Victory Conditions

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Victory Conditions

OgreMkV
OK, this is making me mad.  Can anyone make victory conditions based on victory territories work?

I basically copied the code from the only game I know the victory conditions work (Big World) and they still will not fire when the condition is reached, at any point.  Immediately, end of turn, end of round.

Blast it.
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Re: Victory Conditions

Eschelon
There are several states under properties (at the end of the file) that control the various victory condition states.  In my case I had to flip one of them off, as a lot of my victory cities were initially under Neutral (Lords) Control, so they'd win on turn one...

It'd be nice if the limit for victory cities was higher than 17 or whatever it is (I have 72 victory point locations on my map), so I could set the Neutral VC total required to a high number, while giving the actual players lower totals for victory.

                                <property name="Projection of Power" value="true" editable="true">
                                                <boolean/>
                                </property>

                                               
                                <property name="Axis Projection of Power VCs" value="11" editable="false">
                                                <number min="10" max="15"/>
                                </property>

                                <property name="Allies Projection of Power VCs" value="11" editable="false">
                                                <number min="10" max="15"/>
                                </property>

                                <property name="Honorable Surrender" value="false" editable="false">
                                                <boolean/>
                                </property>

                                <property name="Axis Honorable Victory VCs" value="12" editable="false">
                                                <number min="10" max="15"/>
                                <property name="Total Victory" value="false" editable="true">
                                                <boolean/>
                                </property>

                                <property name="Axis Total Victory VCs" value="15" editable="false">
                                                <number min="10" max="15"/>
                                </property>

                                <property name="Allies Total Victory VCs" value="15" editable="false">
                                                <number min="10" max="15"/>
                                </property>

                                <property name="Economic Victory" value="false" editable="false">
                                                <boolean/>
                                </property>

                                <property name="Axis Economic Victory" value="120" editable="false">
                                                <number min="0" max="1000"/>
                                </property>

                                <property name="Allies Economic Victory" value="120" editable="false">
                                                <number min="0" max="1000"/>
                                </property>

                                               
                                <property name="Triggered Victory" value="true" editable="true">
                                                <boolean/>
                                </property>

Quick cut and paste from P.O.S.

Honorable Surrender/Honorable Victory were the ones that were causing me grief, so I need to find a way for these to apply to my 'normal' players but not my NeutralAI player.

The last one 'Triggered Victory' sounds like it might have something to do with your issue, so double check to make sure it is set to "True".
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Re: Victory Conditions

OgreMkV
Is that 17 max hard coded?  That may be part of the problem... I have mine set to 19.
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Re: Victory Conditions

Eschelon
This post was updated on .
Some quick comments I've seen r.e. victory points using the forum search

While trying to code a victory win system, I noticed some engine caps that are quite low. Total Victory is capped at 18 VCs. If anyone gets to 18 they will win Projection of Power is capped at...  (Zim Xero)

Notes about Pacific 1942 (Pulicat)

Income numbers continue to be highly skewed 40-103 in Allied favor at the onset with little prospect of drastic increases in Japanese income mid-game. The Japanese are aided by their limited victory goal of attaining just 35 VPs and their control of interior lines of communication via ports and airbases.

Also, this thread may be informative

http://tripleadev.1671093.n2.nabble.com/e40-g40-style-maps-td5621478i100.html#a6244512

From the above thread, this caught my eye.  Not sure how well it works, though...

<attatchment name="conditionAttachmentAxisVictory1" attatchTo="Germans" javaClass="games.strategy.triplea.attatchments.RulesAttachment" type="player">
<option name="alliedOwnershipTerritories" value="United Kingdom:Russia:Germany:Poland:France:Southern Italy:Novgorod:Volgograd:Ontario:Egypt:Eastern United States" count="8"/>
</attatchment>
<attatchment name="conditionAttachmentAxisVictory2" attatchTo="Germans" javaClass="games.strategy.triplea.attatchments.RulesAttachment" type="player">
<option name="alliedOwnershipTerritories" value="Germany:Southern Italy" count="1"/>
</attatchment>


<attatchment name="triggerAttachmentAxisVictory1" attatchTo="Germans" javaClass="games.strategy.triplea.attatchments.TriggerAttachment" type="player">
<option name="trigger" value="conditionAttachmentAxisVictory1" />
<option name="trigger" value="conditionAttachmentAxisVictory2" />
<option name="victory" value="The Axis achieve victory by controlling 8 VCs and keeping contorl of Berlin and/or Rome!"/>
</attatchment>
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Re: Victory Conditions

Veqryn
Administrator
In reply to this post by OgreMkV
take a second look at what esch copied and pasted from POS2,

you can see that the numbers can be changed, including making numbers different for each side
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Re: Victory Conditions

OgreMkV
OK, one more play to see if victory conditions work.  Then it'll be ready for release... I hope.
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Re: Victory Conditions

OgreMkV
Nope... blood and ashes
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Re: Victory Conditions

Eschelon
If everything else works, perhaps you can release your latest map code so someone can look it over and review your work?

I haven't tackled victory code much, although I'm thinking the code I posted above (the thing with the count=8 above) might adapt nicely (just list all of your victory territories, and then designate the number needed to win in the count).
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Re: Victory Conditions

OgreMkV
OK, I see.  That makes more sense now.  I wouldn't have to do the "and", just the count bit.

OK.  I'll give it one more go.

If anyone else wants to play, the most current version is available in the "cybertank" thread.  It's perfectly playable and I'm actually enjoying playtesting it.  Very interesting unit tactics.
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Re: Victory Conditions

OgreMkV
DOes anyone know if the property names "Axis Total Victory" and "Allies Total Victory" are hard coded?

If so, then none of the victory conditions will work.
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Re: Victory Conditions

Veqryn
Administrator
example from Battle of Jutland:


                               
                                <property name="Honorable Surrender" value="true" editable="true">
                                                <boolean/>
                                </property>

                                <property name="High Seas Fleet Honorable Victory VCs" value="2" editable="false">
                                        <number min="1" max="2"/>
                                </property>

                                <property name="Grand Fleet Honorable Victory VCs" value="2" editable="false">
                                        <number min="1" max="2"/>
                                </property>



example from POS2:

                               
                                <property name="Projection of Power" value="true" editable="true">
                                                <boolean/>
                                </property>

                                               
                                <property name="Axis Projection of Power VCs" value="11" editable="false">
                                                <number min="10" max="15"/>
                                </property>

                                <property name="Allies Projection of Power VCs" value="11" editable="false">
                                                <number min="10" max="15"/>
                                </property>




i think the text, format of "<alliance> <Name of Victory Condition>", is all you need to figure this out.....

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Re: Victory Conditions

OgreMkV
I have no alliances.  Maybe I can create the alliances for the individual countries.

Thanks.  I appreciate the help.
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Re: Victory Conditions

Eschelon
Yes, you can certainly create separate alliances for the separate countries.

Here's how I broke down the alliances in 3rdCentury_BCE_Wars, with some embellishments...

        <playerList>
               
                <player name="Carthage" optional="false"/>
                <player name="Numidia" optional="false"/>
                <player name="GermanicTribes" optional="false"/>
                <player name="Scythians" optional="false"/>
                <player name="RomanRepublic" optional="false"/>
                <player name="GreekCityStates" optional="false"/>
                <player name="Macedonia" optional="false"/>
                <player name="Egypt" optional="false"/>
                <player name="Seleucid" optional="false"/>
                <player name="Parthia" optional="false"/>

                <alliance player="Carthage" alliance="AfricanAlliance"/>
                <alliance player="Numidia" alliance="AfricanAlliance"/>
                <alliance player="GermanicTribes" alliance="GermanicPact"/>
                <alliance player="Scythians" alliance="GermanicPact"/>
                <alliance player="RomanRepublic" alliance="RomanAlliance"/>
                <alliance player="GreekCityStates" alliance="GreekRestaurantAssociation"/>
                <alliance player="Macedonia" alliance="MacedonianHegemony"/>
                <alliance player="Egypt" alliance="RomanAlliance"/>
                <alliance player="Seleucid" alliance="SeleucidDudes"/>
                <alliance player="Parthia" alliance="ParthiansAreGirlyMen"/>
        </playerList>

The game will assume that players in the same alliance are allied, and that all others are enemies, unless you code otherwise using relationships (which not necessary if you don't plan to implement any politics).
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Re: Victory Conditions

Veqryn
Administrator
In reply to this post by OgreMkV
make the alliance name equal to the player name

                <alliance player="player1" alliance="player1"/>
                <alliance player="player2" alliance="player2"/>
                <alliance player="player3" alliance="player3"/>
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Re: Victory Conditions

OgreMkV
In reply to this post by OgreMkV
That's got it!!


Cybertank 2.0 is complete.  You can get it here: http://dl.dropbox.com/u/29445920/Cybertank.zip

Everything works and, if it's not exactly what I wanted, it is still quite enjoyable.

Just do yourself a favor and never attack 6 light tanks with 6 infantry.  That can take quite a while to resolve.

Enjoy.  Feedback is appreciated.