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    Large Middle Earth queries

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    • 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?

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      • 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.

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              • 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
                • redrumR Offline
                  redrum Admin @alkexr
                  last edited by

                  @alkexr Oh ok. If the other bugs are just minor XML changes, I'm glad to add them in real quick as well.

                  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
                  • C Offline
                    Cernel Moderators @alkexr
                    last edited by

                    @alkexr Since I can imagine you lost a few hours over this thing, maybe this can help someone else in the future:
                    https://github.com/triplea-maps/the_pact_of_steel/pull/11

                    @redrum @LaFayette to merge.

                    p.s.: It also adds the description for a related property that I'm not seeing; so, I'm assuming it was never added?

                    1 Reply Last reply Reply Quote 2
                    • alkexrA Offline
                      alkexr
                      last edited by

                      Err... did I say mid-june? I meant july... oh well. Seems I'll have more work next week than I thought...

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

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

                        @alkexr if you are planning on re-envisioning this map.

                        I might suggest giving a few things some consideration.

                        With the wild myriad of different things going on, much of this map seems over whelming when trying to play it. Some visual cues could really enhance the experience.

                        Here is a quick mock up of an idea...

                        0_1528244048597_Suggested unit upgrades.png

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

                        alkexrA C 2 Replies Last reply Reply Quote 3
                        • alkexrA Offline
                          alkexr @Hepps
                          last edited by

                          @hepps I'm not (yet!) able to draw discernible pictograms of this size. But if you draw one for each special/ability/support, I'll put them on the unit images. These could also replace most of the text in tooltips. But I don't think numbers are that necessary to show on the map. The pictograms will be a nice cue as to what the unit is for, but if you want really detailed information like exact att/def/mov stats and such, well that's what consulting the tooltips is for. Aslo this many numbers would be rather overwhelming on the map, especially in areas where there are like 6 unit types per territory, not 2.

                          Also, I see that the beautification process is getting somewhere - this new Mindoullin is definitely not the northern dwarven lands you showed us before 🙂

                          If we indeed do decide to go down this path, then it's definitely not going to be done by mid-june. But then I would also improve territory names, add lotr-specific music, establish the means for procedurally generating tooltips (yeah that's a tough one), and two important gameplay changes:

                          • removing invisible crossings around the Undeeps and Tolfalas
                          • a big one that I've so far been reluctant to do: simplifying the territory effect mechanics while roughly keeping the magnitude of effects

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

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

                            @alkexr Yup. I generally add more info than less as it is easier to remove things than it is having to go back and add them.

                            But I think I may have gotten on a roll yesterday. 🤓

                            0_1528286615903_Unit specifications chart..png

                            I believe I have everything you would need. Just say the word and I will customize the entire unit list.

                            the Territory names are pretty straight forward as well... there are a lot of them... but it isn't terribly difficult to do.

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

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

                              @hepps Don't bother with territory names. I can now procedurally generate them with like... 5 clicks? 😄 But If you feel like doing the units, I would appreciate it. Also, if you have ideas for better production / unit production pictograms, don't hold yourself back 🙂

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

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

                                Here are the icons... perhaps it is best if you implement them as I am not sure how you would like to use them.

                                0_1528294538576_Traits and Abilities icons.png

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

                                1 Reply Last reply Reply Quote 2
                                • alkexrA Offline
                                  alkexr
                                  last edited by

                                  Development of 1.3 version on github: https://github.com/triplea-maps/large_middle_earth/tree/version-1.3
                                  For the first time, I will use github during development, not only for uploading the finished work. You can track the progress, download "unstable" versions for testing, give feedback or even contribute directly.

                                  "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 1 Reply Last reply Reply Quote 4
                                  • redrumR Offline
                                    redrum Admin @alkexr
                                    last edited by

                                    @alkexr Wish I could up vote your post more than once. Though now you'll have to teach all the other mapmakers how to 🙂

                                    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
                                    • C Offline
                                      Cernel Moderators @Hepps
                                      last edited by

                                      @hepps While not currently possible, aside from making an entire mapskin for it (which would anyway require going through the menu to click), it would be probably better if the user can switch between plain units and units with those things beside. My guess is that the best would be those details showing only for the units in the territory you have the mouse over.
                                      Also better considering them while having an 1 magnitude stack number.

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

                                        @cernel Sure it possible. All you would have to do is to create 2 separate unit lists and put a user action in at the beginning of the game to decide if you want to use the unit set with icons... or without.

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

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

                                          @hepps Don't forget to add a unit set for every language, too.

                                          Actually, with unit icons it wouldn't be unreasonable. I mean the details, not the languages.

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

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

                                            @alkexr Yeah it would be pretty easy given that most of it is just cut and past. You would probably only have to write like 5 new lines in the XML.

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

                                            1 Reply Last reply Reply Quote 0

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