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    Crazy Europe: House of Habsburg

    Scheduled Pinned Locked Moved Maps & Mods
    453 Posts 11 Posters 694.1k Views 11 Watching
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    • redrumR Offline
      redrum Admin
      last edited by redrum

      PR to fix battle calc HP display to not include infra units: https://github.com/triplea-game/triplea/pull/3364

      0_1523420311139_f450233d-c664-4ccf-8500-f312f09903da-image.png

      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 2
      • C Offline
        Cernel Moderators @redrum
        last edited by

        @redrum I think this is a good change, as the generic "HP" should just tell the normal ones, but I want to point out that infrastructure hitpoints, also them having more than 1 each, is not pointless, as they can still be hit by AA attacks (I'm actually making a map in which there are 2 hitpoints infrastructures that can be hit by AA attacks).

        For example, in the case of this map, you could have cannons that are infrastructures but are also able to AA attack each other (each cannon has AA attacks against enemy cannons), representing counter-battery fire and artillery dominance (it works fine, and it would be fairly realistic).

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

          @crazyg Can't wait for more of the up dates to your creation. the game has transformed a great deal already from the original release.

          Keep up the great work.

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

          1 Reply Last reply Reply Quote 0
          • CrazyGC Offline
            CrazyG Moderators
            last edited by

            I pushed an update yesterday that had those extra connections removed, as well as the couple of image updates I forgot. However the download isn't working, I can't figure out why. I'll investigate more after work today.

            Next steps are balancing suggestions. I will also update the PU place file at some point.

            C HeppsH 2 Replies Last reply Reply Quote 1
            • C Offline
              Cernel Moderators @CrazyG
              last edited by

              @crazyg If, by unable to download, you maybe mean that you didn't see the percentage progress on download, that is just a thing that happens for newly updated or uploaded maps (a GitHub related limit).
              It is not stuck: it still downloads, you just don't get the progress info, and have simply to wait till it's done.
              It worked for me.

              Capturable emplacements (pillboxes, castles...), capturable artillery and a very simple upkeep system are all things I always suggested / promoted, so it is sweet to see so many dynamics I like in a map (tho I've not played it yet).

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

                @crazyg Looks good CG.

                I will continue to look for connections as soon as I have the chance.

                The preview picture in the Download screen might be a little over kill. 😃

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

                1 Reply Last reply Reply Quote 1
                • CrazyGC Offline
                  CrazyG Moderators @Cernel
                  last edited by

                  @cernel
                  Please do give some feedback on the maintenance system. I expect it needs fine tuning

                  C 1 Reply Last reply Reply Quote 0
                  • C Offline
                    Cernel Moderators @CrazyG
                    last edited by

                    @crazyg I'm in the lobby atm, but there are 13 people in total. Duno if you have time to play now.

                    1 Reply Last reply Reply Quote 0
                    • General_ZodG Offline
                      General_Zod Moderators
                      last edited by General_Zod

                      @general_zod said in Crazy Europe: House of Habsburg:

                      Just a side note the map looks great zoomed in. But for those who like to play zoomed out further. I suggest checking "show map blends" in addition to "show map details". This setting will give cleaner looking borders from a zoomed out perspective, imo.

                      Just a reminder regarding zoomed out map image 70% or further. Try changing the settings" view->draw map border on top->low" versus medium or high. This gives a crisper border.

                      Example 70% with medium.
                      0_1525639120940_HOH_70_medium_001.PNG

                      Example 70% with low.
                      0_1525639139956_HOH_70_low_001.PNG

                      1 Reply Last reply Reply Quote 2
                      • CrazyGC Offline
                        CrazyG Moderators
                        last edited by

                        I like that setting Zod.
                        Have you played more games/ have any feedback?

                        Just an update for everyone, technology is being added to this map. I think its going to help shake things up

                        General_ZodG 1 Reply Last reply Reply Quote 1
                        • General_ZodG Offline
                          General_Zod Moderators @CrazyG
                          last edited by

                          @crazyg

                          Nope, I had no luck getting a game going this past weekend.

                          1 Reply Last reply Reply Quote 0
                          • CrazyGC Offline
                            CrazyG Moderators
                            last edited by

                            Here is a sneak peak of a very delayed update. I found some missing connections, and I'm adding technologies to the map. These should help speed the game up (especially March). See below

                            March~ pikemen and muskets have 2 movement in the noncombat move phase only
                            Horseshoes~ knights have 3 movement in NC only
                            Horsedrawn Artillery~ artillery have 2 movement in NC only

                            AccurateCannons~ cannons have +1 attack
                            HeavyCannons~ cannons roll 3 dice but have -1 attack
                            Hussars~ knights have +1 attack

                            Sailing~ navies get +1 movement in NC only
                            Naval Cannons~ Navies have +1 attack
                            Ship of the Line~ Navies have +1 defense

                            Quick question in case anyone else has tried this, what is the easiest way to give units +1 movement only in the noncombat move phase in a way that can be activated by tech?

                            wc_sumptonW 1 Reply Last reply Reply Quote 3
                            • wc_sumptonW Offline
                              wc_sumpton @CrazyG
                              last edited by

                              @crazyg
                              In Invasion USA, the Air units do something like this. Basically the movement for each unit has to be set prior to each combatMovement:

                              <attachment name="triggerAttachmentEasternHumanBomber4CM" attachTo="Western" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                                   <option name="conditions" value="conditionAttachmentEasternHumanPlayer"/>
                                   <option name="unitType" value="bomber"/>
                                   <option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/>
                                   <option name="unitProperty" value="movement" count="4"/>
                                   <option name="when" value="before:westernCombatMove"/>
                                   <option name="when" value="before:easternCombatMove"/>
                                   <option name="when" value="before:southernCombatMove"/>
                                   <option name="when" value="before:northernCombatMove"/>
                                   <option name="when" value="before:americanCombatMove"/>
                              </attachment>
                              

                              You can add different units to the trigger as long as all unit have the same movement setting.

                              Then you would use the same type of trigger to set the non-combat movement of those unit if the condition for that player is true. I would use a switch type condition which would be set by a tech by the player.

                              I hope this is helpful.

                              Cheers...

                              CrazyGC 1 Reply Last reply Reply Quote 2
                              • CrazyGC Offline
                                CrazyG Moderators @wc_sumpton
                                last edited by CrazyG

                                @wc_sumpton
                                I tried this way, but it doesn't seem to work for land units (it does work for air). If changing the movement of land units, it just doesn't change the movement. I found a way to do it by having the units give themselves bonus movement

                                  <option name="givesMovement" value="1:Pikemen"/>
                                
                                HeppsH 1 Reply Last reply Reply Quote 3
                                • HeppsH Offline
                                  Hepps Moderators @CrazyG
                                  last edited by

                                  @crazyg I assume you are just going to trigger that attachment during NCM moves.

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

                                  CrazyGC 1 Reply Last reply Reply Quote 0
                                  • CrazyGC Offline
                                    CrazyG Moderators @Hepps
                                    last edited by

                                    @hepps
                                    Nothing else uses bonus movement, so I can just take it away from the combat move phase and add it to the NC phase using step properties

                                    wc_sumptonW 2 Replies Last reply Reply Quote 0
                                    • wc_sumptonW Offline
                                      wc_sumpton @CrazyG
                                      last edited by

                                      @crazyg
                                      No problem. I used it for air unit so never tried it with land units.

                                      Cheers...

                                      1 Reply Last reply Reply Quote 0
                                      • wc_sumptonW Offline
                                        wc_sumpton @CrazyG
                                        last edited by

                                        @CrazyG
                                        If you leave the givesMovement as a unit property set to 1 then all units will receive this bonus. I thought you wanted to give it as a tech? You would still need triggers to increase/decrease the value only for those players that have the tech. Why would you use the step properties?

                                        Just wondering...

                                        Cheers...

                                        CrazyGC 1 Reply Last reply Reply Quote 1
                                        • CrazyGC Offline
                                          CrazyG Moderators @wc_sumpton
                                          last edited by CrazyG

                                          @wc_sumpton
                                          Yea I'm turning it on and off every turn using a trigger. Its the simplest way that I found.

                                          The other way would be to make FrenchPikemen and OttomanPikemen different units (like in TWW), but the other method seemed like less work.

                                          I wanted to make it so that a land unit which fights this turn doesn't get to move again, and givesMovement does that.

                                          wc_sumptonW 1 Reply Last reply Reply Quote 4
                                          • wc_sumptonW Offline
                                            wc_sumpton @CrazyG
                                            last edited by

                                            @crazyg
                                            Thank you for the reply. That was what I was thinking.

                                            Cheers...

                                            1 Reply Last reply Reply Quote 0

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