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    Crazy Europe: House of Habsburg

    Scheduled Pinned Locked Moved Maps & Mods
    453 Posts 11 Posters 693.9k Views 11 Watching
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    • wc_sumptonW Offline
      wc_sumpton @CrazyG
      last edited by

      @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...

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

        @wc_sumpton
        I changed it back to after:Battle and I works again. I'm scratching my head

        Edit: I had NoncombatMove instead of NonCombatMove 🙂

        Edit 2: No that wasn't it.
        Going through Git now

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

          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.

          redrumR 1 Reply Last reply Reply Quote 0
          • redrumR Offline
            redrum Admin @CrazyG
            last edited by redrum

            @crazyg Correct. You can only move a non-air unit during combat move or non-combat move not both.

            TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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

              @redrum
              You can move land in both

              redrumR 1 Reply Last reply Reply Quote 0
              • redrumR Offline
                redrum Admin @CrazyG
                last edited by redrum

                @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.

                TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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

                  @redrum

                  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.

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

                    Its uploaded to Git

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

                      @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...

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

                        @crazyg said in Crazy Europe: House of Habsburg:

                        @redrum

                        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.

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

                          @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...

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

                            You can have bigger non combat movement 2 ways.

                            1. Triggering higher values in non combat, then triggering back lower in combat move.
                            2. (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.

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

                              Hosting a no-tech dice game of the latest 30 minutes ago right now in lobby, if any1 is interested.🙂

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

                                @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...

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

                                  @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.

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

                                    @cernel
                                    I see said the blind man.

                                    Cheers...

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

                                      @wc_sumpton Edited my previous post to clarify. It was about my experiences in doing higher non combat movement, not about how you are specifically doing it here. Also, I've not tested again in more than 1 year, so these things may or may not still be true.

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

                                        @wc_sumpton
                                        Not intentional, I'm at the gym, will fix when I'm back.

                                        @Cernel
                                        Step properties are very buggy in my experience. I attempted to use them, but the step property to make units not receive bonus movement in combat move phase never did anything. I recall them working correctly a long time ago, but I've tried to minimize my use of this feature because it often led to hair pulling frustration (PoS 2 has very limited information about them).

                                        This map has to trigger them on and off anyways because different nations can have different movement speeds. I could do the TWW thing but this way seemed easier (though I could be wrong about that)

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

                                          @cernel
                                          I understand what you are say. I just miss read it the first time. In HoH the bonus movement is granted by a tech, so whichever route that is taken 'change the movement value' or 'givesMovement' we still need the trigger to grant to only those that have the Tech before NCM and remove it prior the next players CM. So only the NCM step need to be set to true if we use 'givesMovement' because the trigger removes the bonus.

                                          I understand that this is different then what you are saying, I just misread you post the first time.

                                          Cheers...

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

                                            @crazyg So, it has been some time, but steps always worked perfectly fine for me (beside the limiting behaviour to have 1 single step for giving and resetting the bonus movement, that anyway it is intended and documented). I'm worried about what you say, so I'll have to test it, to see if they got bugged off recently (if so, I hope the developers will fix).

                                            1 Reply Last reply Reply Quote 0

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