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    Fuel Enhancements

    Scheduled Pinned Locked Moved Feature Requests & Ideas
    234 Posts 10 Posters 221.3k Views 10 Watching
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    • HeppsH Offline
      Hepps Moderators @Frostion
      last edited by

      @frostion I do like the arrow since as you say it keeps things consisent as far as icons. Also really like the numbers for movement the same colour. The yellow version is with the darker background would have to be my favorite.

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

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

        @frostion So for the initial iteration I'm going to leave as is but interesting suggestions. Thoughts:

        1. I'm kind of neutral on parens vs no parens.
        2. The red doesn't show up very well on the darker gray background but the yellow looks nice.
        3. I'd probably make the green a bit darker but like how the light gray example looks. The challenge would be that if you have a move beyond max movement and it only shows the green number that would seem to contradict the red X you get as green tends to indicate "go"/"success".

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

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

          The latest changes have been merged and can be tested in the following pre-release: https://github.com/triplea-game/triplea/releases/tag/1.9.0.0.9464

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

          1 Reply Last reply Reply Quote 2
          • redrumR Offline
            redrum Admin
            last edited by

            So on to fuel flat costs... Here is an example of what I'm proposing for the new XML parameter (fuelFlatCost):

            	<attachment name="unitAttachment" attachTo="fighter" javaClass="games.strategy.triplea.attatchments.UnitAttachment" type="unitType">
            		<option name="movement" value="4"/>
            		<option name="carrierCost" value="1"/>
            		<option name="isAir" value="true"/>
            		<option name="attack" value="3"/>
            		<option name="defense" value="4"/>
                            <option name="fuelcost" value="oil" count="1"/>
            		<option name="fuelFlatCost" value="oil" count="2"/>
                            <option name="fuelFlatCost" value="pilots" count="1"/>	
            	</attachment>
            

            This would mean a fighter pays 2 oil & 1 pilot if it moves at all plus 1 oil per each move. So if it moved a total of 3 then it would pay 5 oil and 1 pilot. The goal is to have both the existing per move fuel cost (fuelCost) and the new fuel flat cost (fuelFlatCost) work for all unit types and be able to be used in any combination.

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

            prastleP 2 Replies Last reply Reply Quote 1
            • prastleP Offline
              prastle Moderators Admin @redrum
              last edited by

              @redrum are oil reserves being added for future maps 🙂

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

              redrumR 1 Reply Last reply Reply Quote 0
              • prastleP Offline
                prastle Moderators Admin @redrum
                last edited by

                @redrum storage tanks that can be bombed?
                smells a Heppster in this scenario

                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 @prastle
                  last edited by redrum

                  @prastle I sure hope so. Otherwise I'm adding features just for the fun of it 🙂

                  Actually I believe you could probably do some kind of bombing where when a structure is destroyed, you trigger loss of resources.

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

                  prastleP 1 Reply Last reply Reply Quote 2
                  • prastleP Offline
                    prastle Moderators Admin @redrum
                    last edited by

                    @redrum your both evil bastards

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

                    HeppsH 1 Reply Last reply Reply Quote 0
                    • HeppsH Offline
                      Hepps Moderators @prastle
                      last edited by

                      @redrum Looks great! Adding all these features just for the fun of it. What a champ! 😉

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

                      prastleP 1 Reply Last reply Reply Quote 0
                      • prastleP Offline
                        prastle Moderators Admin @Hepps
                        last edited by prastle

                        @hepps @redrum you both realize I EXPECT POS2 @ UPDATES and this will make GD a very rough map
                        sigh

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

                        prastleP 1 Reply Last reply Reply Quote 0
                        • prastleP Offline
                          prastle Moderators Admin @prastle
                          last edited by

                          @hepps its almost like you want all to ignore unless Tylenol scripts

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

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

                            @prastle Did you just volunteer to update POS2 XML?

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

                            prastleP 1 Reply Last reply Reply Quote 0
                            • prastleP Offline
                              prastle Moderators Admin @redrum
                              last edited by

                              @redrum NOPE! but with all your additions I really hope you did 🙂

                              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

                                Here is the PR adding the "fuelFlatCost" unit option: https://github.com/triplea-game/triplea/pull/3244

                                XML

                                    <attachment name="unitAttachment" attachTo="elite_cavalry" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                                      <option name="consumesUnits" value="1:cavalry"/>
                                      <option name="movement" value="2"/>
                                      <option name="transportCost" value="3"/>
                                      <option name="canBlitz" value="true"/>
                                      <option name="requiresUnits" value="parade_ground"/>
                                      <option name="requiresUnits" value="general"/>
                                      <option name="createsResourcesList" value="-4:Supplies"/>
                                      <option name="fuelCost" value="Supplies" count="1"/>
                                      <option name="fuelFlatCost" value="Supplies" count="2"/>
                                      <option name="fuelFlatCost" value="Industry" count="1"/>
                                      <option name="canInvadeOnlyFrom" value="transport:train"/>
                                      <option name="createsResourcesList" value="-1:Manpower"/>
                                      <option name="attack" value="4"/>
                                      <option name="defense" value="3"/>
                                    </attachment>
                                

                                Before
                                0_1520392632767_c6f97478-430e-4f19-97ed-652d7c705777-image.png

                                After
                                0_1520392638893_a243a0a1-19b9-4e95-8e1b-ae9848e8cac3-image.png

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

                                prastleP 1 Reply Last reply Reply Quote 3
                                • prastleP Offline
                                  prastle Moderators Admin @redrum
                                  last edited by

                                  @redrum and you questioned why I said you were brilliant?

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

                                  1 Reply Last reply Reply Quote 1
                                  • FrostionF Offline
                                    Frostion Admin
                                    last edited by

                                    Nice update. I still hope that you would reconsider removing the ( and the ) signs. They just make the movement bar unnecessarily long, and not having them would be more consistent with how icons and numbers are displayed elsewhere.

                                    I think that I will have to start work on Iron War and Iron War Europe movement fuel versions. Hopefully balanced versions of these can be ready alongside a new engine release ☺ Jubii! And they can make use of the hide resources from players feature!

                                    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

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

                                      @frostion Yeah, I think you already saw but I updated the route message in the other forum thread already 🙂

                                      And yeah, I definitely think Iron War can benefit from a lot of the recently added features. And could be the first map to ever implement fuel in a balanced and user friendly way!

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

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

                                        Thoughts on how carriers and fighters fuel costs should work? I think I see 2 options:

                                        1. Simple - If carriers and fighters are moved together during combat or non-combat move then only the carrier is charged fuel. This would include moving into combat and so a fighter moved with a carrier into combat wouldn't be charged fuelCost or fuelFlatCost.
                                        2. Noncombat Only - If carriers and fighters are moved together during non-combat move then only the carrier is charged fuel. Any moves during combat move are considered that the fighter has taken off from the initial carrier position so is always charged fuel during all combat moves.

                                        There are other more complex variations of these that meet somewhere in the middle but I'm pretty hesitant to go there. Open to suggestions and ideas but want to pick something we feel works well across all maps and is fun/intuitive to use.

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

                                        General_ZodG 1 Reply Last reply Reply Quote 0
                                        • FrostionF Offline
                                          Frostion Admin
                                          last edited by

                                          1. Simple has my vote. It seems logical and during game it would make sense if fuel was consumed on these terms. People would also see the carrier actually carrying fighters, not just acting as a landing strip at sea.

                                          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 0
                                          • General_ZodG Offline
                                            General_Zod Moderators @redrum
                                            last edited by General_Zod

                                            @redrum

                                            Choice 2 seems better to me. Choice 1 would only be logical if your making air units true cargo on the acc. But then you need handle issue where air units are being carried 2 sea zones while cargo during CM or NCM. Then the air units fly their full normal movement during CM or NC, in addition to the moves as cargo. Or maybe you have a solution already.

                                            1 Reply Last reply Reply Quote 1

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