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    Invisible units

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

      @cernel I think not showing them at all is probably better. Don't want players to get confused on seeing a unit in one place then not seeing it display on the map. At least for ROSC, I definitely feel ruralproduction not displaying anywhere is best and think stations probably better not to show anywhere but could argue that one a bit.

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

      redrumR HeppsH 2 Replies Last reply Reply Quote 0
      • redrumR Offline
        redrum Admin @redrum
        last edited by

        PR is merged and this can be tested out by downloading the latest RSOC and using the latest pre-release: https://github.com/triplea-game/triplea/releases/tag/1.9.0.0.11665. Rock on!

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

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

          @redrum I think that makes sense. If the unit does not interact with the game, meaning it can't be attacked and simply provides a solution to the map maker for functionality, then it really doesn't need to be in the map or tab.

          The mapmaker should really be describing the impacted behavior in his notes, since often times the unit itself is purely a means to an end and not really intended to be a unit at all.

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

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

            @redrum Your current version is great but I think it would be nice to allow map maker to decide where exactly it needs to be displayed. That being said maybe build in an additional option into this by adding one more letter to the code as follows.

            dont_draw_units=ruralproduction,station (wont draw anywhere)

            dont_draw_units_m=ruralproduction,station (wont draw on map only)

            dont_draw_units_h=ruralproduction,station (wont draw on help page only)

            dont_draw_units_t=ruralproduction,station (wont draw on territory tab only)

            dont_draw_units_m_t=ruralproduction,station (wont draw on map and territory tab or any mix in one line of code.)

            @cernel makes some good points for might wanting to see it in territory tab or help page while still in the mapmaking phases. This may help a mapmaker identify or pinpoint issues early. As the help page goes it also shows the true values for each unit at the point of opening help page (updates itself). This helps if using triggers that manipulate values. Also it will simply by flexible enough to accommodate unmentioned scenarios.

            Additionally it might be helpful to have a feature that can disable the selection of invisible units on map. So it doesn't even show up in a selection list on any movement phases (cm, ncm). I guess can just give 0 movement too.

            redrumR C 2 Replies Last reply Reply Quote 0
            • redrumR Offline
              redrum Admin @General_Zod
              last edited by

              @general_zod Yeah, I'd probably spell it out but that was my thought as well. For now, I think I'll leave my initial feature and see how people want to use it. If a mapmaker has a strong case to want it shown some places and not others then I'm glad to expand this to have more fine grain control.

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

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

                @general_zod If going finer, I'd rather go this way:

                For the Unit Help, having a specific property for it, to fully customize what's in it and its order, on the same model as the "production_tabs.properties". This is probably needed anyways, since the way the Unit Help tabs currently work is very raw, and it doesn't really work well even for very basic games like World At War (or any games having units that may get added by triggers during the course of it).

                In this case, you should get an error if at any point during the game you are able to purchase a unit not present in Unit Help.

                For the showing / not showing in territory tab (while always not on board), I'm thinking that this probably needs to remain standard, as I doubt that mapmakers may go consistently one way or the other, and would just end up like some sort of random personal preference.

                In this case you should get an error if you have in purchase screen a unit meant not to be drawn, as I think that would not make sense.

                EDITED as on a second thought better not relate to image presence.

                I want also to point out that combat units (you would see in the battle window and in the battlecalculator) may be a good candidate for not being drawn in the territory tab. For example, you can have a game in which in each territory there is always 1 capturable combat unit, providing some additional defence or whatever, that would be better not being drawn (everywhere) in the map. Or you could have a game where everywhere there is a river you have a "river" combat unit, that (as long as it is always there) can be not drawn, if it is already shown by the graphic.

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

                  Meaning that I think the not drawn user case is not really related to something being production or logistic related, but to the fact of being ubiquitous (the reason why maps with factories everywhere used invisible images for them is because those units where everywhere, thus ridiculously redundant to see, not because they were factories; it would be just the same if you would have capturable units defending at 4 everywhere).

                  Of course, it needs to be surely there, thus being either a capturable infrastructure or something immediately replaced by triggers. This doesn't change the matter as, for example, you would not have invisible ruralproduction units if they would be destroyed on capture.

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

                    I would like to update (make a pull request for) Feudal Japan with this new feature, but I've still that "Delete costPU" pending pull request, and I don't know how to do it splitting the two.

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

                      @cernel You can have multiple PRs open at the same time. As long as they don't end up editing the same lines in the same file then there shouldn't be any issues.

                      Just make sure you create a separate branch when submitting the new changes.

                      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 Cernel

                        @redrum I've no idea how to do that. What I just do is to compare the target repository with my repository, that is a modified version of that repository I forked.

                        I guess I could do it by making a second GitHub account where to fork the repository again and modify it in a different way.

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

                          @cernel Yeah, its gonna be pretty tough to explain how to go about doing that I realize. For this case, I think its gonna be easier if you just post your recommended changes here and I'll update the repo.

                          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 No, problem, I'll do it in the future. I want to propose other changes for that map anyways. Was just to hide the invisible factory in all territories.

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                            • General_ZodG Offline
                              General_Zod Moderators @Cernel
                              last edited by

                              @cernel The battle calculator could definitely use this feature or a similar method. In order to keep the selections minimal. At least until it is completely overhauled 🙂

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                              • C Offline
                                Cernel Moderators
                                last edited by Cernel

                                It is also a relief since now you can go see how many units are in a territory, looking at the tab, without having to remember to subtract 1 or whatever. Trying it, it really feels nice not having anymore those ghost units around; it really makes a difference, the game looks significantly more like it.

                                On this regard, maybe the units that are not drawn should be not counted in the players tab either. I'm not certain, but tend to think so.

                                Anyways, have to report a bug. If the map has no images for the units that are not drawn, you get the missing image error when you try to do something with them with Edit mode. I think omitted units should be editable, so that is fine, and getting an invisible image when you are in edit mode, but you should not get the error. Or maybe this is an argument for providing (not blank) units images also for the units that are not drawn, so that they are visible in the edit window and pop ups, if you want to edit them?

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

                                  @cernel Or maybe it would be just better to make them not editable either; I'm leaning in that direction, actually. Probably if a unit is not drawn, it should be something that you should never have a need to edit, unless the map has some faults, and that should rather be addressed by reporting / debugging, since anyways power users can press on with the game by removing the entry in map.properties (another reason why it is better having it there instead of the xml, also for testing and bug proofing during development, while not touching the xml for that).

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

                                    @cernel But I'm really undecided here, since when you are dealing with a map made by someone else, it is really handy to use edit mode (in remove units mode) to be sure about what is in that territory, now that units may be hidden.

                                    I'm thinking units supposed to be never drawn should be allowed not having an image assigned (of course they should like in the case of all territories having a combat infrastructure), but, if editable, the engine should not give any errors for missing images when editing, if the unit is not to be drawn.

                                    1 Reply Last reply Reply Quote 0

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