triplea-game / triplea

TripleA is a turn based strategy game and board game engine, similar to Axis & Allies or Risk.
https://triplea-game.org/
GNU General Public License v3.0
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Assign aircraft to carrier #12677

Open fasthard opened 4 days ago

fasthard commented 4 days ago

Hi there, imo there is the issue that it's not possible the assign aircarft to carrier when there are carrier of allies nations in a seazone.

Here is an example: image Let's assume it's italy's turn and italy wants to attack the britsh cruiser in sz91 with 2 ftr from Rome: If the german ftr are on the german carrier it's no problem, because they can land on the italian carrier. But if the german ftr are on the italian carrier, they can't because they have no legal landing spot.

An assignment of aircraft to carrier like ground troups to transports would solve this issue.

This topic was also discussed here in the tripleA forum: https://forums.triplea-game.org/topic/3818/assign-aircraft-to-aircarft-carrier

Thx for your help!

asvitkine commented 2 hours ago

I think it's a known limitation, but I'm not following your hypothetical scenario.

Let's assume it's italy's turn and italy wants to attack the britsh cruiser in sz91 with 2 ftr from Rome: If the german ftr are on the german carrier it's no problem, because they can land on the italian carrier. But if the german ftr are on the italian carrier, they can't because they have no legal landing spot.

Why couldn't the italian fighters land on the german carrier if the italian one is occupied? Or in other words, if the engine currently just counts total allied carrier capacity vs number of allied fighters in the sea zone, wouldn't it still be "fine" for the scenario you mentioned?

I think maybe where it makes a difference is if a carrier moves, it should be taking the planes on it, with it. And I'm not sure what TripleA does in that case. (e.g. if a SZ has a german carrier with italian fighters on it, what happens when the german carrier moves? do the italian fighters get stranded in the water or move with it?)

Cernelius commented 1 hour ago

I think it's a known limitation, but I'm not following your hypothetical scenario.

Let's assume it's italy's turn and italy wants to attack the britsh cruiser in sz91 with 2 ftr from Rome: If the german ftr are on the german carrier it's no problem, because they can land on the italian carrier. But if the german ftr are on the italian carrier, they can't because they have no legal landing spot.

Why couldn't the italian fighters land on the german carrier if the italian one is occupied? Or in other words, if the engine currently just counts total allied carrier capacity vs number of allied fighters in the sea zone, wouldn't it still be "fine" for the scenario you mentioned?

Because those fighters cannot move 8 spaces, so it is needed the carrier to move to a zone which can be reached by the fighters after having moved to 91 Sea Zone (and the German carrier cannot move during the Italian turn).

I think maybe where it makes a difference is if a carrier moves, it should be taking the planes on it, with it. And I'm not sure what TripleA does in that case. (e.g. if a SZ has a german carrier with italian fighters on it, what happens when the german carrier moves? do the italian fighters get stranded in the water or move with it?)

They move with it as cargo, but the problem is that, if in that sea zone there is also the carrier of an other player, you don't know where those fighters are at least until you are in the phase during which you can move either carrier unless it is somewhat deterministic and you know how the program determines it, but even in this case there is still the problem that you are not allowed to decide on which carrier to land.


This is one of the oldest issues of TripleA, and I've personally given up hope ever to see it fixed.

However, if anyone actually wants to do anything about it, I'll remind everyone not to forget the fact that in V2 non-LHTR and previous games taking off from a carrier is an option for aircrafts during the turn of their owner (you can take off whenever you can move during a movement phase but only from carriers which have not moved on the current turn: taking off is practically a voluntary movement which costs 0 movement points), whereas in V2 LHTR and later games every aircraft owned by the current turn's player must take off at the start of the first movement phase of the current turn (they cannot choose to stay in the carriers as cargo, whereas before LHTR they could).