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  • 0 Votes
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    U
    @thedog said in What for isAA is better suitable: artillery barrage or another attack / defense type?: You can also use <option name="isFirstStrike" value="true"/> for land battles So the order is AA First Strike Basic Atk / Def So maybe you can do what you want like this AA = AA & Indirect Fire First Strike = Direct Fire Anti Tank & direct HE Basic = Infantry fire & close range fire Dear @TheDog, as I have already mentioned, I use the option «isFirstStrike» and moreover I combine this option with «canNotTarget», «canNotBeTargetedBy», «canEvade», «canAirBattle» and «canScramble» for land units. But still there is a problem that «isFirstStrike» can represent the range difference (or the mobile warfare or the sudden strike etc.) but not another attack / defense type like the option «isAA» with its sub-option «targetsAA». It would be great to have such a sub-option like «targetsFirstStrike» but as we currently don’t have such an option you cannot use by your tank unit «isFirstStrike» to attack anti-tank gun and then basic attack against infantry.
  • Table changes not showing in game notes

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  • How to make a Specific Unit not Move to Certain Territories ?

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    B
    @thedog Thank You
  • How do you Change the Color of a Font ?

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    TheDogT
    As a notification you can call a png and have complete control of everything. See ebbe's Oil and Snow game, 2nd post is an in game notification https://forums.triplea-game.org/topic/2700/ww2-oil-and-snow-1st-ed-new-map-release?page=1
  • 2 factories in 1 Territory

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    B
    @thedog actually i can't remember lol. i don't think so
  • Tutorials

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    RogerCooperR
    @stohrm Try making some small changes and see if they work. If you have trouble achieving the desired effect, post here.
  • Loiter and Taunt

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    PantherP
    @beelee Really? It's quite old - but really nice. I noticed it in sea battles years ago and wondered about it until I realized that it was a somehow funny description about what friendly units "do" when not attacking together with the currently active player.
  • COMBINED ALLIANCE ATTACK...feedback wanted

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    T
    @stohrm splitting the two theaters was a reality, how ever you are in essence creating two new 'countries' by combing the units. I think this would best be served by keeping alliance armies whole and allowing each country to add to it with their separate productions. This way allowing them to also run their own combats apart from the combined army.
  • Transfer of Unit Ownership

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    StohrmS
    @beelee said in Transfer of Unit Ownership: <option name="changeUnitOwners" value="Chinese"/> Thanks, I had everything but the changeUnitOwners value right. It's working now.
  • How to transfer resources from minor to major?

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    RogerCooperR
    @stohrm Why use a transfer of resources at all? You could get the same effect through a national objective or triggered event.
  • Incorrect Terms: Cargo

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    StohrmS
    @lafayette I'm just waiting around for a reply to a query I posted late last night (early this AM); but I have to say that I agree with you (and what follows are my 2 cents). An RC-135 is a Cargo Plane and the Air Force does use it to transport service members and their family members. It's damn cold, but it gets them from point A to B to C, etc. Just saying. PS. I don't recall them ever refitting a B-52 to hull troops and do believe there should be a distinction between bombers and Cargo Planes. On the other hand, Cargo planes have been used to hull Paratroopers...
  • Victory Cities not appearing on Players tab

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    TheDogT
    @rogercooper your line <option name="victoryCity" value="1"/> is outside of the required attachment , it should be inside. <attachment name="territoryAttachment" attachTo="Berlin" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory"> <option name="production" value="12"/> <option name="capital" value="Germans"/> </attachment> <option name="victoryCity" value="1"/>
  • Movement Restrictions

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    TheDogT
    @beelee Not sure this will help but... Make the unit unique, say Infantry_us then use territoryEffect to aid, block, hinder the movement? https://forums.triplea-game.org/topic/2892/how-i-am-using-movementcostmodifier
  • Activate Trigger

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    B
    Unfortunately i have a bigger problem now. When having more than 1 trigger, they will both fire sometimes. I've tried multiple combinations with "when" and without it. Tried changing the trigger"true:true:false:false" to different combinations. No joy. This is my latest attempt <attachment name="triggerAttachment_USA_Loses_Marianas_Pacific_Expanded_Turn2andON" attachTo="Americans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Americans_ControlMarianasInvert:conditionAttachmentTurn3"/> <option name="resource" value="PUs"/> <option name="resourceCount" value="-1"/> <option name="uses" value="1"/> <option name="when" value="before:americansEndTurn"/> </attachment> <attachment name="triggerAttachment_USA_Loses_Marianas_Pacific_Expanded_Turn2" attachTo="Americans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Americans_LoseEXPMarianasTurn2:conditionAttachmentTurn2"/> <option name="resource" value="PUs"/> <option name="resourceCount" value="-1"/> <option name="uses" value="1"/> <option name="when" value="after:americansNonCombatMove"/> <option name="activateTrigger" value="triggerAttachment_USA_Loses_Marianas_Pacific_Expanded_Turn2andON:1:true:true:false:false"/> </attachment> I have the same trigger for Paulau Island. Named differently of course. What I want, is to have the "activate trigger" trigger fire only after the trigger that activates it fires. What happens is, the USA takes Marianas from JPN. This activates a PU boost. USA gets it. Next rd, Turn 2, JPN takes Marianas. They now get the PU boost and the USA receives a negative PU boost. This activates the trigger which has Turn 3 as a condition for it to fire, but it fires anyway, even though it's still turn 2. So when USA takes over Marianas they get a PU boost. When JPN takes it back, the USA gets a negative one. This works correctly. I want the USA to continue to receive a negative bonus until they take it back. This is not working. I use "battle" in the conditions for the first trigger, then "directOwnership" invert for the trigger to activate. Meaning Rd1 USA takes Marianas and gets a PU boost. Then if USA loses control the next turn, which is JPN attacking USA and having a battle <option name="battle" value="Japanese:Americans:any:2-3:Marianas"/> it will activate the trigger which should then fire on turn 3 if USA doesn't control Marianas. So condition Turn 3 and InvertOwnership, that way it would still get the negative bonus without a battle on turn 3. Hmm ... I don't like how I explained this but I'll just leave it for now.
  • Keeping areas very realistic in Mercator projection

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    LaFayetteL
    Slightly off topic, but I thought y'all might enjoy this read: https://www.mapbox.com/blog/adaptive-projections
  • Aggression 1942 Map Upload

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  • Question about Convoy Centers

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    C
    @schulz Yes: set the original owner to the nation and the owner initialize to the enemy.
  • battleType

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  • Changing a productionFrontier

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    N
    @wc_sumpton That's it. Now it works. Thx
  • "whenHitPointsDamagedChangesInto"

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Recent Posts

  • Removed https://github.com/triplea-maps/settlers_fallen_empire-08

    It's fun to play the Dragonkin and conquer the world.

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  • @Ramon

    Try something like this:

    <attachment name="unitAttachment" attachTo="landmine" javaClass="UnitAttachment" type="unitType"> <!-- <option name="defense" value="0"/> removed --> <!-- <option name="attack" value="0"/> removed --> <!-- <option name="isAA" value="true"/> removed --> <!-- Expanding "isAA" values --> <option name="isAAforCombatOnly" value="true"/> <option name="isAAforFlyOverOnly" value="true"/> <option name="typeAA" value="Landmines"/> <option name="attackAA" value="1"/> <option name="maxAAattacks" value="6"/> <option name="targetsAA" value="infantry:tank:cavalry"/> <option name="isInfrastructure" value="true"/> <!-- Changed so units can't be taken as fodder --> <!-- <option name="isFirstStrike" value="true"/> removed --> <option name="isConstruction" value="true"/> <option name="constructionType" value="Landmines"/> <!-- Changed --> <option name="constructionsPerTerrPerTypePerTurn" value="1"/> <option name="maxConstructionsPerTypePerTerr" value="10"/> <!-- The following is added so that mines operate on defense --> <option name="isSuicideOnDefense" value="true"/> <!-- only those units that gets a hit are removed --> <option name="isSuicideOnHit" value="true"/> <!-- Unit can not be captured --> <option name="destroyedWhenCapturedBy" value="BY:$ListOfAllPlayers$"/> </attachment>

    Also "Units Can Be Destroyed Instead Of Captured" will need to be set.

    Cheers...

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  • @wc_sumpton

    Thanks a lot!

    I hope im not asking too much,

    We are implementing landmines and currently i have the following unit attachment set up:

    <attachment name="unitAttachment" attachTo="landmine" javaClass="UnitAttachment" type="unitType">
    <option name="defense" value="0"/>
    <option name="attack" value="0"/>
    <option name="isAA" value="true"/>
    <option name="attackAA" value="1"/>
    <option name="maxAAattacks" value="6"/>
    <option name="targetsAA" value="infantry:tank:cavalry"/>
    <option name="isInfrastructure" value="false"/>
    <option name="isFirstStrike" value="true"/>
    <option name="isConstruction" value="true"/>
    <option name="constructionType" value="bunker"/>
    <option name="constructionsPerTerrPerTypePerTurn" value="1"/>
    <option name="maxConstructionsPerTypePerTerr" value="10"/>
    </attachment>

    Right now landmines behave like Anti-aircraft against troops (first strike and hitting a set number of units, which is intentional), but they also have 1 hp

    In a perfect situation the landmine should act like a normal AA (like the one in domination), but once the territory is captured it should destroy itself.

    I have looked at other maps, but i couldnt find any that implement landmines in this way. Do you know if this is possible?

    I tried making it a suicide unit, this didnt work, they all suicide after 1 infantry attacks them.

    If i make them non-suicide the enemy can capture them

    I appreciate your help, cheers!

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  • @Ramon

    Try "isCombatTransport" for those units that can transport and also participate in battle.

    Cheers...

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