Subcategories

  • Step Name Withdraw

    3
    1
    0 Votes
    3 Posts
    597 Views
    B
    @trevan ahh...I remember that now. Idk if they're related or not, but the cause in this case is different. The reason the error threw, was because I moved some units in edit into combat as an engine workaround. When i went to retreat the air units, there was still an edited unit alive and it didn't know where it came from is my guess. I thought maybe I needed a withdraw step up by Purchase, CombatMove etc..
  • Support Attachment Question

    4
    0 Votes
    4 Posts
    656 Views
    B
    @beelee well I sent an arty and inf against 2 inf and it had 48% success rate. I sent 1 tank and 1 inf and it had 51% success. Both had same attack power. I guess it's just not gonna pick that Guard unit until all the other supported units are dead. Bummer. I can't really think of any way to hack around it. Even if I could make a trigger work somehow, doubtful, if a Guard and arty were present in same TTy, it would negate the first attachment and I could use a second one for Guards only, It'd negate all the battles with artillery. Unless I could specify each TTy. As I said, I'm doubtful of that idea.
  • Attempted Merging Values Error

    2
    0 Votes
    2 Posts
    775 Views
    C
    I've also discovered it happens specifically when rolling history backwards between the American Combat and Non-Combat phases. Don't know if that's important.
  • Using -reset- To Change Original Owner

    4
    1 Votes
    4 Posts
    579 Views
    B
    @general_zod Right on ! <attachment name="triggerAttachmentNormandyOriginallyNeutral" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="NormandyOriginallyNeutral"/> <option name="territories" value="Normandy Bordeaux"/> <option name="territoryAttachmentName" value="TerritoryAttachment" count="territoryAttachment"/> <option name="territoryProperty" value="originalOwner" count="Neutral_Allies"/> <option name="uses" value="1"/> <option name="when" value="after:changerCombatMove"/> </attachment> Thanks General
  • HP repair question

    5
    1 Votes
    5 Posts
    912 Views
    N
    @torpedoa Maybe by a trigger with uses = 5 the condition would be a unit in the country or in a sea zone next to it. However this might cause fifo, first in first out, which means the first 5 units would be repaired. For the next round you would need another trigger. Not an ideal solution, but maybe one that works
  • 0 Votes
    5 Posts
    798 Views
    B
    @themaster42 Rename the folder with your mod. You'll need to rename the xml as well.
  • sleeping nations trigger function

    10
    0 Votes
    10 Posts
    2k Views
    wc_sumptonW
    @Numetalfan You are probably right. I was thinking collect income, which is done at endTurn. Cheers...
  • REPAIR AND LOADING ISSUES

    8
    0 Votes
    8 Posts
    2k Views
    ubernautU
    @ebbe it's interesting i kinda like the way it is tho
  • territory Property error

    10
    0 Votes
    10 Posts
    982 Views
    wc_sumptonW
    @Numetalfan I am sorry for being unclear. The attachment name 'territoryEffectrussinawinter' may be causing the problem: <!-- <attachment name="territoryEffectrussianwinter" attachTo="russian_winter" javaClass="TerritoryEffectAttachment" type="territoryEffect"> --> <attachment name="territoryEffectAttachment" attachTo="russian_winter" javaClass="games.strategy.triplea.attachments.TerritoryEffectAttachment" type="territoryEffect"> <option name="noBlitz" value="armour:mobile_artillery"/> <option name="combatOffenseEffect" value="armour" count="-1"/> </attachment> You are creating an attachment for 'russian_winter'. Cheers...
  • map.yml - file

    Moved
    7
    1 Votes
    7 Posts
    1k Views
    RogerCooperR
    @lafayette I agree, an automated system would be better.
  • Simple ancient battle concept idea and questions

    5
    1 Votes
    5 Posts
    728 Views
    TorpedoAT
    @TheDog I use dice 6 Commanders add support +1 for 10-20 units No terrain effects I use max combat value at 4 for normal battle, then with 2 different/stacking support attachments, some units can reach 6 for combat, like Legionaries e.g. to represent the strongest units. Here the list which i think about atm. I extended it again because i have a great variety of units. (air values = ranged) (normal values = melee) shortbowmen (2/3) (1/1) longbowmen (3/4) (1/1) light javelin infantry (2/2) (2/2) medium javelin infantry (1/1) (3/3) -> 2 HPs heavy javelin infantry (1/1) (4/4) -> 2HPs light spearmen (0/0) (2/3) heavy spearmen (0/0) (3/4) -> 2HPs horsearchers (2/3) (2/1) light javelin horsemen (3/2) (3/2) medium javelin horsemen (2/1) (3/2) -> 2HPs heavy horsemen (0/0) (4/3) -> 2HPs war chariots (4/3) (2/1) -> 2HPs war elephants (1/1) (4/3) -> 2HPs All horses and chariots are 2 movement and can scramble. Elephants only move 1. Eventually you can just take the list and change what you think would be proper values. And of course your rough cost values. Dont need to be super precise. As you can see, i put horses, chariots and elephants as offensive powers, and bowmen and spearmen the defensive ones overall and there are a great number of 2HP units, because i have healer units. Thanks for your thoughts
  • Questians about creating map skin

    1
    0 Votes
    1 Posts
    275 Views
    No one has replied
  • GLOBAL WWII OIL & SNOW -Project

    99
    2
    3 Votes
    99 Posts
    39k Views
    ebbeE
    [image: 1615550588417-hilltype2y.png] Okej, managed to adapt the hills relief; personally I think better than the previous one, but still not completely satisfied..... anyway, back to coding; this is acceptable in the mean while....
  • Map Making 2.6 Change Summary

    15
    1 Votes
    15 Posts
    2k Views
    LaFayetteL
    No map maker should be relying on the engine to generate any of these files for them. That behavior will go away, it's only there so that players do not need to redownload maps. These are not that many changes necessarily, but the explanation has been too complex.. Game notes, map.yml and description.html are the only new things.
  • Question about an optional trigger

    8
    0 Votes
    8 Posts
    1k Views
    wc_sumptonW
    @Schulz Sorry, none that I am aware of. You can set the Player to AI with 'defaultType="AI"'. This can be selected by the player at the start of the game. Cheers...
  • Imperfect 1-movement land/air hybrid kamikaze scramble unit

    2
    2
    2 Votes
    2 Posts
    590 Views
    HeppsH
    @torpedoa Nice solution though.
  • updating an old map

    4
    1
    0 Votes
    4 Posts
    817 Views
    R
    @rogercooper Thank you very much. I plan on starting work on this again this weekend. I tested it and it works. Thank you for your kindness.
  • Simulating naval boarding in ancient times

    7
    0 Votes
    7 Posts
    1k Views
    TorpedoAT
    @hepps Oh yes. Thats a point. I will try that.
  • Alternate flags for map makers

    1
    7
    2 Votes
    1 Posts
    328 Views
    No one has replied
  • Resizing flags with minimal quality lose

    5
    0 Votes
    5 Posts
    614 Views
    SchulzS
    @thedog Thank you.

Recent Posts

  • @Schulz Is your new map on Github?

    read more

  • @TheDog I would actually prefer replacing this game with my new WW1 map with the same name. The current one just isn't good.

    read more

  • @Schulz said:

    aggression_1914 is bugged, I think it should be removed.

    It does not crash after 3 rounds, so it passes that initial test. It is not my call for it to be removed. Someone/you has spent considerable time/effort in making this and it might inspire someone to take it on.

    Would you like me to put a note on it, something like
    This map is looking for a new owner or similar.

    read more

  • @TheDog aggression_1914 is bugged, I think it should be removed.

    read more