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  • A brief guide to making Units (colorize, re-scale etc.)

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    Black_ElkB
    Haha thanks! He was a quickie. But to punch him up you could add more colors, and really finesse the contour part, spend a bit more time blending or creating contrast and such. For sure! If you got him that'd be fun to see the starting point. The more visual information you find at the outset the more stuff can be noodled. Or if the starting image has a very different look, you can also adjust opacity/saturation or add a quick contour to carve it out. It's nice to start larger, just cause it's easier to make out what's there and to apply transformations when it's bigger so you don't get too much fuzz. One thing I forgot to mention, basic but which is helpful is to leave a little room to play when you set your canvas sizing. This can help later if you need to add a thicker contour or want to light the unit like with actual shadows, so you don't clip at the edge of the canvas. To extend the canvas go to Image tab > Canvas Here you can clip or expand the transparency. You can also position where the new canvas will be by centering or dragging the rectangle in the mini. This is also a quick way to control your crops by using the px entered. To cut canvas away rather than extending. [image: 1677560339670-e8d22bb1-e9da-42c2-8357-d8015df29db2-image.png] When you copy one image into another Layers at different sizes will show a yellow highlighted marquee where the edges are. If you need to bring these back in line click Layer > layer to image size [image: 1677560620922-74f71665-af8d-41ee-b5b9-b0231f7d99e8-image.png] When you paste something into your image click the floating selection in the layer menu on the lower right, and choose "To New Layer" from the drop down menu to give it a home. I mentioned that in the other guide, but it's a good one to remember. Otherwise the new thing will paste into the current layer. Layers can be raised or lowered, in order, or have different adjustments made to them. To select the layers go to the menu at the bottom right and select the images with the eyeballs next to them. Doing this you can apply color to only one layer at time. To get extra fancy you can search alpha channels and color masks, to see how using the eraser/paintbrush to slowly change from one color to another can be done. Basically the same way people would digitally colorize a BW photo, WW2 in color style. Although for our purposes with images that are smaller using the selection tool and colorize can get you pretty close to that with fewer steps, so that's why I thought it made sense to begin with that. Oh and one other cool trick for units Transform > Flip Horizontal This is the way to quickly see if the image is going to carry facing the opposite direction. Sometimes if you're adding in stuff with drawing, if you goof a hand or a boot or whatever, you will be able to tell more easily by doing the flip. Like holding up a drawing in the mirror, the stuff jumps out where it's wonky when you invert hehe. And finally one quick mention, but it has a bit more to do with the placement of the unit. Or like if you're trying to combine multiple units together into a single graphic I guess. When putting stuff together it's usually more visually appealing when shapes strike each other in particular ways. Here's a quick guide that describes what tangents are and how to avoid them. https://emptyeasel.com/2008/11/18/avoiding-tangents-9-visual-blunders-every-artist-should-watch-out-for/ For our purposes this would be stuff like where one unit clips into another and dismembers it, or where two shapes touch along an edge in an awkward way, crowding essentially. So having a little bit of canvas can help for that. Then when you're doing the unit place it's less likely for one shape to run into another in ways that create visual confusion or a sense of unease. Similarly when you set up the placement, you can do stuff like having the infantry be lower down within a tile, so that the larger type units like a big bomber or giant tank won't challenge the sense of perspective as much. Basically so it looks like the infantry guy is standing closer to the viewer and the big stuff is more behind him. Other stuff you can do for consistency is to make units of the same type at the same size or same rotation/tilt, or using abstract shapes to help organize the look. Or basically to choose one dimension along which the units will look similar and keep that consistent (say the hue range of the tint) but then to play up some other element for the differences. Like a painted on roundel to the fighter's wings or just showing the faces and hands of the infantry but otherwise having them dress to color. Kinda like picking a major color and then a safety color. That sort of stuff.
  • A brief guide to the Map Creator Tools (Utilities)

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    Black_ElkB
    Ok second wind, last step Run the Placement Picker [image: 1677302218867-22fb4544-3120-470f-ab52-8fe97fbd7c99-image.png] If you're making a new map, or you want to do all your placements at a new size (new unit dimensions/Height), then you can use the Automatic Placement Finder, but this will redo all the placements. For our purposes we just want to mess with the placements around the part we modded. So we'll go straight to Run the Placement Picker. [image: 1677302404200-c637a43f-f660-47f1-9bab-b4039010f9f2-image.png] It's going to ask you 3 prompt questions. Unit zoom (you can use 1 for the standard 100% unit zoom) and then Width and Height. This will define the default dimensions of the placement reticle you'll see in the UI. Default will be 48x48px, but if your unit graphics are larger this is where you need to define that for the place. You can push up to 68x98px, but this will show some clipping in many of the UI windows. If you want the full image to display height of 54px width 70-80px range works pretty well. Finally it will say that a polgygon file was found and do you want to use it? Click Yes. [image: 1677302808081-5a20dc56-9325-4039-b57b-8c5d85fc2b84-image.png] Now it'll launch an image of your baseline File > Load Placements Navigate to your place.txt file [image: 1677302920555-98e3f830-a04c-4fe2-a79e-62c51da22f18-image.png] Now click Edit > Show All Placements Made Your screen will light up with all the tiny yellow rectangles at the dimensions you specified, wherever placements were made in v3. [image: 1677303176750-3942fb92-a6d7-4900-b203-2de1117e60e2-image.png] What we want to do is blank the placements associated with the Italy tile so we can add in a place for the new Southern Italy spot. Left click on the map over Italy, when you click OK it will light up red with all the associated placements. [image: 1677303307100-68b00a5c-8a5c-4f22-b050-62373913649f-image.png] Right click and it will begin removing placements. You'll notice the first time you click that the Red rectangle at the bottom of the boot will disappear Control+Shift right click to save out the new placement for Italy. [image: 1677303542756-469e0f88-3082-43bc-8e16-588431ec01a6-image.png] Now Control+Shift left click the newly blanked spot to add a placement for our new Territory. Add another red square over Sicily Control+Shift right click to save out the placement to Southern Italy. [image: 1677303944509-7595af39-6836-4c57-9deb-a8b438fe2fe6-image.png] To change the direction of the overflow lines for placements go to Edit > Show overflow this will show you which direction the units will spill when they run out of placements. It will be based off the last placement made , so in this case Sicily. When you're building out the placements for spots you know will be crowded you leave gaps in the overflow area so units don't bunch up on top of the placements in a neighboring TT too hard. [image: 1677304032254-a1cf34dc-d5c4-4400-90f2-3134fad5575a-image.png] Then once you got it all set File > Save placements [image: 1677304293547-a94ad78f-02f7-4460-8985-84eacb3bf15d-image.png] Now when you close out of tripleA and relaunch your v3 You'll see that the fighter has moved from his old spot. Now he's into overflow position. Since our last placement for the Italy tile was Sardinia, he's over there now, with the line leading off to the right. Southern Italy hasn't yet been assigned a home in the games XML so it'll still be showing white. To get it looking the way it's supposed to now we need to open the v3 game xml and create some entries for our new spot. Open the xml in notepad. In the Territory Name Definitions section we'll add... <territory name="Southern Italy"/> In the connections section we'll add... <connection t1="14 Sea Zone" t2="Southern Italy"/> <connection t1="Italy" t2="Southern Italy"/> In territory attachments we'll add... <attachment name="territoryAttachment" attachTo="Southern Italy" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory"> <option name="production" value="2"/> </attachment> And in Owner Initialized we'll add <territoryOwner territory="Southern Italy" owner="Italians"/> When you do all that, the next time you fire up TripleA you'll see Southern Italy under Italian control with a value of 2. [image: 1677305580441-6e099410-da65-45bc-8bae-7c8b5018c2cf-image.png] Now we can add units to the tile within the game XML, and make sure that Italy's starting income matches the new addition, and that sort of stuff within the game file. Figure out what we want to do about Corsica and the like hehe. One final step would be to noodle our labels and decorative stuff, and to make sure our new Tile also works with our Map Relief. But that'll have to be for another night. If using WOPRs v3 relief, you should be fine at this stage, since that relief is semi transparent throughout you'll see the new baseline drawing beneath it. If your relief is more opaque or you want to show the baseline at 100% opacity, bring your baseline into GIMP along with your Relief, and use the trick described in the Map Relief guide to open a 1px border where your new line is. Hopefully that helps a bit. If I think of anything else I try to add it in later, but that should at least get the ball rolling.
  • A brief guide for making a map Relief

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    SchulzS
    @black_elk It is an awsome work. Thank you so much. I've just uploaded the game on Github. https://github.com/triplea-maps/axis_ascension
  • New game XML making tool!

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    L
    Update : fixed the capital input not appearing
  • Map Maker Guides & Documentation

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  • Map Requirements & Guidelines for Official Upload

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  • 0 Base Map

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    HowardGraceH
    @cernel Thx for sharing!
  • Game XML Tips & Examples

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    redrumR
    @beelee So for the first one: <attachment name="triggerAttachment_Battleship_Ordered_to_Vichy_Port" attachTo="French" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Axis_Conquer_All_France:Vichy_active:conditionAttachmentFrenchBB"/> <option name="chance" value="3:6"/> <option name="when" value="before:frenchCombatMove"/> <option name="uses" value="1"/> </attachment> I believe uses only is used up if it actually fires (you hit the chance) so you can't use that for what you are trying to do. You instead need to have another trigger that does fire after this one (say during after:frenchCombatMove) which sets a condition to false which is used in your trigger. As you also mention, if it only happens on a certain turn(s) then you could use the turns parameter instead. The second one looks correct except that if the BB would arrive before the 2 uses, it then fires once the BB leaves. So you would need to set a condition to be false once the BB returns so the notification doesn't show when it leaves.
  • Map Maker Resources

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    M
    Wikimedia has a lot of assets that can be used. Example: https://commons.wikimedia.org/wiki/Category:Castle_icons
  • Map Making Q&A

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    @cernel said in Map Making Q&A: I guess waiting for @LaFayette to come back? Is he back yet @LaFayette ?
  • How To Add Your Map To TripleA In-Game Downloads

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    RogerCooperR
    @jkprince Your map is in the Github repository.
  • https://triplea-game.org/maps-list/maps/

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    @lafayette said in https://triplea-game.org/maps-list/maps/: Couldn't help myself and updated the front page too: I knew I saw it somewhere lol You been Kicking Ass Well done :thumbs_up:
  • Prevent landing of allied aircraft on carriers

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    VictoryFirstV
    @beelee In A&A North Africa, aircraft can escort convoy zones, so they can stay in sea zones from the end of your turn to the start of your next turn, similar to Original Pacific. This was difficult to implement as you want your aircraft to be killed in any of YOUR phases if you don't land them, except in the Assign Convoy Escorts phase, which functions as a NCM phase. You can't do this by only setting removeAirThatCanNotLand to false and using placeNoAirCheck because then the aircraft will not be killed by the engine at all. If you set it to true in every phase except Assign Convoy Escorts, then the aircraft will be removed on other player's turns. So initially to solve this I thought of invisible carrier units. I had conditions and triggers that placed a carrier at the end of that power's Assign Convoy Escorts phase in every sea zone containing aircraft owned by you. At the start of their next Advance Convoy phase, in which you need to land your planes on the water, all carriers are removed. I tested it a bit and it worked very well. The aircraft were removed when it's YOUR turn but not on other player's turns. However I forgot about the possibility of one player moving his aircraft to a sea zone, then in that same round another friendly power moving his aircraft to the sea zone. Now, two carrier units are added, one for the first player and one for the second player. The first player's carrier is removed at the start of his next turn. However, because of the second carrier, the aircraft of the first player are able to land and will not get killed. Even though they should. And the carrier of the second player is necessary because if it wasn't there, his aircraft would die along with the aircraft of the first player. That's why I asked the above question. If I could prevent air units from using allied carriers, that would solve this problem. Fortunately, there was another (much better) way to solve this problem. I was reading through POS2 and came across this: carrierCost values: the space this unit takes up when sitting on a carrier. if set to 0 then air units can even land on sea zones without a carrier being present (think sea planes) I knew what carrierCost was and what it did but once I read this line I learned something I didn't know before. Setting carrierCost to 0 allows a plane to stay at sea without an aircraft. Excellent feature, exactly what I needed! Now what I have are triggers that change the aircraft's carrierCost from 1 to 0 and vice versa. Normally, aircraft have a carrierCost of 1 and can't remain at sea. At the start of the Assign Convoy Escorts phase, the aircraft YOU own have their carrierCost set to 0. This allows them to stay at sea. Once it your turn again, at the start of the Advance Convoys phase, your aircraft's carrierCost is set to 1 again, meaning the engine will show you a warning if you keep your fighters on the water. For this to work I did need to create separate air units for every power (G-fighter, G-bomber, I-fighter, I-bomber, etc.). But that's a small concession compared to the work that's now not needed. The carrier unit code can be deleted, and now there is also no need to set all aircraft to kamikaze (with the original code, this was necessary because you otherwise weren't able to use your full movement to reach a sea zone because the carrier is added at the end of the movement phase).
  • Restricting unit builds

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    RogerCooperR
    @wc_sumpton said in Restricting unit builds: <property name="Unit Placement Restrictions" value="true" editable="false"> <boolean/> </property> That was it. Thank you for the help.
  • TripleA freezes with movementCostModifier

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    TheDogT
    @VictoryFirst I did some research on this, see here https://forums.triplea-game.org/topic/2892/how-i-am-using-movementcostmodifier
  • What Version and Why?

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    @thedog I think it was for all OS but it got fixed
  • Change maxBuiltPerPlayer by a trigger

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    VictoryFirstV
    @rogercooper said in Change maxBuiltPerPlayer by a trigger: @victoryfirst Could this be used to change any value on an unit attachment? Potentially very useful. For example, in Axis & Allies: Pacific, Commonwealth and American units have a defense strength of one on the first turn. They could start 1 and then be upgraded to their regular values at the end of the Japanese turn. Yes, definitely yes. Just tried this in my improved module for Axis and Allies D-Day. The module was already finished for some time but I thought it would be a good idea to add some various game options to help balance the game. The_Good_Captain made a series on A&A D-Day where he recommended some balancing changes. There was one he didn't mention in his video but did consider and that was: "Allied Bombers attack at 4 instead of 3". The game is too pro-German and having this as an optional rule helps out the Allies. <attachment name="BombersAttackAt4" attachTo="USA-UK" javaClass="RulesAttachment" type="player"> <option name="gameProperty" value="Allied Bombers Attack At 4"/> </attachment> <attachment name="triggerAttachmentBombersAttackAt4" attachTo="USA-UK" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="BombersAttackAt4"/> <option name="unitType" value="UKbomber:USAbomber"/> <option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/> <option name="unitProperty" value="attack" count="4"/> <option name="uses" value="1"/> <option name="when" value="before:ParaSurpriseBattle"/> </attachment> [image: 1774522397821-87fac4a0-a27c-4711-9aa7-d84957427a36-image.png] There you have it! Very useful indeed.
  • Buying Tech as Units

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    TheDogT
    @gregorek Do rule changes disturb order in the purchase menu? (ie. remove then add to end, which changes location.) - Yes, remove a purchase shuffles the purchases after the remove and an adds to the end. You would have to rewrite the whole of the production list every time you did an upgrade to keep the locations constant. . Currently there is no function to test a resource. . Personally I would remove the TIMER and see if the game plays well enough without it. Good, Bad, Ugly? I would let the players decide. I will be one of them . As @wc_sumpton suggested create a Jurassic - Official Thread under 'Maps & Mods, ask your questions under it and show case your progress. Keep the first post to advertise the mod.
  • territory group bonus not banking

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    @GREGOREK In my copy of Jurassic, I noticed that there are no technologies. By adding an empty technology section: <technology> </technology> The Technologies Tab/Window can be removed. Cheers...
  • Problem with foreach

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    @rogercooper said in Problem with foreach: The variable system was well coded.. yea redrum did that. He was working on TWW and realized he needed about 1500 triggers so said F it and wrote the code. But you probably already knew that

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