Subcategories

  • Minor question about the order of actions in the User Action window

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  • Negating the loss of capital

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    P
    @alkexr said in Negating the loss of capital: Try playerAttachment instead of rulesAttachment in both name and javaClass.mcdvoice Thank you for the explanation. It is clear for me.
  • Bombers – Single Round Attack

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    @Contango that is unfortunate. My map was going to have most of the income be objective based for one side.
  • How can I with just the Triplea tiles, produce a complete map?

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    TheDogT
    @alkexr @Hepps Thanks both!
  • Big World 3

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    SchulzS
    @ff03k64 Everything was different. This map is not needed in anywhere when Aggression 1941 already fulfills all of its functions with better graphics.
  • RFC - In-Game Map Uploads

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    LaFayetteL
    First, thank you all for the engagement on this topic! To summarize where we are so far in this discussion: github repositories is a beneficial storage solution that provides a lot of features that we would be unwise to rebuild in its entirety automating the management of 'triplea_maps.yaml' is welcome documentation effort is needed to make the upload process clear. We should create at least a thread, if not a category to provide help for uploading Follow-Up Topics to Discuss in other Threads A number of other topics were raised that could use discussion. I'm thinking to create a thread titled something like: "How should we improve the maps ecosystem" where we could discuss the many other aspects of maps and what could use improvement. Still under consideration: zip uploads that are automatically stored as repositories First, if we automate the generation of 'triplea_maps.yaml' by finding data that is stored in the repositories, we'll have taken care of a portion of the download side. Specifically the idea here is that 'triplea_maps.yaml' has a section for each map, essentially we move each section of that file to the respective map repository where the backend would be configured to find it. In this way the backend could effectively generate the 'triplea_maps.yaml' file. A really nice thing about the above is the backend wouldn't care how the map data gets into repository. After we get to that point, it could make sense to build an in-game uploader that takes a zip file and uploads it into a repository. There is enough complexity in doing that where I don't know if it would be worth it, so we'll need to play it by ear when and if we get there.
  • Victory Cities ICon

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    MirkoBrunerM
    @Hepps Thanks! Clear Now. Regards.
  • Changing Colours of Map

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    MirkoBrunerM
    @Frostion Thanks!
  • Mixed Questions

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    SchulzS
    Is it possible to end games in a certain round with triggers? Is it possible having auto-intercept?
  • Auto-Intercept

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  • How to Balance Map?

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    B
    @Mas-N so if the map is playable and you just want feedback on balance, you should upload it to triplea under experimental. You can then make adjustments for future versions as needed. Here's Frostion's guide. https://docs.google.com/document/d/1FfF7N0srp9QG0_if5D-c1d1Aa1QTttdhxgm1GBh3pI4/edit If you're not familiar with git, it might take a bit to figure out. Ask if you have any trouble.
  • Different upkeep method

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  • Retreating and Strategic Bombing Issues

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    @Mas-N 8500 lines of triggers!! :astonished_face: The map I am working on doesn't even have 8500 lines of code in total!
  • A new unit set up

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    SchulzS
    https://www.sendspace.com/file/oihq93 You can check it everything from there. I just can't update somethings via github due to wrong file structure. The land AA's are no different than classic anti air units. 1/6 chance for every air units. More ground AA stacks have no impact.
  • negative PUs?

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    Hi, the thought with a "negative" NO is very interesting, I will consider it It is problably the easiest solution - good idea!
  • moving units between territories via trigger?

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    RogerCooperR
    @ff03k64 You can use triggers to remove and add units but not to transfer them. For example, if you wanted to have a trigger to move units from Siberia to Moscow you could say remove 4 infantry from Siberia and another trigger add 4 infantry to Moscow. However, if there was no infantry in Siberia, the units would still add in Moscow. (You could however, make the presence of units in Siberia a condition for adding units in Moscow) It would be good to have a transfer trigger, which move units if available from one to another. You could make a feature request,
  • Unit Options

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    RogerCooperR
    @gabegolfer Air units not being able to capture territory or land at sea is foundational in TripleA. You could try making all areas 'land' areas and use terrain effects to prevent land units to moving to 'sea' areas.
  • Map Territories not the color of their Owner

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    wc_sumptonW
    @gabegolfer One thing that can cause this is the reliefTiles images are opaque. If you are using reliefTiles they should be set to about 50% transparent to allow color to show through. This is just a guess. Cheers...
  • Using triggers to add units with options

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  • Neutral joins opposing alliance

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    Hi @andrewthree This is from World War II Global 1940 2nd Edition <attachment name="conditionAttachment_False" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="switch" value="false"/> </attachment> This still a little confusing to me how it all works but basically the "conditionAttachmentFalse" acts as an on/off switch. It's attached to the "Germans" who go first, so I guess try attaching it to the first player in WAW for starters. <attachment name="conditionAttachment_Mongolia_May_Change_To_Russians_Control_Switch" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="conditions" value="conditionAttachment_Mongolia_Not_At_War_With_Allies"/> <option name="switch" value="true"/> </attachment> I didn't list the condition for this one but "conditionAttachment_Mongolia_May_Change_To_Russians_Control_Switch" means if the Allies aren't at war with Mongolia it can be activated when it's conditions are met. <attachment name="conditionAttachment_Russians_Conquer_Japanese_Territory_By_Mongolia" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="battle" value="Russians:Japanese:any:currentRound:Manchuria:Jehol:Chahar:Suiyuyan:Kansu:Korea"/> </attachment> This does it a little different than what you have. "battle" means those territories just need to be attacked. Doesn't need to be conquered. <attachment name="triggerAttachment_Russians_Conquer_Japanese_Territory_By_Mongolia" attachTo="Russians" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Russians_Conquer_Japanese_Territory_By_Mongolia"/> <option name="when" value="after:russiansBattle"/> <option name="uses" value="1"/> <option name="players" value="Russians"/> <option name="playerAttachmentName" value="RulesAttachment" count="conditionAttachment_Mongolia_May_Change_To_Russians_Control_Switch"/> <option name="playerProperty" value="switch" count="false"/> </attachment> This part is still a bit confusing as well for me but I think <option name="playerAttachmentName" value="RulesAttachment" activates the first switch "conditionAttachment_False" if conditionAttachment_Russians_Conquer_Japanese_Territory_By_Mongolia" is true. <attachment name="triggerAttachment_Japanese_Conquer_Russians_Territory_By_Mongolia_2" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_False"/> <option name="when" value="before:japaneseNonCombatMove"/> <option name="uses" value="1"/> <option name="changeOwnership" value="Olgiy:Mongolians:Russians:true"/> <option name="changeOwnership" value="Dzavhan:Mongolians:Russians:true"/> <option name="changeOwnership" value="Tsagaan Olom:Mongolians:Russians:true"/> <option name="changeOwnership" value="Central Mongolia:Mongolians:Russians:true"/> <option name="changeOwnership" value="Buyant-Uhaa:Mongolians:Russians:true"/> <option name="changeOwnership" value="Ulaanbaatar:Mongolians:Russians:true"/> </attachment> So now that "conditionAttachment_False" is activated, the trigger changes Ownership. <attachment name="triggerAttachment_Japanese_Conquer_Russians_Territory_By_Mongolia_3" attachTo="Russians" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Japanese_Conquer_Russians_Territory_By_Mongolia"/> <option name="when" value="after:japaneseNonCombatMove"/> <option name="uses" value="1"/> <option name="removeUnits" value="Ulaanbaatar:infantry" count="1"/> <option name="removeUnits" value="Buyant-Uhaa:infantry" count="2"/> <option name="removeUnits" value="Olgiy:infantry" count="2"/> <option name="removeUnits" value="Dzavhan:infantry" count="1"/> <option name="placement" value="Ulaanbaatar:Russian_infantry" count="1"/> <option name="placement" value="Buyant-Uhaa:Russian_infantry" count="2"/> <option name="placement" value="Olgiy:Russian_infantry" count="2"/> <option name="placement" value="Dzavhan:Russian_infantry" count="1"/> </attachment> And now they change units. Also you want to use "conditions" not "trigger" for <option name="trigger" At any rate, what this all means is, if Mongolia is not at war with the Allies and Japan attacks one of the listed Territories, Mongolia will turn into Russian Territories and units. Hope it's not oo confusing. I think I confused myself already

Recent Posts

  • @wc_sumpton
    With 300+ maps and a solution that requires no xml changes to work, could be using a pre Move Delegate centering, maybe?

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  • @TheDog said:

    Does pre the MoveDelegate work for most maps?

    I'm not understanding the question. Centering, as of 2.7.15494, happens on the 'first' delegate. If the 'first' delegate is skipped, then centering does not happen. 2.7.15025 centered on the 'first active', required players attention, delegate.

    Almost any delegate can be used to 'hack' centering using 2.7.15494, but care and testing are necessary because some delegates do not fire the 'when' triggers if no action is taken. This is why I suggested "endTurn/endTurnNoPU" because these have internal cleanups and should always trip 'when'. And they are not 'prefect' because of these cleanups.
    So, try different delegates and test to ensure the map functions as one expects.

    Cheers...

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  • Is the solution to have centering pre the
    MoveDelegate

    So not pre Tech or Politics or EndofTurn or noPUEndTurn Delegate

    Does pre the MoveDelegate work for most maps?

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  • @Cernel said:

    I'm not against hacking per se.

    LoL. Just pointing out this discussion which changed 'centering', that got broken, then reverted back to 'first' step only.

    Cheers...

    read more