@Schulz No. However, you can hack such a behaviour by having those units suiciding at power 0 while also having an AA attack (defensive or offensive), and setting the relative AA properties so that AA casualties are randomized. However, the exact dynamic of this randomization is currently inconsistent, thus it may be liable to change in future, if any developers fix the problem. More information about this last issue here:
@LaFayette Actually, here I'm not asking to change any TripleA definitions. I'm just asking if anyone has ideas for an alternative name to capture the "infrastructure" behaviour, to be used in tooltips and such, for example.
well not any simple solutions it appears. I see it's closed now as well.
If one were to start from scratch, could you then make the canal thingy like a game property or something to that effect ? Then the old maps would still work as long as the new canal thing wasn't activated ? Or would there be conflicts between the two that wouldn't allow it ?
I'm guessing starting from scratch would be labor intensive from a time standpoint as well ?
At any rate, thanks for the link and reply. My fantasy of actually trying to learn how to do stuff like that has run into the reality of my small cranium
@redrum One way or another, if this can be confirmed, I would push an update to officialise it in pos2, unless a developer wants to do it himself. Logical or not, at least let it be known. If then, anything gets reworked, pos2 would be updated anyways.
@Cernel I also wish, for example, 1 spearman attacking 10 walls alone (beside the city) could instantly destroy them all (like the v5 aa guns), but them still turning into wall_breacheds, like in the case I would keep rolling the battle until destroying them all (this is just for making the game faster and for the theory, as in practice experienced players can just edit the situation, in similar cases).
Problem fixed (before I have seen @Cernels post)
I removed the line with option name="players" completely from supportAttachment, and then it works fine. I guess it is not needed anyway as only humans have Arthur unit.
Thx @Cernel and @wc_sumpton
@RogerCooper Here you can see in pure red all the pixels that were not pure black or white in your image. If you modified anything with the aim to have the utilities working, I suggest you go back and make purely black-and-white the original image (or post it here) (I use GIMP):
@wc_sumpton Yeah, I think you could do it with variable list + a trigger using it to essentially generate triggers to add to the unit attachment givesMovement list. But that is kind of messy for defining the unit attachment that isn't changing so decided it was worth updating the property to allow a list of unit types
@SLW2000 Please, take a look at the descriptions. "Maps & Mods" says: "Talk about and work on specific Maps and Mods".
Moving this thread to Mapmaking.
When you will have your specific map or mod, feel free to open a thread about that in "Maps & Mods" (though I still suggest opening threads in Mapmaking for the technicalities, to keep your thread cleaner for general feedback).
Next error message
Sep 29, 2019 4:44:29 PM games.strategy.engine.data.GameParser parseMapProperties
SEVERE: SAXParseException: game: XCOM, line: 3155, column: 8, error: An element with the identifier "XCOM" must appear in the document.
Edit: Nevermind, found it!
The 'game' vs 'map' terminology is fundamentally confusing. It made more sense when we had actual games like 'chess.' These days, referring to individual XMLs as games and the collection as a map is not intuitive, only makes sense if you are really deep in the XML.
@Windrunner21 does your reference to a 'game' refer to full-scope map making?