Subcategories

  • LandMine Image

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    B
    @hepps Right On ! That's Awesome ! Canada can give them to their Peacekeepers. Keep em safe at night Thanks [image: 1620157657809-rock-on.png]
  • trigger question - unit with hit

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    @numetalfan I would try using "unitPresence" and"directPresenceTerritories" instead . Something like <option name="directPresenceTerritories" value="53 Sea Zone" count="1"/> <option name="unitPresence" value="battleship" count="1"/>
  • Step Name Withdraw

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    @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

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    @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

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    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

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    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

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    @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
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    @themaster42 Rename the folder with your mod. You'll need to rename the xml as well.
  • sleeping nations trigger function

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    wc_sumptonW
    @Numetalfan You are probably right. I was thinking collect income, which is done at endTurn. Cheers...
  • REPAIR AND LOADING ISSUES

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    ubernautU
    @ebbe it's interesting i kinda like the way it is tho
  • territory Property error

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    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
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    RogerCooperR
    @lafayette I agree, an automated system would be better.
  • Simple ancient battle concept idea and questions

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    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

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  • GLOBAL WWII OIL & SNOW -Project

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    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

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    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

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    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

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    HeppsH
    @torpedoa Nice solution though.
  • updating an old map

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    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

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    TorpedoAT
    @hepps Oh yes. Thats a point. I will try that.

Recent Posts

  • @wc_sumpton said:

    Have you tried switching around the connections.

    @victoryfirst this makes sense to me, so I'd try it, or look at how they're listed which would be the same thing.

    Idk though.

    I'd also try it because that's what wc suggested lol

    but Infantry usually show first in the purchase window in most games and they are usually listed first in UnitList and Unitattachment so maybe some sort of similiar thing is going on with the connections

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  • @VictoryFirst

    The system sees areas (polygons.txt) and connections, where we see a layout with borders.

    @VictoryFirst said:

    when a unit uses the coast road movement ability, it can move 5 spaces, but this should only work when all the territories are coast road territories (the territories that have a thick red line running through them)

    Why? The unit receives the increased movement for starting in Tripoli, it can move wherever it wants. What is that red line? There is nothing telling the system to 'follow' the red line.
    Have you tried switching around the connections. I don't know if they have anything to do with how routes are determined.

    Cheers...

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  • Is there anything that determines which path a unit takes to reach a territory when different routes are equidistant? For example, in this situation, going from Tripoli - Sirte - El Agheila is the same length as going through Tripoli - Sokna - El Agheila.
    99120523-8f6d-4c6c-a613-d0b584114d75-image.jpeg

    Unfortunately, the engine always choose to go through Sokna instead of Sirte. In this game (North Africa), when a unit uses the coast road movement ability, it can move 5 spaces, but this should only work when all the territories are coast road territories (the territories that have a thick red line running through them). Sokna is not a coast road territory so the move on screen is technically not allowed per the game rules.

    It's not that this prevents the engine from allowing this move. The coast road movement is a player-enforced rule and the engine simply allows you to move 5 spaces anywhere. But according to the game rules, the movement can only be through coast road territories, so it would be nice if the game automatically traced a path through the coast road territories. Some beginners might be confused if the engine traced a path through a non-coast road territory. Fortunately, this is the only case where this comes up so if I could somehow make sure that the engine prioritizes Sirte to trace the path through when going to El Agheila instead of Sokna, then the problem is solved.

    So like this:

    701f8fba-5763-471b-8bf5-f6ded2b0dc9f-image.jpeg

    (I added a waypoint to make it look like this, but preferably it should look like this by default).

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  • @wc_sumpton
    Thanks! I will will experiment.

    read more