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    Crazy Europe: House of Habsburg

    Scheduled Pinned Locked Moved Maps & Mods
    453 Posts 11 Posters 694.0k Views 11 Watching
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    • CrazyGC Offline
      CrazyG Moderators @wc_sumpton
      last edited by

      @wc_sumpton
      I'm looking at the triggers and I cannot figure out why this would be the case. This is really beginning to get annoying

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

        @crazyg
        Your deactivate triggers are set to 'after:xxx_Battle' and they have a condition on them: try this:

        
            <attachment name="triggerAttachmentDeactivateMoveBonus" attachTo="France" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
              <option name="conditions" value="conditionAttachmentAlways"/>
        	  <option name="players" value="France:Habsburg_Monarchy:Ottoman_Empire:Poland-Lithuania:Russia:Denmark:Sweden"/>
              <option name="unitType" value="Pikemen:Musketmen:Cannon:Knights:Navy"/>
              <option name="unitProperty" value="givesMovement" count="-reset-"/>
              <option name="when" value="before:FranceCombatMove"/>
              <option name="when" value="before:Habsburg_MonarchyCombatMove"/>
              <option name="when" value="before:Ottoman_EmpireCombatMove"/>
              <option name="when" value="before:Italian_StatesCombatMove"/>
              <option name="when" value="before:Poland-LithuaniaCombatMove"/>
              <option name="when" value="before:RussiaCombatMove"/>
              <option name="when" value="before:DenmarkCombatMove"/>
              <option name="when" value="before:SwedenCombatMove"/>
            </attachment>
        

        This replaces all the deactivation triggers, will always happen, resets for all units and players.
        The activation triggers happen before non-combatmove, after battle the reset has to come prior to combatmove. So the steps are reset all, it may have be set by a prior player, battle then set if player has the tech. Leave alone until next player to reset all.

        Hope this helps.

        Cheers...

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

          @wc_sumpton
          You are a beautiful man

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

            @crazyg
            40 years of marriage, my wife thinks so too!!!

            I use the same process in I:USA, so I knew what to look for. And moving the TechActivation did not help because of the step processes. So it can be left for last.

            Cheers...

            P.S. I did take the time to change some of the givesMovement to just movement and it seemed to work just fine, was wondering what was the problem you were having using a movement change with land units? The process is the same: Change all prior to combatMovement, change only the ones with tech prior to non-combatMovement. But you don't need all of the <step>s.

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

              @wc_sumpton
              Try this.
              A pikemen attacks a territory, there is combat, he wins.

              If you change his movement to 2, he can move again (at least he could in my tests).

              If you use bonusMovement, he cannot.

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

                So................ in the current version Russia does not have a turn. This update has not been a good one. In the future, I will avoid pushing updates at 5 AM.

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

                  @crazyg
                  Wow, didn't do that for me. The pikemen that attacks a territory, wins or withdraws, can't move, unless I use ' <stepProperty name="resetUnitStateAtStart" value="true"/>' in the non-combat phase, but then all unit would be able to move after battle.

                  Still, using bonusMovement and all units can be reset with one trigger. Using movement and every unit with a different value has to have a trigger.

                  Doesn't matter, hopefully your map is working the way you want.

                  Cheers...

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

                    @crazyg said in Crazy Europe: House of Habsburg:

                    So................ in the current version Russia does not have a turn. This update has not been a good one. In the future, I will avoid pushing updates at 5 AM.

                    LMAO!!! When I said being crazy helps... perhaps I was wrong. 😉 Russia no turn... you are really rooting for the Habsburg alliance. Not sure its the best way to balance a map. 😉

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

                    1 Reply Last reply Reply Quote 3
                    • HeppsH Offline
                      Hepps Moderators
                      last edited by Hepps

                      I know you have other things on your mind... but I did this back when I was going full boar on the reliefs.

                      Take it or leave it... no sweat off my brow. It's just collecting digital dust bunnies at the back of my HOH closet.

                      0_1531178971093_Science 17th century styles.png

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

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

                        @hepps
                        Its much better than the beaker, I'll take it

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

                          @CrazyG
                          Just downloaded the latest here are some thoughts:

                          1. Remove all the <stepProperty>'s from the combatMovement and noncombatMovement, leaving only the giveBonusMovement=true in noncombatMovement
                          2. Change the conditionAttachmentAlways to switch=true
                          3. Change the turns conditions into one condition with a rounds=1:3:5:etc
                          4. Add a condition for 'Tech Development' and add this condition into the turns condition
                          <!-- Check to see if techTokens are given -->
                          <attachment name="conditionAttachmentTechDevelopment" attachTo="France" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
                          	<option name="gameProperty" value="Tech Development"/>
                          </attachment>
                          
                          <!--Conditions for Turn Number-->
                          <attachment name="conditionAttachmentAlways" attachTo="France" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
                          	<option name="switch" value="true"/>
                          </attachment>
                          
                          <!-- Change to one condition with round values and a Tech Development condition -->
                          <attachment name="conditionAttachmentGiveTechTokens" attachTo="France" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
                          	<option name="conditions" value="conditionAttachmentTechDevelopment"/>
                          	<option name="rounds" value="1:3:5:7:9:11:13:15:17"/>
                          </attachment>
                          
                          1. Now the techTokens triggers can be reduced to 1 trigger:
                          <!-- Changed to be one trigger for all player every other turn begining turn 1 -->
                          <attachment name="triggerAttachmentGiveTechTokens" attachTo="France" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                          	<option name="conditions" value="conditionAttachmentGiveTechTokens"/>
                          	<option name="when" value="before:FranceTech"/>
                          	<option name="players" value="France:Habsburg_Monarchy:Ottoman_Empire:Poland-Lithuania:Russia:Denmark:Sweden"/>
                          	<option name="resource" value="techTokens"/>
                          	<option name="resourceCount" value="12"/>
                          </attachment>
                          
                          1. Remove the resource of 12 techTokens given during initialization.
                            Making this change will allow the player to turn off Tech by deselecting 'Tech Development' and not receive any techTokens.
                          2. Change the Activate Bonus Movement triggers to 'when=before:xxxNonCombatMove' (I tend to 'when' my triggers to the step they effect.)
                          3. Already talked about the restore movement trigger.
                          4. I would also change the remove RecruitPikemen to a single trigger.
                          <!--Triggers: Remove Recruits changed to one trigger-->
                          <attachment name="triggerAttachmentFranceRemoveRecruits" attachTo="France" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                          	<option name="conditions" value="conditionAttachmentAlways"/>
                          	<option name="removeUnits" value="all:RecruitPikemen"/>
                          	<option name="players" value="France:Habsburg_Monarchy:Ottoman_Empire:Poland-Lithuania:Russia:Denmark:Sweden"/>
                          	<option name="when" value="after:FranceEndTurn"/>
                          	<option name="when" value="after:Habsburg_MonarchyEndTurn"/>
                          	<option name="when" value="after:Ottoman_EmpireEndTurn"/>
                          	<option name="when" value="after:Italian_StatesEndTurn"/>
                          	<option name="when" value="after:Poland-LithuaniaEndTurn"/>
                          	<option name="when" value="after:RussiaEndTurn"/>
                          	<option name="when" value="after:DenmarkEndTurn"/>
                          	<option name="when" value="after:SwedenEndTurn"/>
                          </attachment>
                          
                          1. In the <property>'s I would only show Low Luck, Tech Development, and Unplaced units live when not placed. (And maybe think about adding a bid section)

                          Game play seems to be moving along real good. The bonus movement problem is solved and the other Techs seem to work as they should. The tool tips even update to reflect the added bonuses. Maybe @Hepps could design a simple overlay to display the bonuses when they are in effect.

                          These are just some food for thought. The only big fix would need to be the 'Bonus Movement Triggers', then the map seems very playable with your new Techs

                          Cheers...

                          CrazyGC 2 Replies Last reply Reply Quote 1
                          • HeppsH Offline
                            Hepps Moderators
                            last edited by

                            @CrazyG Here you go.

                            0_1531225332172_Research2.png

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

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

                              @wc_sumpton
                              Thanks for this. Somehow I forgot that you can set multiple players for a single triggers, this makes it much easier.

                              I also realized I was playing on a rather old pre-release, which could explain why I was getting weird behavior. I've updated the engine and will begin work now.

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

                                @wc_sumpton
                                Can you explain why switch=true is a better choice for the always condition?

                                Thanks

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

                                  @crazyg In my opinion in this case better having a condition testing if there are any recruits on the map, not to fire a trigger for nothing. Anyways, it works either ways, and always firing it might be less demanding.

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

                                    @crazyg
                                    Just food for thought. The conditions will always equate to true. Using switch=true just reads clearer then rounds=1-+. Don't get me wrong both work and both ways can be used.

                                    Cheers...

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

                                      @cernel
                                      I could change it at the end, but I really like having an always true condition while building triggers. Its useful for troubleshooting triggers and figuring out what part isn't working.

                                      I can't say if its less demanding that checking the entire map for a unit.

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

                                        Update:

                                        Russia has a turn
                                        Added WC's recommendations
                                        Added the tech icon
                                        Moved French units around a little bit to make its opening turns more interesting.
                                        Updated game notes with more details, credit WC for his help

                                        I'm testing triggers a bit more then will upload.

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

                                          @crazyg Need a new version! My Russia keeps getting its ass handed to it. 😉

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

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

                                            @hepps
                                            That's all right, I changed their name to Rusties...:smiling_face_with_open_mouth_closed_eyes:

                                            Cheers...

                                            HeppsH 1 Reply Last reply Reply Quote 0

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