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    Large Middle Earth queries

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    • redrumR Offline
      redrum Admin @mattbarnes
      last edited by

      @mattbarnes @alkexr So the engine behavior is correct as this map is using this repair property:

      				<property name="Two HitPoint Units Require Repair Facilities" value="true" editable="false">
      					<boolean/>
      				</property>
      

      And eagle units are defined as repairing themselves:

      					<attachment name="unitAttachment" attachTo="eagle" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
      						<option name="isAir" value="true"/>
      						<option name="movement" value="8"/>
      						<option name="hitPoints" value="2"/>
      						<option name="repairsUnits" value="1:eagle"/>						
                                                      <option name="attack" value="4"/>
      						<option name="attackRolls" value="2"/>
      						<option name="defense" value="3"/>
      						<option name="defenseRolls" value="2"/>
                          </attachment>
      

      This means if the player that owns the eagles loses their capital then the eagles won't be repaired as for 'repair facilities' to function for units the unit owner must control at least one of their capitals. Whether that is what @alkexr intended is a different question and I'm guessing that the use of that property and units repaired themselves was done for some other reason and this is probably a side effect since it isn't mentioned in the notes.

      Here is the code snippet and explanation for reference:

              // Damaged units can only be repaired by facilities if the unit owner controls their capital
              if (!TerritoryAttachment.doWeHaveEnoughCapitalsToProduce(damagedUnit.getOwner(), damagedUnit.getData())) {
                return false;
              }
      

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

      alkexrA 1 Reply Last reply Reply Quote 0
      • alkexrA Offline
        alkexr @redrum
        last edited by

        @redrum Aww. That means I either have to

        • accept that eagles don't repair after losing capital 😒
        • accept that by repairing 2 out of 3 hitpoints a turn dragons and mumakil are crazy op 😰
        • create 1px x 1px capital provinces in the top left edge of the map for every player, disconnected from everything 😱

        I guess I can always just make dragons and oliphants even more expensive. At least it will feel good to 🚂 steamroll with them 😉

        "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

        redrumR HeppsH 2 Replies Last reply Reply Quote 1
        • redrumR Offline
          redrum Admin @alkexr
          last edited by

          @alkexr Oh, you are using the facilities repair to get around that regular repair always heals all HP. While I generally don't like more properties this might be a case where a property like "Repair Facilities Don't Require Capital Ownership". I think your options 1 & 3 are reasonable as well if something like that isn't added.

          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
          • HeppsH Offline
            Hepps Moderators @alkexr
            last edited by

            @alkexr Or you could just remove the requirement for facilities.

            "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 That would be choice 2 and cause the 3 HP units to potentially heal 2 HP in 1 turn. Probably the worst option as then they are crazy OP.

              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 Ahhh forgot about the three HP units.

                Then the secondary hypothetical capitals would work perfectly.

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

                1 Reply Last reply Reply Quote 0
                • M Offline
                  mattbarnes
                  last edited by

                  In the short term, should I assume that the non-repairing Eagles are unintended and therefore use Edit to correct, or do I just accept that "the game is the game" for now?

                  alkexrA 1 Reply Last reply Reply Quote 0
                  • alkexrA Offline
                    alkexr @mattbarnes
                    last edited by

                    @mattbarnes Non-repairing eagles are clearly unintended. But it's up to you and whomever you're playing with to decide how you handle the situation. The intended rule is "repair", the game-enforced rule is "don't repair", you have to decide which is more important to you.

                    "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

                    1 Reply Last reply Reply Quote 0
                    • M Offline
                      mattbarnes
                      last edited by

                      Hey one more minor point for your list, in case you want to hear it: it appears as though ships can travel up the river through Tharbad, even if the town is in enemy hands. Presumably not intended?

                      alkexrA 1 Reply Last reply Reply Quote 0
                      • M Offline
                        mattbarnes
                        last edited by

                        Still loving the game, by the way.

                        1 Reply Last reply Reply Quote 0
                        • alkexrA Offline
                          alkexr @mattbarnes
                          last edited by

                          @mattbarnes I used territory connections instead of canals, because canals just simply refused to work. I have asked it like three times on the old and the new forum, got no response. Feel free to make them work 🙂

                          "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

                          C redrumR 2 Replies Last reply Reply Quote 0
                          • C Offline
                            Cernel Moderators @alkexr
                            last edited by

                            @alkexr If you ask again, I may take a look. Canals always work for me so far. You can also make canals that, like, allow some (the bigger) ships to never be able to pass through, so having only some ships being riverable (like the small ones yes if you own the canal but the big ones never in rivers). Probably better in a separate topic, but whatever.

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

                              @alkexr Glad to take a look as well. You should be able to have cities on the river act as canals. Civil War uses canals extensively for both rivers and rails so has lots of good examples: https://raw.githubusercontent.com/triplea-maps/civil_war/master/map/games/Civil_War.xml

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

                              alkexrA 1 Reply Last reply Reply Quote 0
                              • alkexrA Offline
                                alkexr @redrum
                                last edited by

                                @redrum @Cernel Canals are in the xml in comments. The territory connections currently overriding them are under "<!--THEESE SHOULD BE CANALS-->". I have taken many looks on many maps that had working canals, to no avail.

                                <attatchment name="canalAttatchmentHarnen" attatchTo="sz Lower Harnen" javaClass="games.strategy.triplea.attatchments.CanalAttachment" type="territory">
                                  <option name="canalName" value="Crossings of Harnen Canal"/>
                                  <option name="landTerritories" value="Crossings of Harnen"/>
                                </attatchment>
                                <attatchment name="canalAttatchmentHarnen" attatchTo="sz Upper Harnen" javaClass="games.strategy.triplea.attatchments.CanalAttachment" type="territory">
                                  <option name="canalName" value="Crossings of Harnen Canal"/>
                                  <option name="landTerritories" value="Crossings of Harnen"/>
                                </attatchment>
                                					
                                <attatchment name="canalAttatchmentOsgiliath" attatchTo="sz Lower Anduin 2" javaClass="games.strategy.triplea.attatchments.CanalAttachment" type="territory">
                                  <option name="canalName" value="Osgiliath Canal"/>
                                  <option name="landTerritories" value="Osgiliath"/>
                                </attatchment>
                                <attatchment name="canalAttatchmentOsgiliath" attatchTo="sz Lower Anduin 3" javaClass="games.strategy.triplea.attatchments.CanalAttachment" type="territory">
                                  <option name="canalName" value="Osgiliath Canal"/>
                                  <option name="landTerritories" value="Osgiliath"/>
                                </attatchment>
                                					
                                <attatchment name="canalAttatchmentCairAndros" attatchTo="sz Lower Anduin 3" javaClass="games.strategy.triplea.attatchments.CanalAttachment" type="territory">
                                  <option name="canalName" value="Cair Andros Canal"/>
                                  <option name="landTerritories" value="Cair Andros"/>
                                </attatchment>
                                <attatchment name="canalAttatchmentCairAndros" attatchTo="sz Lower Anduin 4" javaClass="games.strategy.triplea.attatchments.CanalAttachment" type="territory">
                                  <option name="canalName" value="Cair Andros Canal"/>
                                  <option name="landTerritories" value="Cair Andros"/>
                                </attatchment>
                                					
                                <attatchment name="canalAttatchmentOldFord" attatchTo="sz Upper Anduin 4" javaClass="games.strategy.triplea.attatchments.CanalAttachment" type="territory">
                                  <option name="canalName" value="Old Ford Canal"/>
                                  <option name="landTerritories" value="Old Ford"/>
                                </attatchment>
                                <attatchment name="canalAttatchmentOldFord" attatchTo="sz Upper Anduin 5" javaClass="games.strategy.triplea.attatchments.CanalAttachment" type="territory">
                                  <option name="canalName" value="Old Ford Canal"/>
                                  <option name="landTerritories" value="Old Ford"/>
                                </attatchment>
                                					
                                <attatchment name="canalAttatchmentCarrock" attatchTo="sz Upper Anduin 5" javaClass="games.strategy.triplea.attatchments.CanalAttachment" type="territory">
                                  <option name="canalName" value="Carrock Canal"/>
                                  <option name="landTerritories" value="Carrock"/>
                                </attatchment>
                                <attatchment name="canalAttatchmentCarrock" attatchTo="sz Upper Anduin 6" javaClass="games.strategy.triplea.attatchments.CanalAttachment" type="territory">
                                  <option name="canalName" value="Carrock Canal"/>
                                  <option name="landTerritories" value="Carrock"/>
                                </attatchment>
                                					
                                <attatchment name="canalAttatchmentDorwinion" attatchTo="sz Celduin 1" javaClass="games.strategy.triplea.attatchments.CanalAttachment" type="territory">
                                  <option name="canalName" value="Dorwinion Canal"/>
                                  <option name="landTerritories" value="Dorwinion"/>
                                </attatchment>
                                <attatchment name="canalAttatchmentDorwinion" attatchTo="sz Sea of Rhun" javaClass="games.strategy.triplea.attatchments.CanalAttachment" type="territory">
                                  <option name="canalName" value="Dorwinion Canal"/>
                                  <option name="landTerritories" value="Dorwinion"/>
                                </attatchment>
                                					
                                <attatchment name="canalAttatchmentTharbad" attatchTo="sz Greyflood 2" javaClass="games.strategy.triplea.attatchments.CanalAttachment" type="territory">
                                  <option name="canalName" value="Tharbad Canal"/>
                                  <option name="landTerritories" value="Tharbad"/>
                                </attatchment>
                                <attatchment name="canalAttatchmentTharbad" attatchTo="sz Greyflood 3" javaClass="games.strategy.triplea.attatchments.CanalAttachment" type="territory">
                                  <option name="canalName" value="Tharbad Canal"/>
                                  <option name="landTerritories" value="Tharbad"/>
                                </attatchment>
                                					
                                <attatchment name="canalAttatchmentLastBridge" attatchTo="sz Mitheithel 1" javaClass="games.strategy.triplea.attatchments.CanalAttachment" type="territory">
                                  <option name="canalName" value="Last Bridge Canal"/>
                                  <option name="landTerritories" value="Last Bridge"/>
                                </attatchment>
                                <attatchment name="canalAttatchmentLastBridge" attatchTo="sz Mitheithel 2" javaClass="games.strategy.triplea.attatchments.CanalAttachment" type="territory">
                                  <option name="canalName" value="Last Bridge Canal"/>
                                  <option name="landTerritories" value="Last Bridge"/>
                                </attatchment>
                                					
                                <attatchment name="canalAttatchmentSarnFord" attatchTo="sz Baranduin 2" javaClass="games.strategy.triplea.attatchments.CanalAttachment" type="territory">
                                  <option name="canalName" value="Sarn Ford Canal"/>
                                  <option name="landTerritories" value="Sarn Ford"/>
                                </attatchment>
                                <attatchment name="canalAttatchmentSarnFord" attatchTo="sz Baranduin 3" javaClass="games.strategy.triplea.attatchments.CanalAttachment" type="territory">
                                  <option name="canalName" value="Sarn Ford Canal"/>
                                  <option name="landTerritories" value="Sarn Ford"/>
                                </attatchment>
                                					
                                <attatchment name="canalAttatchmentBrandywineBridge" attatchTo="sz Baranduin 3" javaClass="games.strategy.triplea.attatchments.CanalAttachment" type="territory">
                                  <option name="canalName" value="Brandywine Bridge Canal"/>
                                  <option name="landTerritories" value="Brandywine Bridge"/>
                                </attatchment>
                                <attatchment name="canalAttatchmentBrandywineBridge" attatchTo="sz Baranduin 4" javaClass="games.strategy.triplea.attatchments.CanalAttachment" type="territory">
                                  <option name="canalName" value="Brandywine Bridge Canal"/>
                                  <option name="landTerritories" value="Brandywine Bridge"/>
                                </attatchment>
                                					
                                <attatchment name="canalAttatchmentMithlond" attatchTo="sz Lhun" javaClass="games.strategy.triplea.attatchments.CanalAttachment" type="territory">
                                  <option name="canalName" value="Mithlond Canal"/>
                                  <option name="landTerritories" value="Mithlond"/>
                                </attatchment>
                                <attatchment name="canalAttatchmentMithlond" attatchTo="sz Gulf of Lhun" javaClass="games.strategy.triplea.attatchments.CanalAttachment" type="territory">
                                  <option name="canalName" value="Mithlond Canal"/>
                                  <option name="landTerritories" value="Mithlond"/>
                                </attatchment>
                                

                                "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

                                C redrumR 2 Replies Last reply Reply Quote 0
                                • C Offline
                                  Cernel Moderators @alkexr
                                  last edited by Cernel

                                  @alkexr Those look fine to me, and should work.

                                  I just tested the Harnen one, and works for me.

                                  Also, despite being called canals, those things are actually booms. I wonder if that is the matter, since you say "THEESE SHOULD BE CANALS", while you should say "these should have canals (attached to them)".

                                  Also, for display, I suggest refining the names, by removing the " Canal" part at the end of all canalName values, so that it reads more naturally; unless, maybe, there are some specific references, from the lore, you want to mention.

                                  And wouldn't it be better dividing ships between those able to navigate rivers (if you control the crossings) and those that just never can (because they are too big)? That is possible too. Not sure if like caravels should be actually able to move through all those rivers.

                                  Also maybe all or more nations should be able to produce ships. The fact that they can't place any at start or they never bothered having any so far doesn't mean that they couldn't build some if they want. Like here you make your own history; so why the freefolks should be unable to produce some ships, if they want to?

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

                                    @alkexr Look fine except they have the old "attatch" spelling that needs fixed. If you fix the spelling and uncomment them then you should see the function to prevent ships crossing between the indicated sea zones unless the given land territories is allied controlled.

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

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

                                      @redrum The ones he has in the xml are actually spelled by latest; probably underwent the mass change.

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

                                        @cernel Yeah, I see that now.

                                        @alkexr I uncommented the canals and they seem to work fine. I added High Elves ships to the sea zones next to Crossings of Harnen and they then can't move through. But if I place Harad ships then I can move through. I think your confusion is that you ALWAYS need territory connections even if you have canals. Its not an either or type deal. Canals essentially block connections unless satisfied, they don't create/define connections. Here is the working XML: 0_1528151820768_Large_Middle_Earth.xml

                                        Here is the PR to fix it: https://github.com/triplea-maps/large_middle_earth/pull/2

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

                                        C alkexrA 2 Replies Last reply Reply Quote 2
                                        • C Offline
                                          Cernel Moderators @redrum
                                          last edited by

                                          @redrum Yeah, that's my guess, as well. But, if so, it's more of a TripleA fault, as it is really the name that's wrong/misleading. It's called canal, but it is a boom. Like if you add the Suez canal, you are not actually digging a canal there, but rather sort of the opposite. So maybe the problem is that he understood it "correctly", literally.

                                          For example, the suez canal is actually not the canal, but the canal is simply the normal connection, while the so called canal is not the actual / real canal itself, but whatever allowing to close / control the canal.

                                          1 Reply Last reply Reply Quote 0
                                          • alkexrA Offline
                                            alkexr @redrum
                                            last edited by

                                            @redrum Yeah, thanks, that's what I got wrong. I won't merge that into master just yet, I plan to fix all bugs and everything and release a new major version by mid-june at the latest. I'll have a very limited amount of time during the next few weeks though.

                                            "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

                                            redrumR C 2 Replies Last reply Reply Quote 0

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