are on the map and adds in any that aren't in the production frontier at the end.

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

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                  • FrostionF Offline
                    Frostion Admin
                    last edited by

                    @redrum
                    This change looks great! The difference between something good and something great is attention to detail 😃

                    Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                    1 Reply Last reply Reply Quote 1
                    • C Offline
                      Cernel Moderators @redrum
                      last edited by

                      @redrum 0 movement doesn't imply that the unit is non-attacking, as you can have it movement boosted or transported or, anyways, movement 0 units can attack in contested territories (for example, the Fortress of Napoleonic Empires FFA, when downgrading to war, that have also attack 4, but would attack if having attack 0 too). Of course, in the basic rules games there are no ways a movement 0 unit can attack. But in the moment more games are made in which there are limited combat rounds and you can place units in hostile territory, this occurrence becomes less marginal (for Napoleonic Empires FFA, attacking movement 0 units were specifically wanted, of course).

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                      • C Offline
                        Cernel Moderators @redrum
                        last edited by

                        @redrum I'm also not convinced that either movement 0 or cannot combat move units at end is always preferable.
                        For example, if I make a "static infantry" unit that it is 0/1, movement 1 and cannot move during combat move, I think that would be better displayed before the "infantry".
                        The same in case territories have movement 0 units already in it, maybe defence 1 simple ones, to represent territorial militia, or something the like (would make more sense being first, as being the foremost fodder).
                        I believe the ordering would be better if by the same order in which defender casualties are preselected in the battlecalculator. This would also help, especially in PBEM games, in knowing in advance what the order will be, for the defender (of course, this should be documented, to let people know). In this case, a bunker would be still last, if it would be the unit that the battlecalculator would kill last.
                        The main reason I can see for not having a "bunker", or anyways defence only unit, at the start is that would push down all other defending units, losing the alignment with the attacking ones, so I'm making a feature request specifically for overcoming that issue, another way.

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                        • C Offline
                          Cernel Moderators @redrum
                          last edited by

                          @redrum I think it woud be just better letting the mapmakers able to define if a movement 0 or cannot combat move unit should stay at the start or at the end or somewhere else in the list, by their order in the production frontier. Alternatively, I would go with the battlecalculator order (so, a 0/1 immobile unit would be first, and a 0/4 immobile unit would be last). For the problem of defence only units pushing the defence listing only down (like in the case of your first image, in which the alpine infantry is pushed down from 1st to 3rd position by the two immobile units), deteriorating simmetry, I've opened this f.r., that would cover that (the solution would be pushing down the attacking alpine infantry too, leaving empty spaces):
                          https://forums.triplea-game.org/topic/695/always-align-the-same-named-units-in-the-battlecalculator-if-any

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