@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"/>
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.
@alkexr said in Map Maker Resources:
@LaFayette Hue shift isn't ideal in this case, because the white highlight is supposed to stay white.
If that map property would actually shift the hue (only), white would remain white, of course.
Schulz: there was minor German (Monsun Gruppe) and italian submarine activity though in the indian ocean , red sea and pacific.... italian sub was even found in Honshu at WW2 end... but yes... minimal appearance ... I rephrase the objective you refer to ; ) https://www.quora.com/Did-German-U-boats-operate-in-the-Pacific
@Numetalfan said in IsDestroyer:
is it possible to make a 1:1 programming, means ONE destoyer blocks exactly ONE sub, not all subs.
Sadly this is not currently possible. It has been talked about before with having the option of 1 sub blocks 1,2,3...etc but ... yea no go right now
Well I have played with it a little more. If the area one attacks during the first combat phase is still enemy-controlled at the end of the first combat phase (either because you just attack with air units or because there is a ground unit but it does not survive the attack), then during the second combat movement phase you can move a friendly ground unit into the area and then directly into another enemy-controlled area. Otherwise, you can move into the attacked, now-friendly-controlled area, but not then move from there into an enemy-controlled area.
Then I tried putting the second combat movement and combat at the very end of the turn, after the EndTurn phase and now it works, I can move into the previously attacked area (whether it is friendly-controlled or enemy-controlled) and from there directly into an enemy-controlled area. You cannot use air units to support any attack you make in the second combat phase (because they had to land during noncombat movement). But this does not bother me.
If anyone has a better way to do this please let me know.
first, thx for the hints. I cleaned up my xml removed all the double entries for connections
secondly, thx for the compliment. We are still busy working on that szenario, it is not yet finished. The idea of a sploit of the US is a nice thing, it makes the game much more interesting as there is always action in both the Atlantic and the Pacific,
however there is al lot to do too. new national objectives, balancing the map and the units, the starting income etc.