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    Red Sun Over China - Possible Bugs (RESOLVED)

    Scheduled Pinned Locked Moved Bug Reports
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    • HeppsH Offline
      Hepps Lobby Moderators
      last edited by

      Here is a little prototype for your new design.

      0_1535168770736_0_6 sample.png

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

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      • HeppsH Offline
        Hepps Lobby Moderators
        last edited by

        Decorations...

        0_1535248071859_rails.png

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

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        • redrumR Offline
          redrum Admin
          last edited by

          Updated screenshot:
          0_1535305798721_edef8f33-f84e-496e-824b-f5979f9b3164-image.png

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

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          • redrumR Offline
            redrum Admin
            last edited by

            Latest changes: https://github.com/triplea-maps/red_sun_over_china/pull/9

            Changes

            • Reworked trains to be land transports and removed all the old sea rail territories
            • Added politics and triggers to remove phase I -> II function
            • Fixed NOs

            Everything seems to work well except trains can't actually transport other units yet as the engine doesn't handle land transports with canals.

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

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

              @redrum If only there were someone with the skills and abilities to make that happen.

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

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              • M Offline
                mattbarnes
                last edited by

                Hey guys, esp Redrum, that's amazing progress. Well done!

                Most of the modding is over my head but do shout if I can help with anything. I just saw one early request to do some testing, but I've not been on the site since then and maybe the moment has passed?

                I note the reference back to the 2010 dialogue, eg relating to the UK -27 Obj etc. But that seemed to be about v2.1 and v2.2, whereas the current is v2.3. I think therefore that the 2010 dialogue was probably superseded. I would assume that all Objs in v2.3 are as Pulicat intended, perhaps after he did further playtesting. Therefore I would amend the Notes to match the code not vice versa, with the exception of the UK -27 which I think may be a coding legacy, as I didn't see it coming into play and it makes the UK too weak. (What's the complete trigger condition?)

                What's interesting about the dialogue is that Pulicat was really keen for the railways to be crucial to Japanese logistics (eg bringing-up extra fodder infantry). That doesn't seem to happen in the games I've been playing (albeit just a couple) as it's just so much more efficient to use mobile infantry. The foot infantry are just too slow reaching the front line, even after a train ride. Incidentally, I'm unclear what Pulicat's intentions were about the China factories as the dialogue said he deleted them to force the Japanese to use the railways, whereas the Notes indicate that these factories are present, damaged and repairable. If the latter in the case then would a player use the railways much?

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

                  @mattbarnes Yeah, its hard to tell as XML has one thing, notes have another, and what actually happens in the game due to some errors in the XML is another. I've mostly gone on the XML being what was intended and the UK -27 was still in the XML in 2.3 (I think either an engine changed made it not function or it never functioned correctly) so I fixed it and just made it -25 so its a more even number.

                  I think the map has a ways to go for balancing so just need to start somewhere then we can adjust things.

                  After I make the engine enhancement then it'll be ready to start playing some games to test balance and find any remaining bugs.

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

                  M 1 Reply Last reply Reply Quote 1
                  • redrumR Offline
                    redrum Admin
                    last edited by redrum

                    Alright, the engine change PR is up now: https://github.com/triplea-game/triplea/pull/3894

                    Everything should be working once that is merged into the pre-release.

                    I ended up doing trains closer to the original implementation and sticking to the station model rather than something closer to TWW. Trains are now land transports which can only move to territories with stations. Moving between stations requires owning the necessary land territories that the rail moves through.

                    From an XML standpoint, this is achieved through the following:

                    • Trains are land transports, have 2 moves, can be captured, and only move during non-combat move (will need to balance test to decide if they should be captured or destroyed and whether they can be SBR)
                    • Trains require stations to move (just like trains require rail in TWW) and there are invisible station units in the necessary territories
                    • There are land canals that replaced the old sea canals between stations which require the necessary land territories between stations to be owned
                    • There are a second set of land canals between stations that only allow trains to use the station to station connect
                    • Property "Control All Canals Between Territories To Pass" is set to true so that both canals must be checked to pass through

                    Train Moving a Few Units Through 2 Stations
                    0_1535343299023_62725df8-399e-4d40-822a-423d1497ab13-image.png

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

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                    • redrumR Offline
                      redrum Admin
                      last edited by

                      PR is merged so if you download the latest map and the pre-release, you should be able to test it out: https://github.com/triplea-game/triplea/releases/tag/1.9.0.0.11597

                      This should be ready for the balance phase now, please let me know if you are interested in a PBF/PBEM game.

                      I'm still going to work on cleaning up the notes and a few other visual enhancements but those shouldn't impact gameplay/balance.

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

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                      • C Offline
                        Cernel Moderators Lobby Moderators @redrum
                        last edited by

                        @redrum said in Red Sun Over China - possible bugs:

                        Property "Control All Canals Between Territories To Pass" is set to true so that both canals must be checked to pass through

                        Haha, I was right someone would have had a use for that!

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                        • C Offline
                          Cernel Moderators Lobby Moderators @redrum
                          last edited by

                          @redrum I think trains should use more movement if there are more territories in between of the stations.

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                          • M Offline
                            mattbarnes @redrum
                            last edited by

                            @redrum Just on that UK adjustment, I think the -27 (rather than -25) was already "round" because I think it was originally intended to cut the UK from 47 to 20. Presumably after turn 3, the UK gets a huge boost because they then become 47+30 (or +40), ie a jump from 20 to 77. That would be interesting. When Axis first take their gloves off, the UK will be very weak and on the back foot, whereas with 47 per turn they could build up enough forces to influence the game as soon as they enter. Perhaps that will make the game more realistic than I've found it to date because Axis ought to push UK back to the Indian border. BUT is this Obj actually triggering or was there a fault with that bit of code? I don't think the deduction was happening in the game I played.

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                            • M Offline
                              mattbarnes @Cernel
                              last edited by

                              @cernel Regarding the contemporary train lines, I think your map is correct but I wonder if Pulicat was trying to include some of the major highways too, representing them with trains even though they were actually roads? You'll see that many of the routes in the game appear on this map:
                              www.emersonkent.com\map_archive/china_1937.htm

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                              • M Offline
                                mattbarnes @redrum
                                last edited by

                                @redrum A final request: please can you rename the map Red Star Over China (to match the eponymous book and to make reference to the communists who were the topic of that book), or else Rising Sun Over China (to represent the Japanese invasion)?

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                                • C Offline
                                  Cernel Moderators Lobby Moderators @mattbarnes
                                  last edited by

                                  @mattbarnes If that is what pulicat was thinking, I definitely wouldn't do that. Better not representing highways than merging them with railroads.

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                                  • redrumR Offline
                                    redrum Admin @mattbarnes
                                    last edited by redrum

                                    @mattbarnes The objective wasn't firing as it had the same name as another UK objective in the XML (99% sure it was just an XML mistake). If you capture Myitkyina with UK then you'll see the second objective of -1 firing (this objective had the same name so was overriding the -27 one). And yeah, it appears he was trying to cap UK production before phase II to 20 but I think its better to instead just give them -25 and allow them to try to capture a few of the neutrals to get a little more.

                                    I think the idea is to prevent UK from building up too much in the first couple of turns so they don't immediately crush Thailand when war is declared.

                                    For now, I'm not planning to change the name but we'll see.

                                    @Cernel I think Pulicat probably made them 80% historical but then made some adjustments for gameplay purposes. Looking at the map, Chungking really needs to be connected especially since its the only Nationalist factory that isn't damaged at the start. For now, I'm not planning to change any of the rail connections as I want to see how it plays first.

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

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                                    • M Offline
                                      mattbarnes
                                      last edited by

                                      Another quick thought: there is a rule "if Axis attacks UK in first 3 rounds then Allies enter the war" but what if UK moves HK troops into Nationalist territory and are attacked there? If possible, I would make a rule "UK cannot enter Nationalist territory before Allies enter the war" as such a step in real-life would be seen to be aggressive against Japan.

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                                      • M Offline
                                        mattbarnes @redrum
                                        last edited by

                                        @redrum What do you think the purpose of the UK Obj for Myitkyina was? Maybe it's designed to offset the PUV gain from taking it, making it more attractive for the Nationalists to occupy the Burma Road instead of the UK doing so?

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                                        • redrumR Offline
                                          redrum Admin
                                          last edited by

                                          @mattbarnes That's a good question. So far I only prevented UK and Axis from attacking each other til war is declared. UK right now is free to walk units into allied territories but they won't fight or prevent Japan from taking those territories until war is declared. Could instead make UK neutral with the other allies and prevent them walking into Allied territory until war is declared. I'm open to either though outside of Hong Kong it probably doesn't matter very much.

                                          The point of the Myitkyina objective was just to keep UK production to 20 if they captured that and in reality if Pulicat wanted the 20 cap then he probably should have it on all the neutral territories near India. It was also supposed to only work until Phase II but that portion didn't work so it was forever. The way UK is setup, it seems that Pulicat wanted them to try to open the Burma Road.

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

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                                          • M Offline
                                            mattbarnes
                                            last edited by

                                            Another question: is the kamikaze plane rule favoured? It seems to be set as default but that does mean that either side can do mega long distance attacks on enemy ships.

                                            redrumR 1 Reply Last reply Reply Quote 0

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