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  • How to limit Factory/Facility Placement

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    VictoryFirstV
    @wc_sumpton I believe I finally found out the issue... I was searching online for the answer and I couldn't find it at first, until I finally came across a thread where someone had a similar problem, and the solution was to add the property Damage From Bombing Done To Units Instead Of Territories. That for some reason makes the canProduceXUnits to work.
  • Multiple combat phases

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    board 3659B
    @victoryfirst oh I remember some games having a second non-movement phase so should be possible
  • How do I auto-damage units at the end of a player's turn?

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    cameronC
    @wc_sumpton actually, that makes them heal less... when i tried: <property name="Units Repair Hits Start Turn" value="true" editable="false"> <boolean/> </property> <property name="Units Repair Hits End Turn" value="false" editable="false"> <boolean/> </property> then: units healed 0 HP at end of their Turn Complete phase units healed 0 HP at end of other players Turn Complete phase units healed 1 HP at start of their Combat Move phase when i tried: <property name="Units Repair Hits Start Turn" value="true" editable="false"> <boolean/> </property> <property name="Units Repair Hits End Turn" value="true" editable="false"> <boolean/> </property> then: units healed 1 HP at end of their Turn Complete phase units healed 0 HP at end of other players Turn Complete phase units healed 1 HP at start of their Combat Move phase when i tried: <property name="Units Repair Hits Start Turn" value="false" editable="false"> <boolean/> </property> <property name="Units Repair Hits End Turn" value="true" editable="false"> <boolean/> </property> then: units healed 1 HP at end of their Turn Complete phase units healed 1 HP at end of other players Turn Complete phase units healed ? HP at start of their Combat Move phase [always fully healed before this point but one assumes 0] EDIT: corrected lazy copy/paste errors
  • Why are the territory names so small

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    TheDogT
    View> Map Font & Colour Change the Font Size to 12 or more
  • Self-made map won't load

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    VictoryFirstV
    Never mind, I figured out the issue. The mapWidth and mapHeight in the map.properties file were both set to 256 for some reason...
  • Trying to get foreach to work

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    B
    @victoryfirst well thanks to wc the paratroopers auto deploy now. Guess I need to do another update lol
  • Change control of naval mine (AA unit)

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    VictoryFirstV
    @wc_sumpton Thank you, it works now! Awesome!
  • Russian Revolution

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    wc_sumptonW
    @victoryfirst "foreach" is a writing convention. Instead of writing 10 block of code, write 1 and the engine creates the 10 blocks. To see how this works, first load your map. In the menu in the upper left corner there is Export and under that is Export game.xml File (Bata). After saving open the file and you should see: <attachment name="conditionAttachmentRTOLivonia" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="alliedOwnershipTerritories" value="1:Livonia"/> </attachment> <attachment name="conditionAttachmentRTOKarelia" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="alliedOwnershipTerritories" value="1:Karelia"/> </attachment> <attachment name="conditionAttachmentRTOBelarus" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="alliedOwnershipTerritories" value="1:Belarus"/> </attachment> <attachment name="conditionAttachmentRTOUkraine" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="alliedOwnershipTerritories" value="1:Ukraine"/> </attachment> <attachment name="conditionAttachmentRTOTatarstan" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="alliedOwnershipTerritories" value="1:Tatarstan"/> </attachment> <attachment name="conditionAttachmentRTOPoland" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="alliedOwnershipTerritories" value="1:Poland"/> </attachment> <attachment name="conditionAttachmentRTOSevastopol" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="alliedOwnershipTerritories" value="1:Sevastopol"/> </attachment> <attachment name="conditionAttachmentRTOKazakhstan" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="alliedOwnershipTerritories" value="1:Kazakhstan"/> </attachment> <attachment name="conditionAttachmentRTOFinland" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="alliedOwnershipTerritories" value="1:Finland"/> </attachment> <attachment name="conditionAttachmentRTOMoscow" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="alliedOwnershipTerritories" value="1:Moscow"/> </attachment> So, the engine creates the difference condition. Cheers...
  • User Action messages

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    B
    @victoryfirst Idk if you can, but you can try adding a image the way you do for notifications. Add a image to doc/images must be a png and then add this to one of the lines in the actionstext and see what happens <img src="YourImageName.png"/> I've have had limited success with sounds. Was able to change them in notifications in 2.5 somewhat but haven't had any success in 2.6. I don't really understand how they work and just copied what Frostion did in Iron War. Added it to the Global 40 game, as I hate the air raid siren lol
  • enemyOwnershipTerritories doesn't exist

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    VictoryFirstV
    @wc_sumpton Thank you! I just checked and it worked correctly with the invert!
  • How to make captured units controlled by another power

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    wc_sumptonW
    @victoryfirst said in How to make captured units controlled by another power: I got it to work I added an original owner to each neutral and then did this: Nice! Cheers...
  • Modify movements restrictions out of contested territories

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    LaFayetteL
    A number of properties are listed here: https://github.com/triplea-game/triplea/blob/master/game-app/game-core/src/main/java/games/strategy/triplea/Constants.java (that location is subject to change & that list might not be complete)
  • air units: how to make them not crash

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    VictoryFirstV
    @cameron Omg thank you it worked!! I was spending so much time on this! I completely missed the absence of the forward slash! Lol pretty weird indeed, I just started XML coding yesterday and it has been giving me multiple headaches so far
  • Air units transportable by naval transport?

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    B
    @cameron yea I don't think triplea can do that unless there allied Ftrs being carried as cargo. The Ftrs aren't actually on the CV in triplea. They just fly a endless CAP i guess
  • Territory Effects

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    wc_sumptonW
    @beelee The "<!--" that was making the block red was the start of a comment section. You might want to remove the "-->" that marks the end of the comment section, "</territoryEffectList> -->", before it may cause further problems. Cheers...
  • land transport - how to make them work?

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    cameronC
    the Steampunk_Advanced.xml that i've been modding had them like that, as separate entries i mean. this is my first proper mod so it's all rather new to me.
  • How Do I Center a Notification Image

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    No one has replied
  • transport units: how to limit which units can be transported

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    cameronC
    @azimuth transport cost is definitely not the answer i am looking for; which doesn't mean that it can't provide a solution... but i suspect a rather ugly one. the problem is there are rather a lot of units: https://docs.google.com/spreadsheets/d/1NnFVfK3eOrjdNwnmiA4q6ytV6VHLN8mNbgTetywtHm4/edit?usp=sharing am i right in assuming that transport costs must be integers? maybe i'll see what happens if i make them 0.9... otherwise i guess i could just multiply all the other values by 10 and make aviatrix/hero 9... hmm... that would allow one extra hero to be transported on the largest transport but that's prob fine - such an edge case it'll most likely never happen. i really wish my OCD wasn't triggered in such silly ways... edit: so i went with 100x for everything and 99 for the aviatrix and hero. seems to work. i still wonder why only integers. and why we can't just have toggles for everything. thanks, y'all.
  • Units in Combat - can we limit what a nonAA unit can target in combat?

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    cameronC
    @rogercooper said in Units in Combat - can we limit what a nonAA unit can target in combat?: canNotTarget ... i guess i was hoping i could just list the two units i want it to be able to target rather than list every other unit - combination of laziness and desire for less clutter and desire to have less things to update when i invariably end up adding more units...
  • Condition counting the exact number of units in a territory?

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    cameronC
    @azimuth [[laughs]] that sounds like a nightmare. i feel like the objective for it would end up being 80+% of the xml file... (not ALL the territories - just the land ones...) i'll most likely be the only person who ever plays this mod and i tend to ignore victory triggers anyway - i'm a conquer the whole world kinda player.

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