I really like your idea of bringing up the purchase screen, to consult whenever needed. Also I think this would be a nice feature in other maps. Maybe you could create a 'Feature Request' for this.
Thank you, that was my thoughts also, was just asking for clarification.
I'm just thinking that this option could be expanded, and not just true of false, but to something like a name value pairing:
None = All units hit by this unit are killed with a single shot
All:2 = All units hit by this unit receive 2 hit points of damage (any unit with more then 2 hit points will survive).
(if a 'largeArmoredTransport' unit has 2 hit points, and a 'largeArmor' has 2 hit points) Then:
largeArmoredTransport 2:superArmor:1=largeArmoredTransport is killed, but the largeArmor would survive by receiving only a single hit.
Change of thought, maybe 'targetsAA' should be used instead, since that already requires a list of units that can be attacked by this unit. The default for 'targetsAA' would be all 'isAir' units are killed by this unit, otherwise a list of the units that this unit could attack followed by the amount of damage caused, with -1 being kills with a single shot. So using the above :
<option name="targetsAA" value="largeArmoredTransport:-1:largeArmor:1"/>
Then the largeArmordTransport would be killed even if its hit points equaled 3, while the largeArmor would only receive 1 damage.
These are just some thoughts.
In POS2 damageableAA is defined:
sets if this unit can damage a two-hitpoint unit, instead of killing it instantly with aa fire (default = false = kill instantly).
Units can have more the hitPoints then 2.
Are Units with more then 2 hitPoints still killed by damageableAA = false?
Maybe damageableAA values could be expanded to 'All, None, or a list of Units that this unit does not kill with a single shot. Default: None (All multi-hitPoints units are killed).'
Fantastic job on the AA supports!!
Still here and still working on this map. I have created an issue in GitHub to request ownership.
Thing that I have been working on...
Recreating the map.
I am thinking about enlarging it 50% or 100%, making the rivers more distinct and using them as borders to detour crossings and create more bottlenecks for combat.
A three tiered military system for the Westeros kingdoms.
Trained Units - Expensive only recruitable at castles gives support to Levy Units.
Levy (Untrained) Units - Cheep from forts
Mercenary Units - Middle costing, don't work well with trained units.
Sorry for the delays RL has stepped in. Hopefully more to come!
Yes I have seen that one and have located and downloaded a copy. It uses the same map (almost, some territories added and a bit bigger). Also someone at one time tied to add walls, tech and politics to this map (it was called v2.0).
My first thought was to clean up the original, I have made no gameplay changes. Then I was going to look over v2.0. With the engine improvements both map may be able to be combined into a single xml. If not, then it will be a mod for this map.
Because ASoIaF has map changes I was going to leave that for last as a separate map.
Those are my plans. Wish me luck.
P.S. I hope that I am not stepping on your toes doing this. I know there is a link to this map on your web site. It just seemed like a fun project!
While poking around at GitHub I seen a couple 'Bug Reports' about this map. There seemed to be some answers given for the 'Bugs' but no correction made. I placed a pull request for the 'polygons.txt' file and a new xml with corrected connections a couple days ago.
Another thing are there are no notes or unit information listed for the player. There is a copy also on @RogerCooper site, it also has the same problems as the one on GitHub.
Just for show...
Sorry it took so long to answer your inquiry. I needed to cut and edit some parts of the xml.
I hope this help you, it is only the properties section for the 'Map Options' and the conditions and triggers for reading and setting the proper fuel usage.
One thing I didn't add is another production for costing fuel when purchased, when not using fuel for movement. There are a lot of production frontiers already.
Hope this gives you some ideas!!
You asked if it could be done through the map options, that would look something like:
Also the userActions check could be reworded like:
One or both way could be used. There are others as @Cernel stated. Was just curious on if you planed on anything.
I understand what you are saying. I would be nice if the selection was read from the player selection menu.
I know that using the userActions is a 'hack', then again a lot of hacks are used. And in five years, if the AI is changed, another 'hack' may need to be developed. @Frostion asked how I accomplished the task. It just gave him some quick feed-back to his question.
But then again as you have stated, there are times that I think that the AI should be using the userActions for some things as in IW to give aid to another ally. So I agree and to some point disagree.
The system that I use is the 'I am human' button. But I change it to say 'To begin' and some other information about the beginning of the game after the button. A check box in the map options would also work, but using that system the player would already have to know about that option to use it.
The AI does not use 'actions and operations' so it skips by the question, thus leaving a 'false' answer to the userAction.
Because IW already has a userAction section, I added another at the beginning of each players turn with maxRunCount="1" and a condition switch to stop the other actions from displaying. If the player was human then the condition switch was changed to true to allow the other actions to be displayed at the proper time.
Then its just triggers to adjust fuelCost/createsResourcesList as necessary. I could post that part of the xml if you are interested.