Subcategories

  • Production Limits & Production Value

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    RogerCooperR
    @wc_sumpton Works perfectly. I plan to have 10% upkeep cost scenarios for all the boardgame conversions.
  • Polygon Grabber refusing to work

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    Trig MabreyT
    @panther Interesting! I'll check that.
  • 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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Recent Posts

  • @RogerCooper said:

    I am not sure that this is true. I recently played the mod https://axisandallies.fandom.com/wiki/WWIIv3_1941_UK_Factory in which the British starts with an unplaced factory. The AI places it in Persia.

    This is done through the bid process. Zero out the British bid and the factory will never be placed by the British AI player.

    The engine does violate the rules for placing factories.

    Cheers...

    read more

  • @TheDog said:

    @wc_sumpton
    Give the AI a Factory it will not Place it (it will place units). It will only Place a Factory that it has decided it needs, even though it might have a lot them to place.

    I am not sure that this is true. I recently played the mod https://axisandallies.fandom.com/wiki/WWIIv3_1941_UK_Factory in which the British starts with an unplaced factory. The AI places it in Persia.

    read more

  • @wc_sumpton
    To the genius that is wc_sumpton, Thank you, Thank you!
    Im almost excited by this revelation 🙄

    That "placementAnyTerritory" value="true"
    Should work the way it does, now the AI armed with this, will be a much tougher opponent. muhahah 🤪

    read more

  • @TheDog said:

    Give the AI a Factory it will not Place it (it will place units). It will only Place a Factory that it has decided it needs, even though it might have a lot them to place.

    The AI uses the same rules for placing a purchased unit/factory that a Human player does. The rules only change when the AI attempts to place non-purchased/held/given units/factories.

    For S&G add the following to GCD:

    <!-- Player Rules --> <attachment foreach="$All-Players$" name="rulesAttachment" attachTo="@All-Players@" javaClass="RulesAttachment" type="player"> <option name="placementAnyTerritory" value="true"/> </attachment>

    Let the AI play a few rounds, more than 2. Save the game and then reload with Human players and inspect the history. Check purchase with placement.
    The AI is now placing the factories!
    Most of the units have "requiresUnits". Even with "placementAnyTerritory", "requiresUnits" still has to be fulfilled to place units.
    Using "placementAnyTerritory" allows the AI player, not a Human player, to place units into newly captured territories. There are also some side effects to how the AI purchases units, it may in fact stop purchasing altogether.

    Cheers...

    read more