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  • How to use the rim of a circular territory?

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    TheDogT
    @wc_sumpton ++Good That looks so much better! Thanks for the quick reply.
  • Error when Loading Scenario

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    wc_sumptonW
    @General_Zod I was surprised also by the absent of a line number in the error. Also notepad++ did not find the error until I checked for Artillery " (note the space before the ending quote). Checking for Artillery (note no quote sign after the space) did not find the error. Mostly it was luck when I found it. :astonished_face: Cheers...
  • isConstruction for sea zones

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    General_ZodG
    @beelee Should be possible. Try placing a construction with isSea attributes and also give it production attributes. But confirm that your current settings allow for construction placement without factory otherwise will need to build next to a factory. Heres a few to check and or use. refer to POS2.xml for complete lists canProduceUnits values: allows a unit to be a factory, without all the other things that come with being a factory (like capturable, land, non-combat, etc). So if you want flying factories, go ahead. Just don't complain if you get errors. isConstruction values: allows the unit to be placed in territories that don't contain factories. Only "constructionsPerTerrPerTypePerTurn" contructions of "constructionType" may be placed per territory per turn. May have only "maxConstructionsPerTypePerTerr" constructions Total per territory with/without a factory unless you enable "More Constructions with/without Factory", which will allow up a total number of up to the territory value. "Unlimited Constructions" game property allows unlimited constructions total in a territory. constructionType values: is just a unique string which identifies what kind of construction this, if two or more constructions have the exact same constructionType (and the same PerType rules), then they will follow the same rules for placement. example: if you have little_bunker and big_bunker both as type "bunker", with constructionsPerTerrPerTypePerTurn=2, then you could place 2 littles, or 2 bigs, or 1 little and 1 big in a territory If you do not want this unit to be effected by the global properties "More Constructions with/without Factory" and "Unlimited Constructions", then make sure the type ends in "structure". example: "harbour_structure" constructionsPerTerrPerTypePerTurn values: is how many of this type you can place in a territory every turn maxConstructionsPerTypePerTerr values: is how many max of this type may be in a territory. this must be greater than constructionsPerTerrPerTypePerTurn if "More Constructions with/without Factory" = true, then the minimum will be either maxConstructionsPerTypePerTerr or the PU value of the territory (whichever number is greater) in territories with/without factories if "Unlimited Constructions" = true, then this number becomes 10000 Also @wc_sumpton is correct the sezone may need production values.
  • How to mimic "fog of war" if there is a way?

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    TheDogT
    @butterw A quick thought, the unit count for human players could be; Traffic lighted, eg. Green(low numbers), Amber(medium numbers), Red(high numbers) Ideally the above bandings would not be fixed, but would be dynamic, based on the largest stack on the current map for the current turn, although this might not be possible. If it was fixed then some maps with low unit count might never get to the higher banding. Whatever you decide, put me down for giving feedback.
  • Having failed offensives as viable tactics.

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    B
    in ww2 air units couldn't effectively be stopped by naval units and torpedo/dive bombers did have the ability to directly target capital ships.
  • AAguns having Area of effect

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    ubernautU
    @ebbe i like it
  • Request for new Blockade.png

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    TheDogT
    @beelee I downloaded the Windows version of Pinta and it worked with a few clicks, impressive. It coped easily with the resizing of the image and the opacity of the blockade.png.
  • Purchase Window Size

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    B
    @butterw Sweet ! I forgot all about that Yea, we'll be a half dozen or so over by the time it's all said and done. Thanks for the heads up
  • How does "roll" work in Support Attachment

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    B
    Was trying to add defence and offence in same attachment. Works now. Thanks
  • Economic Victory Conditions anomaly?

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  • Landing Craft Image

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    B
    @hepps heh heh LCVs are going roundel free Thanks again man
  • Remove Units

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    B
    @wc_sumpton oh not having 4 conditions was definitely help :grinning_face_with_smiling_eyes:
  • Units That Popping Up Randomly

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    wc_sumptonW
    @Schulz I think I understand what you are saying. You do not need to "turn off" '<stepProperty name="resetUnitStateAtStart" value="true"/>'. All this does is reset/clear Unit states, which is also done at the end of Non-Combat Movement by default. The only change to game play will only appear when units are spawned, this will allow then to move during the same turn that they appear. If the units do not spawn, that's ok, there should be no effect. '<stepProperty name="resetUnitStateAtStart" ' value can not be changed with triggers. But from what I understand by what you are describing that should be okay. Cheers...
  • Is it possible to use gifs?

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  • Support Attachment

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    HeppsH
    @beelee I think it is only supported on a 1:* basis. I don't think anyone has ever suggested doing it the other way.
  • AI and Neutral Relationship (was Japanese vs Russians)

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    B
    @rogercooper As a alternative to the Feudal Japan approach a custom game property RUS AI can be set manually if Russians are to be played by the AI. <property name="RUS AI" value="true" editable="true"/> "movementRestrictionTerritories" is a player "RulesAttachment", a trigger can overwrite the value. <attachment name="rulesAttachment" attachTo="Russians" javaClass="RulesAttachment" type="player"> </attachment> <attachment name="conditionAttachmentRus1" attachTo="Russians" javaClass="RulesAttachment" type="player"> <option name='gameProperty' value='RUS AI'/> </attachment> <attachment name="triggerAttachmentRus1" attachTo="Russians" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentRus1"/> <option name="when" value="before:russianPurchase"/> <option name="playerAttachmentName" value="RulesAttachment" count="rulesAttachment"/> <option name="playerProperty" value="movementRestrictionTerritories" count="India:15 Sea Zone"/> <option name="playerProperty" value="movementRestrictionType" count="disallowed"/> <option name='uses' value='1'/> </attachment> I'm only testing the trigger once based on "RUS AI". To apply/clear movementRestrictionTerritories based on the ownership of India, I think you would need 2 opposite triggers based on conditionAttachmentRus1. If RUS_AI: trigger1 (set movementRestrictionTerritories) else: trigger2 (clear movementRestrictionTerritories).
  • Random Starting Set Ups

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    SchulzS
    @zaroph I've just learned and decided to use another method which randomize unit distributions instead set ups; Example; <variable name="DervishConscript"> <element name="Eritrea"/> <element name="Cibuti"/> <element name="Aksum"/> <element name="Dessie"/> <element name="Adama"/> <element name="Gondar"/> </variable> <attachment name="conditionAttachmentr1" attachTo="Germany" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="rounds" value="1"/> </attachment> <attachment foreach="$DervishConscript$" name="triggerAttachmentDervishConscript@DervishConscript@" attachTo="Dervish" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentr1"/> <option name="placement" value="@DervishConscript@:conscript" count="1"/> <option name="players" value="Dervish"/> <option name="chance" value="1:2"/> <option name="when" value="before:germanyCombatMove"/> </attachment>
  • Underscores in XML

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  • Removing "X Convoy Center" texts from convoy zones

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    B
    @schulz yea I don't think you can have the values without the text. At least you couldn't a few years ago. Kind of a bummer. I asked about trying to get em to show with just hover or add to the bottom bar, but that idea wasn't accepted.
  • Multiple Canals

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    SchulzS
    @thedog Thank you. Worked now. <attachment name="canalAttachment4" attachTo="SZ 67" javaClass="games.strategy.triplea.attachments.CanalAttachment" type="territory"> <option name="canalName" value="Dardanelles Canal"/> <option name="landTerritories" value="Constantinople:Bursa"/> </attachment> <attachment name="canalAttachment4" attachTo="SZ 84" javaClass="games.strategy.triplea.attachments.CanalAttachment" type="territory"> <option name="canalName" value="Dardanelles Canal"/> <option name="landTerritories" value="Constantinople:Bursa"/> </attachment> <attachment name="canalAttachment5" attachTo="SZ 84" javaClass="games.strategy.triplea.attachments.CanalAttachment" type="territory"> <option name="canalName" value="Bosphorus Canal"/> <option name="landTerritories" value="Constantinople:Bursa"/> </attachment> <attachment name="canalAttachment5" attachTo="SZ 88" javaClass="games.strategy.triplea.attachments.CanalAttachment" type="territory"> <option name="canalName" value="Bosphorus Canal"/> <option name="landTerritories" value="Constantinople:Bursa"/> </attachment>

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