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    Casualty Auto Selection - Engine Preference To Disable

    Scheduled Pinned Locked Moved Feature Requests & Ideas
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    • C Offline
      Cernel Moderators @redrum
      last edited by

      @redrum Would that optional "slower / perfect" casualty selection you removed have handled the HoH case with negative support attachments @CrazyG is pointing out? Just mostly curious, as I never got to know what that option had to offer.

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

        @cernel Yes, I believe so. It handled enemy support attachments. It still never handled AA though.

        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 0
        • C Offline
          Cernel Moderators @redrum
          last edited by

          @redrum Well, if I knew that handled negative supports, I would have suggested keeping it, but it would have needed a tooltip or something to tell it (and whatever else it offered in exchange for being terribly slow), otherwise very unlikely to figure it out. Still, not much value added, as those thing might get used only by very few power users. Anyways, now that HoH is in the repository, you might consider adding it back, so that @CrazyG might be able to use the BC. 😉

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

            I made a topic for the chat spacebar issue.

            https://forums.triplea-game.org/topic/644/chat-dialouge-lock-mechanism

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

              @cernel It was too slow to really be usable. It was more of an experiment to see how much I could get the calc to cover. I would need a more optimized approach to cover some of the remaining items that it doesn't today in a fashion that finishes in a reasonable amount of time.

              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 0
              • C Offline
                Cernel Moderators @redrum
                last edited by

                @redrum I actually used it a bit, even to not managing to understand what it was doing different from the default one, and, while it was like 10 times slower, I would say it was fairly playable, as long as you were not playing a game with massive stacks, and depending on the calculating power of your terminal.
                In a case like I mentioned, I think it would definitely be nice to have (sounds like, I've not met the case myself), but up to you; there are very few maps like HoH, for which it would matter.

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

                  The Battlecalc has a very good option to manually set order of losses. What if we got an option to make a default order for a specific map?

                  This gives some options to fix enemy support issues (it works for HoH at least).

                  Also its just appearances but I would love it infrastructure units no longer displayed 1 HP in the battle calc.

                  redrumR prastleP 2 Replies Last reply Reply Quote 1
                  • prastleP Offline
                    prastle Moderators Admin @Cernel
                    last edited by prastle

                    @cernel tww broken as you said
                    stacks NWO not much better

                    If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

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                    • redrumR Offline
                      redrum Admin @CrazyG
                      last edited by redrum

                      @crazyg Yeah, the HP battle calc issue is really more of a bug as very few maps use infrastructure that can participate in battles during attacks. Probably better to submit a github issue for it. Most of the time manual OOL will be worse as often unit sets to need weave units to consider support attachments plus things like technology and territoryEffects.

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

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                      • prastleP Offline
                        prastle Moderators Admin @CrazyG
                        last edited by

                        @crazyg yup it would require each map maker to set the default but a great idea!

                        If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

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