Subcategories

  • Alternate 'roll for tech' rules

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    General_ZodG
    The property that controls tech token removal listed below. "Remove All Tech Tokens At End Of Turn" value="false" Many maps either have it as optional in game setup or preset to false. Which means you keep tech tokens if you miss. Although a few maps still play old school rules, where if you miss your roll, your token gets taken away.
  • How to download & print rules

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    General_ZodG
    @prastle There's quite a few map specific rules to Big World 2 actually.
  • TripleA - List of relevant links

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    P
    @prastle updated with a few more links
  • Global 1940 mod 3 Major factory Kiangsu?

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    General_ZodG
    @hepps
  • How to Give Map Feedback

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    RoiEXR
    @ssoloff Fixed this issue yesterday (for me it's today, but whatever ^^) So it should be fixed in the latest pre-release
  • UI Help and Tips

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    No one has replied
  • Pbfm Trouble

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    B
    Thank You I'll give it another go
  • Can't Navigate Forum Site Since Update

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    General_ZodG
    @roiex Ello govna, that seemd to fix mee problem. Long live the queen! Cheers
  • 0 Votes
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    redrumR
    @jim-parker Yeah, the reason is that the airbase and naval bases use a trigger to add the +1 movement to air/naval units and this trigger may not fire properly when the game is saved from the history but as you can see once you play through a round everything should be fine.
  • Newbie questions re install & asynch games

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    K
    Thanks all!
  • Pre Release Install

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    B
    @prastle heh heh I'd never do that. I've got too many folders named idiot with my name on it : )
  • New Old Guy

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    P
    @bowhunt3r maybe play the tutorial map once to get the hang of our engine. Then you can login to the lobby and try some live games or try the pbf/pbem sections. Good Luck Have Fun!
  • error playing online

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    PantherP
    @ssoloff That's great! Thanks!
  • 64 Bit & Downloading Maps Issue

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    P
    @misc23 try uninstalling the maps that don't work with the downloader and reinstalling them slowly one at a time.
  • Tiplea can't find Java on Ubuntu 17.10

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    B
    Thanks RoiEX Got it sorted out. Was trying to run but install wasn't complete. Thanks again
  • Can you still get to the old forum ?

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    B
    @prastle Right on Thanks
  • Noob with questions!

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    StohrmS
    I'm a month behind on this topic/subject, but I am curious as to how it's proceeding; as, I too, have often thought of taking on just such a project. For the moment, though, I'm content with simply tweeking my copy of the Tutorial. That in and of itself is proving to be quite an experience; but, the learning curve is improving. Just saying.
  • Low Luck Issue

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    redrumR
    @brennan1379 Please go to the top menu bar "Game" -> "Map Options" then take a screenshot and upload here.
  • 0 Votes
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    V
    To all who answered, a heartfelt thank you! It took a little finigling, but in the end, it worked.
  • "battle (location)" button(s)

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    redrumR
    @prastle Alright, if you or him has a save game that reproduces the problem let me know.

Recent Posts

  • @craigviau

    "paratroopers" are a default tech, what that means is that it does not need to be added. Only if you want certain or created techs does "paratroopers" needed to be added.

    <attachment name="techAttachment" attachTo="Finns" javaClass="TechAttachment" type="player"> <option name="paratroopers" value="true"/> </attachment>

    A map that has no technologies will still contain all default techs, so this will give Finns the "paratroopers" tech.
    Units that do air transport need "isAirTransport" set and a value for "transportCapacity". Units that will be transported by air will need "isAirTransportable" set and a value for "transportCost".

    That's it. tech and tech_activation delegates are not necessary. "Tech Development" can be false. And the whole technology section can be bypassed with <technology></technology>.

    Cheers...

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  • @craigviau

    Hi Craig

    So if you click on the Bmbr it doesn't ask if you want to load the Para ?

    I can't remember how it works. I will check an old map that has it. In the mean time will ping @wc_sumpton for you

    Edit
    Try adding

    <option name="isAirTransport" value="true"/>

    to the Bmbr

    oh you already have that.

    Double check that the Para tech activated on the sidebar under Technology.

    Edit 2
    Are you modding an existing map or is this a new map ?

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  • I've benn trying with AI to make this work. I'm going to drop the various code I've added which is probably 500 times what is needed but AI keeps hacking away at this. The first secion is in the player list <playerList>
    <!-- In turn order -->
    <player name="Finns" optional="false"/>
    <attachment name="techAttachment" javaClass="games.strategy.triplea.attachments.TechAttachment" type="player">
    <option name="paratroopers" value="true"/>
    <option name="mechanizedinfantry" value="true"/>
    </attachment>

    Then added tech activation
    <step name="finnsTech" delegate="tech" player="Finns"/>
    <step name="finnsTechActivation" delegate="tech_activation" player="Finns"/>

    Then added under technology
    <techInitialize>
    <techName name="paratroopers" player="Finns"/>

    <techTokens>
    <token name="paratroopers"/>
    <token name="mechanizedinfantry"/>
    </techTokens>

    Then
    <attachment name="techAttachment" attachTo="Finns" javaClass="games.strategy.triplea.attachments.TechAttachment" type="player">
    <option name="paratroopers" value="true"/>

    Then
    <attachment name="conditionAttachmentAlwaysTrue" attachTo="Finns" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
    <option name="switch" value="true"/>
    </attachment>

    <attachment name="triggerAttachmentUseTransports" attachTo="Finns" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentAlwaysTrue"/> <option name="tech" value="paratroopers"/> <option name="when" value="before:finnsPurchase"/> <option name="uses" value="1"/> </attachment>

    Then for the paratroop itself:
    <attachment name="unitAttachment" attachTo="Paratroop" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
    <option name="movement" value="1"/>
    <option name="attack" value="1"/>
    <option name="defense" value="2"/>
    <option name="transportCost" value="2"/>
    <option name="artillerySupportable" value="true"/>
    <option name="isInfantry" value="true"/>
    <!-- Tells the engine this unit is allowed to load into air transport slots -->
    <option name="isAirTransportable" value="true"/>
    <option name="isAir" value="false"/>
    </attachment>

    Then for the bomber:
    <attachment name="unitAttachment" attachTo="Light_Bomber" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
    <option name="movement" value="6"/>
    <!-- Base attack/defense set to 4, matching its baseline capabilities -->
    <option name="attack" value="4"/>
    <option name="defense" value="4"/>
    <option name="isAir" value="true"/>
    <!--option name='isStrategicBomber' value='true'/-->
    <option name='canAirBattle' value='true'/>
    <option name="canEvade" value="true"/>
    <option name="airAttack" value="2"/>
    <option name="airDefense" value="2"/>

    <option name="isAirTransport" value="true"/> <option name="transportCapacity" value="2"/> <!-- Can carry 1 paratrooper --> <option name="bombingMaxDieSides" value="5"/> <option name="bombingBonus" value="1"/> <option name='bombingTargets' value='factory_minor:Factory:AirBase:NavalBase'/> </attachment>

    Then in the property section:
    <property name="Tech Development" value="true" editable="true">
    <boolean/>
    </property>
    <property name="Use Triggers" value="true" editable="true">
    <boolean/>
    </property>
    <property name='Paratroopers Can Attack Deep Into Enemy Territory' value='true' editable='true'>
    <boolean/>
    </property>
    <property name='Paratroopers Can Move During Non Combat' value='true' editable='true'>
    <boolean/>
    </property>
    <property name="Air Transportable Units Require Air Base" value="false"/>
    <property name="Paratroopers Can Only Launch From Own Territories" value="false"/>

    Still not working the bomber and paratroop and airbase all start in the same spot i don't get an option to load.

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  • @Petiantone

    the server has already been switched. your link goes to a page that says it can't be reached

    Screenshot from 2026-09-13 11-17-44.png

    Are you AI

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