Subcategories

  • 0 Votes
    3 Posts
    646 Views
    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

    1
    0 Votes
    1 Posts
    406 Views
    No one has replied
  • How to make a Specific Unit not Move to Certain Territories ?

    3
    0 Votes
    3 Posts
    593 Views
    B
    @thedog Thank You
  • How do you Change the Color of a Font ?

    2
    0 Votes
    2 Posts
    513 Views
    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

    10
    0 Votes
    10 Posts
    2k Views
    B
    @thedog actually i can't remember lol. i don't think so
  • Tutorials

    3
    0 Votes
    3 Posts
    1k Views
    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

    2
    1
    1 Votes
    2 Posts
    515 Views
    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

    11
    0 Votes
    11 Posts
    2k Views
    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

    3
    0 Votes
    3 Posts
    996 Views
    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?

    4
    0 Votes
    4 Posts
    1k Views
    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

    12
    0 Votes
    12 Posts
    2k Views
    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

    2
    1 Votes
    2 Posts
    483 Views
    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

    4
    0 Votes
    4 Posts
    680 Views
    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

    2
    2
    0 Votes
    2 Posts
    538 Views
    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

    13
    2
    0 Votes
    13 Posts
    3k Views
    LaFayetteL
    Slightly off topic, but I thought y'all might enjoy this read: https://www.mapbox.com/blog/adaptive-projections
  • Aggression 1942 Map Upload

    1
    1 Votes
    1 Posts
    431 Views
    No one has replied
  • Question about Convoy Centers

    2
    0 Votes
    2 Posts
    1k Views
    C
    @schulz Yes: set the original owner to the nation and the owner initialize to the enemy.
  • battleType

    1
    0 Votes
    1 Posts
    359 Views
    No one has replied
  • Changing a productionFrontier

    8
    0 Votes
    8 Posts
    2k Views
    N
    @wc_sumpton That's it. Now it works. Thx
  • "whenHitPointsDamagedChangesInto"

    1
    0 Votes
    1 Posts
    426 Views
    No one has replied

Recent Posts

  • @wc_sumpton
    Thanks! I will will experiment.

    read more

  • @TheDog said:

    I still cannot get 8188A Steam & Steel to work, but Im hoping you have success and then I will raise this with the Devs.

    In 8188A Steam & Steel, if you are hooking too the endTurn, then your process is working. But the endTurrn happens at the beginning. Try attaching after the battle step.
    Why battle? Because only combat move and battle change ownership. Non-combat move and placement do not. So, during the players first turn when sea units are placed the territory does not change ownership until the next combat move.

    Cheers...

    read more

  • @ramon
    I have another one of my FFA maps working with Sea Zone PU going to the owner.
    see
    https://forums.triplea-game.org/topic/2467/settlers-fallen-empire-official-thread/15

    Note you will need to do steps

    player none=Neutral must be have an initial relationship of Neutral with the Player factions, see lines 6977 etc player none=Neutral start of turn 1 is changed to War, see lines 5913-5931

    The above is a bizzare requirement that should not exist.

    I still cannot get 1888A Steam & Steel to work, but Im hoping you have success and then I will raise this with the Devs.

    read more

  • @Ramon said:

    Let me know if you somehow find a fix!

    I have had two attempts at it, so will do, but it will not be soon, spare time goes on the new map.

    read more