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    Fuel Enhancements

    Scheduled Pinned Locked Moved Feature Requests & Ideas
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    • 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

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              • 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.

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                • W Offline
                  wc_sumpton
                  last edited by

                  @redrum I tend to agree with @General_Zod here. Choice 2.
                  If you have a loaded transport, you only need to click on the transport to move it an its cargo. Moving the ac and fighter requires that both items are clicked on to move. I can see the point of not charging for a NCM where both ac and fighter start and end in the same territory. But any move during CM, which implies that both are going into battle, should charge both their movement resources.

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                  • HeppsH Offline
                    Hepps Moderators
                    last edited by

                    Deuce has my vote as well.

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

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                    • redrumR Offline
                      redrum Admin
                      last edited by redrum

                      Well, given that I'd vote for option 2 as well, I'm going to move forward with that. In the future, if we get lots of maps that implement fuel adding different options around consumption should be fairly easy. Now the fun part, implementing it and making sure it works properly with both fuelCost and flatFuelCost.

                      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 Frostion

                        I can't really see the logic in fighters paying fuel for moving through several sea territories before entering a battle, especially if they start out in the same sea territory as their motherships and presumably would sit on the deck of the carrier most of the time. If fighters are part of a fleet that moves through the seas with the purpose of ending up in a battle, the fighters would not use more or less fuel than if the same fighters were part of a fleet that moved great sea distances with no intention of ending up in a battle.

                        If the fuel cost idea is based on the fighters patrolling around their fleet on the way, then all non moving land based fighters should also pay fuel every turn, just to keep them able and activ in the defence of their land territory. And I don't see that happening. Why should fighters then pay fuel for sitting on the deck of a carrier, or for being transported a great distance and then launched.

                        A forced fuel payment would also not make any sense if we talk about spacefighters sitting in the launchbay of a spaceship, waiting to get out into a battle when the fleet arrives at its destination.

                        In both the WW and the space scenario, a turn normally simulates a long period of time where a fleet is on the move, plus a relative to that very short period of battletime in the end, where the fighters go activ. Not enough time to justify that the fighters should pay the same amount of fuel as if they were flying across a continent to attack a target and then return home.

                        Also, I can't see why talk about "true cargo" vs. carried fighters should influence the answer to the question about fighters using fuel or not when on a carrier. Just because carried tanks should not use fuel when carried in a cargo hold, it does not mean that fighters with the ability to launch into battle should use fuel as their land cruising and attacking counterparts.

                        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

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

                          @frostion well I think the idea is that they are launched into combat and the mother ships steams closer for pickup. OR they go for a free ride of 2 in non combat. Just my 2 cents up to you guys.

                          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 for the carrier/air fuel changes: https://github.com/triplea-game/triplea/pull/3249

                            @Frostion I don't think any solution is gonna be perfect. I guess the way I see it is I'd rather charge fuel for all combat moves then have the situation where you move fighters into battle with a carrier and charge 0 fuel when they are participating in a battle. I think it also probably better aligns with how carrier/fighter work from a movement perspective since they can't move on the carrier then launch for their full range, they are considered launched from their starting position. Anyways, I think moving forward with the non-combat solution is a good place to start and once we have some maps implement fuel then we can always adjust it if it doesn't play well or feel intuitive.

                            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 3
                            • redrumR Offline
                              redrum Admin
                              last edited by

                              And now its in the latest pre-release: https://github.com/triplea-game/triplea/releases/tag/1.9.0.0.9693

                              I played around with it on WaW variants fuel and seems to work pretty well. That's I think the only map that has fuel with carriers/fighters implemented.

                              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 3
                              • HeppsH Offline
                                Hepps Moderators @redrum
                                last edited by

                                @redrum Yes as far as I know I think you are correct.

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

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

                                  I hope to get some free spare time to work on Iron War and a new fuel consumption system soon. But it might be a week or so. Anyone is free to fool around with the XML and make an unofficial new version for testing. 😊 The experience would be valuable, just remember to use the latest XML from the repository!

                                  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 3
                                  • FrostionF Offline
                                    Frostion Admin
                                    last edited by

                                    @redrum
                                    I am testing out Iron War with the new fuel system. One of the big problems that will still prevent Iron War from using a fuel consumption system is the AI’s and human possibility to send out aircraft on combat moves, and then in NCM the aircraft are lost because they don’t have fuel to return.

                                    Unless aircraft are kamikaze units, they should not be able to take off without also reserving their potential full use of fuel, meaning that a full return trip would be possible. If they are killed on mission, then bad luck, the fuel is just lost. If they return home without using their full potential and reserved fuel, then good luck, the player get fuel back in the bank. This should be terms for both AI and humans.

                                    Without a game engine enforced system that secures the above, the map will in no way be AI compatible and Humans also sometimes end up in situations where they maybe lose aircraft because they didn’t calculate right when moving out aircraft on CMs, and this ruins the game experience. Players will feel “this is a shitty game, as I would never have used these fighters in this way if I knew they would die like this.” We can’t count on players having minds like calculators or expect players to feel any fun in having to be extra careful when moving aircraft around, just because these (unlike other unit) have a tendency to die from a lacking fuel.

                                    I hope this or something similar cold be implemented in the future.
                                    … or maybe there could be added a new unit option like:
                                    <option name="fuelReservedOnCombatMove" value="4"/>
                                    or
                                    <option name="fullMovementFuelReserved" value="true"/>

                                    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

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

                                      @frostion
                                      I think the <option "fuelFlatCost" value="fuel" count="4"/> is what you are thinking about for this. But I don't think that the 'unused' portions is returned.

                                      Cheers...

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                                      • FrostionF Offline
                                        Frostion Admin
                                        last edited by

                                        @wc_sumpton Well, the fuel flat rate is the second best option and could make it AI compatible. It just makes it very fuel costly to use aircraft. Optimally unspent fuel should be returned. But until now, I can live with the fuel flat rate. This could also justify aircraft being relatively PU cheap in Iron War 😛

                                        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

                                        General_ZodG redrumR W 3 Replies Last reply Reply Quote 0
                                        • General_ZodG Offline
                                          General_Zod Moderators @Frostion
                                          last edited by General_Zod

                                          @frostion I think some of the very valid points you made above about players being forced to calculate and micro manage aircraft should be alleviated by this as well. With this model. I look forward to testing it out again.

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

                                            @frostion So I agree that trying to use the traditional per movement fuel with air still has the problems. I strongly recommend trying fuelFlatCost as I think it avoids those issues in a much simpler and elegant way than trying to add a lot of logic around fuel reserves. Looking at air units from a using a tank of fuel perspective, I think makes sense and avoids having the player to do lots of calculations. It also avoids lots of edge cases with some kind of reserve system around when should reserves be returned vs lost.

                                            I'd very much like to see a map test out fuelFlatCost and see what players think. If it doesn't work well or people don't seem to like it then we can discuss some kind of reserves system or even other ideas.

                                            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

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