k tks for the quick reply...
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In reply to this post by Veqryn
is there an example of terrotory effects?
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Lots of examples in this map: Total World War
http://tripleadev.1671093.n2.nabble.com/Total-World-War-tp5993258.html;cid=1337242756073-318 |
Thanks for the info, awsome map and game. I've first to study all the possibilities.
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In reply to this post by Veqryn
question for anyone who deals with tech frontiers
right now, a player can only receive a bonus from a technology, if they both: 1. Have researched the tech (or had it activated by trigger) AND 2. Is currently in their "could possibly research" list (their tech frontier) in other words, if the Italians can not research Long Range Aircraft (because it is not in their tech categories), but I use a trigger to give it to them. (or if they research it, but I use a trigger to remove it from their tech category) THEN it will have no effect Should i keep the engine this way? Or should I change it so that the engine ignores whether the tech is in your category or not.... thoughts? comments? pros and cons?
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Not sure, maybe I'm over looking something, but how could adding this feature have a down side. It would provide more flexibility in game design.
I don't see any downside to implementing such a feature.
“A man can never have too much red wine, too many books, or too much ammunition”― Rudyard Kipling
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In reply to this post by Veqryn
In my opinion, if the trigger is there, it means that there is a reason.
In other words, if the player receives the technology, it should have some effect. |
In reply to this post by Veqryn
I think your proposed change is good. That aspect of the tech tree is a redundancy of sorts.... basically an availability availibility trigger of its own. Just PLEASE dont change technology so that all techs are automatically available from the start of the game. This would ruin a lot of creative space for future games. (examples:)
1. Using a turn based time-line in which to activate tech availability for research. 2. Using a two-stage research system in which factions pay to have technologies become available for research. 3. Using the tech system for something unintended... such as a war game between ancient forces, where the technologies are actually support of the various Gods, with tech-type effects. In this case, we might want the game to remove the "Athena" tech availability from all factions, once one faction has activated it.
'thats the way it is' makes it neither desireable nor inevitable
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In reply to this post by Veqryn
here are the changes so far for the next version.
i am really hoping to release the next stable in roughly 2 weeks time however, I am waiting for Rolf and Hepster to release a 1.6.1 compliant version on the depot and have a few people play full games of it. so FYI: unless you like bugs in a stable, please test TWW and Global 1940 alpha final future (with techs on) AND REPORT THE BUGS
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This post was updated on .
Here is a strange bug that took me two days to figure out what was going on:
The following two notifications work without a problem when triggered: ABOMINATION8=<body><br />WILDs Abominations have been defeated!<br />All ruins gain one dungeon.<br />Random rebellion and dungeon spawns end permanently.</body> ABOMINATION8=<body><br />WILD Abominations have been defeated!<br />All ruins gain one dungeon.<br />Random rebellion and dungeon spawns end permanently.</body> BUT this original notification causes a hard crash everytime it triggers & gives java report: ABOMINATION8=<body><br />WILD and its Abominations have been defeated!<br />All ruins gain one dungeon.<br />Random rebellion and dungeon spawns end permanently.</body> Exception in thread "Triplea start thread" java.lang.StringIndexOutOfBoundsException: String index out of range: 150 at java.lang.String.substring(Unknown Source) at games.strategy.triplea.attatchments.TriggerAttachment.triggerNotifications(TriggerAttachment.java:1703) at games.strategy.triplea.delegate.MoveDelegate.start(MoveDelegate.java:131) at games.strategy.engine.framework.ServerGame.startStep(ServerGame.java:567) at games.strategy.engine.framework.ServerGame.runStep(ServerGame.java:467) at games.strategy.engine.framework.ServerGame.startGame(ServerGame.java:291) at games.strategy.engine.framework.startup.launcher.LocalLauncher.launchInNewThread(LocalLauncher.java:99) at games.strategy.engine.framework.startup.launcher.AbstractLauncher$1.run(AbstractLauncher.java:46) at java.lang.Thread.run(Unknown Source) Typing the same notification into Pact of Steel 2 yields the same game crash. RUSSIANS_AT_WAR_WITH_JAPAN=<body><br />WILD and its Abominations have been defeated!<br />All ruins gain one dungeon.<br />Random rebellion and dungeon spawns end permanently.</body>
'thats the way it is' makes it neither desireable nor inevitable
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This post was updated on .
fixed, thanks zim.
in case you are curious, the error was caused by the engine trying to first shorten the notification (for hte history panel) by removing html elements, then truncate it to 150 characters. however, it checks for being longer than 150 before removing the html elements. so if it somehow goes from greater than 150 characters with html in it, to less than 150 characters after html is removed, then you will get this error.
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Hm,
seems so, cause gamenotes and notifications are done in html and no special characters like "!" are allowed. Interesting that the length of it matters. Took me a while to figure out what was wrong when I used "`" in game notes one day.
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i don't know about `, but i know ! is allowed, cus it is in my game notes...
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well the error sounded very similar to the one I got when I used "`". There are some characters beeing used for html itself, which can not be used within the text, cause html regards those as orders/language code.
We now have custom dice!
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This post was updated on .
In reply to this post by Veqryn
self reminder:
remove occupiedTerrOf offensive aa guns user actions delegate for triggers and other crap abstract air battles a little RISK
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This post was updated on .
This is minor and it does not affect any games I know of but its a design incompletion bug:
When tech cost is changed from the default 5 using the xml: <attatchment name="techAttatchment" attatchTo="Italians" javaClass="games.strategy.triplea.attatchments.TechAttachment" type="player"> <option name="techCost" value="6"/> <option name="superSub" value="false"/> <option name="jetPower" value="false"/> <option name="shipyards" value="false"/> <option name="aARadar" value="false"/> <option name="longRangeAir" value="false"/> <option name="heavyBomber" value="false"/> <option name="improvedArtillerySupport" value="false"/> <option name="rocket" value="false"/> <option name="paratroopers" value="false"/> <option name="increasedFactoryProduction" value="false"/> <option name="warBonds" value="false"/> <option name="mechanizedInfantry" value="false"/> </attatchment> This cost is shown when buying tech tokens, but not when buying technology rolls non-token style: ![]() ![]() Cost is being reduced from the total correctly for alternative values, but it always displays x cost value as 5
'thats the way it is' makes it neither desireable nor inevitable
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Additional to this, it would be nice to see how much PUs are left after some are spent on techtokens.
user actions delegate for triggers and other crap abstract air battles a little Just curious, what is meant by this first one and how much is a little?
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In reply to this post by veq
Mierde, I just took the time to read the list of fixes/changes.
I do second Bung. Cheers, EB |
There is a bug with AAs, appeared in TWW.
If Germany researches ImprovedAntiAir, which raises the AA attack by 1, so 3 instead of 2 and Russia bombs or attacks with planes a german territory, which contains 1 italian AA and 1 german AA, the AA roll is made at 6(3+3) and not at 5(3+2). If there is are italian AAs only, everything works fine. The tech effect is triggered with a unitproperty change, for german AAs only, of course. Should be very easy to reproduce.
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give me a savegame please of right before it happens
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