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    Crazy Europe: House of Habsburg

    Scheduled Pinned Locked Moved Maps & Mods
    453 Posts 11 Posters 693.8k Views 11 Watching
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    • 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
                      • CrazyGC Offline
                        CrazyG Moderators
                        last edited by

                        Update is being pushed soon. Change log:
                        Some missing connections added.
                        Some extra connections taken away.
                        Turn order changed. Makes the game faster, especially for play by email.
                        Some territory owners changed.

                        New Mechanic created: March. A unit with march can move more than 1 space, but only in the noncombat move phase. For example, pikemen with march can move 2 spaces, however they can still only move 1 space to enter combat. Units which enter combat do not receive the extra movement. March can be added to various units via techs.

                        New Tech List
                        March: Pikemen and Musketmen gain 1 march.
                        IronHorseshoes: Knights gain 1 march
                        Horsedrawn Artillery: Cannons gain 1 march

                        Tercio Formation: Musketmen gain +1 defense
                        HeavyCannons: Cannons roll 3 dice, but have -1 attack
                        Hussars: Knights gain +1 attack.

                        Improved Sailing: Navies gain 1 march.
                        NavalCannons: Navies gain +1 attack
                        Ship of the Line: Navies gain +1 defense

                        HeppsH 1 Reply Last reply Reply Quote 2
                        • HeppsH Offline
                          Hepps Moderators @CrazyG
                          last edited by Hepps

                          @crazyg Chomping at the bit! Long awaited revisions to a great design.

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

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

                            Update is on github

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

                              @crazyg
                              May have found another connection problem:
                              France 08 connects to the following France 16, France 17 and France 18.
                              Also, to use the new tech I had to remove HouseofHabsburg0.5.xml from the games folder.

                              Cheers...

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

                                @wc_sumpton
                                Let me know how the techs work out for you.

                                I think I'm doing something wrong on github because I know for certain that those connections were removed a long time ago. I double checked and in what I intended to upload there was only one XML.

                                Anyone have advice on this?

                                B HeppsH 2 Replies Last reply Reply Quote 0
                                • B Offline
                                  beelee @CrazyG
                                  last edited by beelee

                                  @crazyg you should be able to check your changes with the compare button before you upload. Is just the xml different ? If so you should be able to remove the xml you don't want and add the new one.

                                  yea i just checked and your other xml is still in there. So at triplea/maps where your repo is you can edit it. i think you might need to do a new PR then, idk.

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

                                    @crazyg Little something I doodled last night while waiting for some stuff to load...

                                    0_1531144056880_CG.png

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

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

                                      @hepps
                                      Looks like I have a new profile picture

                                      HeppsH 2 Replies Last reply Reply Quote 0
                                      • HeppsH Offline
                                        Hepps Moderators @CrazyG
                                        last edited by

                                        @crazyg lol

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

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

                                          @crazyg BTW did you get the upload issues resolved?

                                          "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
                                            ITs in process now

                                            1 Reply Last reply Reply Quote 1

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