Crazy Europe: House of Habsburg
-
-
Did you test your approach with navies? I'm getting unusual behavior with that (a navy that moves 1 space in combat move has 0 movement in NC phase, but a unit that doesn't move has 3)
Unit overlays won't be uploaded at the moment because I want the game to function on the stable engine.
-
@crazyg I believe the engine will just ignore the unit icons properties file and images for the current stable so shouldn't cause any harm and just benefit us cool kids using the pre-release

*** This comment is regarding including unit overlays/icons and nothing to do with the navy movement issue
-
-
@wc_sumpton
not a unit properties thing, XML I have the movement swap working for everything except navies. When I tried your suggestion of movement rather than givesmovement, it seemed to stop the navies from working. -
@crazyg
I have tested the movement change on all units. But I also tested the givesmovement also.
I have both working.
Using Navy movement:<attachment name="triggerAttachmentFranceActivateNavyMoveBonus" attachTo="France" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentFranceDiscoveredSailing"/> <option name="when" value="before:FranceNonCombatMove"/> <option name="unitType" value="Navy"/> <option name="unitProperty" value="movement" count="3"/> </attachment> <attachment name="triggerAttachmentHabsburg_MonarchyActivateNavyMoveBonus" attachTo="Habsburg_Monarchy" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentHabsburg_MonarchyDiscoveredSailing"/> <option name="when" value="before:Habsburg_MonarchyNonCombatMove"/> <option name="unitType" value="Navy"/> <option name="unitProperty" value="movement" count="3"/> </attachment> <attachment name="triggerAttachmentOttoman_EmpireActivateNavyMoveBonus" attachTo="Ottoman_Empire" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentOttoman_EmpireDiscoveredSailing"/> <option name="when" value="before:Ottoman_EmpireNonCombatMove"/> <option name="unitType" value="Navy"/> <option name="unitProperty" value="movement" count="3"/> </attachment> <attachment name="triggerAttachmentItalian_StatesActivateNavyMoveBonus" attachTo="Italian_States" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentItalian_StatesDiscoveredSailing"/> <option name="when" value="before:Italian_StatesNonCombatMove"/> <option name="unitType" value="Navy"/> <option name="unitProperty" value="movement" count="3"/> </attachment> <attachment name="triggerAttachmentPoland-LithuaniaActivateNavyMoveBonus" attachTo="Poland-Lithuania" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentPoland-LithuaniaDiscoveredSailing"/> <option name="when" value="before:Poland-LithuaniaNonCombatMove"/> <option name="unitType" value="Navy"/> <option name="unitProperty" value="movement" count="3"/> </attachment> <attachment name="triggerAttachmentRussiaActivateNavyMoveBonus" attachTo="Russia" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentRussiaDiscoveredSailing"/> <option name="when" value="before:RussiaNonCombatMove"/> <option name="unitType" value="Navy"/> <option name="unitProperty" value="movement" count="3"/> </attachment> <attachment name="triggerAttachmentDenmarkActivateNavyMoveBonus" attachTo="Denmark" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentDenmarkDiscoveredSailing"/> <option name="when" value="before:DenmarkNonCombatMove"/> <option name="unitType" value="Navy"/> <option name="unitProperty" value="movement" count="3"/> </attachment> <attachment name="triggerAttachmentSwedenActivateNavyMoveBonus" attachTo="Sweden" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentSwedenDiscoveredSailing"/> <option name="when" value="before:SwedenNonCombatMove"/> <option name="unitType" value="Navy"/> <option name="unitProperty" value="movement" count="3"/> </attachment>I can post the givesmovement code also if you would like, they are very similar. The only change being the unitProperty=givesMovement=1:Navy.
Cheers...
-
@wc_sumpton
I changed it back to after:Battle and I works again. I'm scratching my headEdit: I had NoncombatMove instead of NonCombatMove

Edit 2: No that wasn't it.
Going through Git now -
Sorry for posting so many times.
I think I've figured this out. My boat has 2 movement. If I move my boat 1 space in combat move (but don't fight), it still loses all of its movement.
I was not aware of this behavior and kept thinking it was the triggers malfunctioning. I tested by moving a boat 0 zero spaces, it would have 3 movement in NC phase. I move it 2 spaces, it has 1 movement. Then I moved it 1 space, and it had 1 movement. I thought the trigger didn't fire.
-
@crazyg Correct. You can only move a non-air unit during combat move or non-combat move not both.
-
@redrum
You can move land in both -
@crazyg Land and naval should work the same. I'm not sure if you trigger additional movement after combat move if they then could move again. But at least ignoring bonus movement/triggers/resets, land/sea units can only move during combat or non-combat move.
-
Tested it on Revised. Tanks can move 1 space in both phases.
Edit: Duh blitz. I'm a fool. As long as its the engine and not my own error, I'm fine with it.
-
Its uploaded to Git
-
@crazyg, @redrum
Wow... wow had me scratching my head over this. Glad everyone is on, or at least near the same page... (I think I'm just going to throw the book at @wc_sumpton)Cheers...
-
@crazyg said in Crazy Europe: House of Habsburg:
Tested it on Revised. Tanks can move 1 space in both phases.
Edit: Duh blitz. I'm a fool. As long as its the engine and not my own error, I'm fine with it.
By intended rules, since Classic, a Tank cannot move 1 space in both phases, in any case. It cannot move of 1 space to friendly during combat move (tho TripleA doesn't support this restriction). It can move 1 space into a hostile territory, conquering it, but, then, it cannot move again during non combat move.
-
@crazyg
Quick question, I see that the France line in the 'triggerAttachmentDeactivateMoveBonus' trigger has been commented out. When Sweden activates one of the givesMovement bonuses, the bonuses will stay active until Habsburg_Monarchy turn, which will give France those bonuses for free and they could use them during the combatMove phase.Just wondering
Cheers...
-
You can have bigger non combat movement 2 ways.
- Triggering higher values in non combat, then triggering back lower in combat move.
- (without triggers) By the units giving bonus movement to themselves and having the step that gives this movement during non combat move (default is during combat move).
When I tested number 1 (triggering in and out movement to make for higher non combat movement) the only substantial issue I had was that ships that unloaded were able to move again, by the difference.
Doing it with number 2 (steps giving bonus during NCM, and not CM) the issue I had was that if allies had turns one after the other, the units during the CM phase of the ally going second would have the bonus movement, since the bonus was reset only in the moment it was given (you can get around this limit with a dummy player to reset it).edit: Edited to clarify.
-
Hosting a no-tech dice game of the latest 30 minutes ago right now in lobby, if any1 is interested.

-
@cernel said in Crazy Europe: House of Habsburg:
Doing it with steps giving bonus during NCM, and not CM, the issue I had was that if allies had turns one after the other, the units during the CM phase of the ally going second would have the bonus movement, since the bonus was reset only in the moment it was given (you can get around this limit with a dummy player to reset it).
Don't understand your question. In this case a trigger is called before the CM of every player to remove the NCM bonus, (if the bonus is there or not). Another trigger is call before NCM only if the player has the necessary Tech to assign the bonus.
Just trying to get a clear understanding of you question here.
Cheers...
-
@wc_sumpton Not a question.
Edit: You can have bigger non combat movement 2 ways. Either by triggering higher values in non combat, then triggering back lower in combat move, or, without triggers, by the units giving bonus movement to themselves and having the step that gives this movement during non combat move (default is during combat move). If you go with the first solution, the steps I mentioned are irrelevant (you don't need steps, just triggers). Was just talking about my experiences in the past, not specifically what you are doing here.
Hello! It looks like you're interested in this conversation, but you don't have an account yet.
Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.
With your input, this post could be even better 💗
Register Login
Just helping