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    Fuel Enhancements

    Scheduled Pinned Locked Moved Feature Requests & Ideas
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    • W Offline
      wc_sumpton @Frostion
      last edited by

      @frostion
      One thing to think about when using the 'fuelFlatCost' is to set it to one less then the maximum movement of the air unit. For fighters set it to 3 and bombers set it to 5 then I think you have a nice go-between for these units.

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

        @wc_sumpton Depends on what you want the balance of fuel consumption to be for land vs sea vs air. If you want high fuel consumption for air then yeah you can essentially set it to something close to their max movement since most times you move air you tend to use most of their moves. I'd probably argue most maps are better off keeping air fuel consumption more inline with land/sea so if you have like 1 per move for land/sea then having air be like 1-2 fuelFlatCost would keep them more balanced.

        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 0
        • General_ZodG Offline
          General_Zod Moderators
          last edited by

          To echo @redrum a bit.

          I think its, crucial to not over power a unit. Especially air units. But a successful fuel model will have a few moving parts to contend with. Not only, the units overall fuel consumption and abilities, build cost, etc., in comparison to all other units. As well as each nations access to the actual distribution of the fuel resource territories.

          With Iron War, even more to contend with, due to iron resource. It will surely need tweaking as play testing feedback comes in. But I think this game will be a hit once it's balanced out. Even more so if it's multi player friendly.

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

            Alright. So we are down to the final few fuel enhancements left. Scrambling.

            So my thought is scrambling should charge the fuelFlatCost and/or fuelCost times number of territories to scramble territory and back (so almost always 2xfuelCost since its 1 territory away). Any thoughts?

            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 0
            • HeppsH Offline
              Hepps Moderators @redrum
              last edited by

              @redrum Seems right... though if you say have your aircraft set to a flat rate... how would that work?

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

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

                @hepps It would just charge the fuelFlatCost just like when you would move them during you turn. So for example, if you had fighters set to fuelFlatCost=2 and scrambled 2 fighters then it would cost 4 fuel. Its essentially like they use a 'tank' of fuel to go scramble and defend just like when moving/fighting during a regular turn.

                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

                  @redrum So if you had a fighter set to 1.... then both there and back would be 1.

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

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

                    @hepps Yeah, if fuelFlatCost=1 then a fighter there and back would be 1. If you had fuelCost=1 then a fighter there and back would be 2.

                    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
                    • FrostionF Offline
                      Frostion Admin
                      last edited by Frostion

                      This sounds good ☺
                      What is the reason behind the viewpoint that moving fighters to newly build carriers is outdated and should not be used?
                      Has it ever been an official rule in an A&A board game?
                      Is it because of a "free" fighter movement? If so, could there not just be restrictions on movement, allowing only fighters with at least 1 move left to move, and if placement can be done before CM and NCM, then it will also use 1 move of its total round moves?

                      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, the free movement is strange and unintuitive IMO. It was part of some of the early A&A games. It tends to be better to allow fighters to end movement where you are placing a carrier than landing them then allowing the free move to the carrier. If no A&A game ever had done that then I don't think anyone would ever have said 'I wish we could add a rule to land fighters then allow them a free move if I build a carrier'.

                        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 1
                        • General_ZodG Offline
                          General_Zod Moderators @redrum
                          last edited by

                          @redrum

                          Are you removing that move fighter to new carrier property?

                          I'm just wondering if it that property can be used creatively in other yet in undeveloped maps. In a way that has nothing to do with acc. It might come in handy yet.

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

                            @general_zod No, I'm just not adding fuel cost support for it. So that 'free' move will cost 0 fuel.

                            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 0
                            • HeppsH Offline
                              Hepps Moderators @redrum
                              last edited by

                              @redrum Free'r than before?!?! Get em while their hot!

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

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

                                @hepps More free the better? But yeah doesn't cost move points or fuel. Its magic!

                                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 0
                                • HeppsH Offline
                                  Hepps Moderators @redrum
                                  last edited by

                                  @redrum It was magic before... now its low carbon foot print magic. 😃

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

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

                                    Here are some initial screenshots of scrambling with fuel. The scramble window shows 'estimated' fuel cost of both defending/returning. If the fighters die then they aren't charged returning fuel for "fuelCost". This is using Global 40 with fighters having:

                                    	  <option name="fuelFlatCost" value="PUs" count="4"/>
                                    	  <option name="fuelCost" value="PUs" count="1"/>
                                    

                                    No Fighters Selected
                                    0_1521254122751_c1278080-6235-41ba-a64f-733f4bf5e799-image.png

                                    UK Fighter Selected
                                    0_1521254161671_75a55420-c997-4237-808d-cb8125da84db-image.png

                                    UK and French Fighters Selected
                                    0_1521254195544_7db21a06-840c-46ab-87b9-f3475f89c57d-image.png

                                    Not Enough Fuel for Scramble
                                    0_1521257323195_c2bafd2e-0a41-40b0-965b-59826070237f-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 1
                                    • prastleP Offline
                                      prastle Moderators Admin @redrum
                                      last edited by

                                      @redrum magic only is you

                                      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
                                      • redrumR Offline
                                        redrum Admin
                                        last edited by

                                        Here is the PR: https://github.com/triplea-game/triplea/pull/3292

                                        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
                                        • FrostionF Offline
                                          Frostion Admin
                                          last edited by Frostion

                                          The above screenshots need the favicon in the top right, not a java icon 😁

                                          Edit: @General_Zod @redrum Good that the option to move fighters to new carriers is not removed. The option is critical to the Star Wars maps, an option implemented per request from players to prevent new fleets from being taken out immediately by long range fighters.

                                          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 redrum

                                            @frostion Good catch. There was a bug (probably been around forever) that caused the TripleA icon not to appear and for scramble window to not close if you exited the game. Both are fixed in the PR now.

                                            Yeah, no plan to remove that property as it would break lots of maps and A&A die hards would be up in arms 🙂 I would say there are probably better ways to prevent new carriers from being taken out too easily. I would recommend some combination of these properties instead as they are more intuitive:

                                                <property name="Produce fighters on carriers" value="true" editable="false">
                                                  <boolean/>
                                                </property>
                                                <property name="Produce new fighters on old carriers" value="true" editable="false">
                                                  <boolean/>
                                                </property>
                                                <property name="Land existing fighters on new carriers" value="true" editable="false">
                                                  <boolean/>
                                                </property>
                                            

                                            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 1

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