Subcategories

  • Move Game notes to its own file?

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    LaFayetteL
    One challenge is having a mechanism to associate a game notes file with the game file. Having the two files with matching names and the notes file being suffixed with '-notes.html' might be easy enough. For example: world_at_war.xml world_at_war-notes.html
  • xml editing (POS2) documentation

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    LaFayetteL
    @Panther the two HTML files are now updated to be MD, they'll render now.
  • User action bug? or is this working as intended?

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    F
    @wc_sumpton I don't think that is the problem. I am basing this off of other maps that have fully functional user actions, and they don't have conditions in the activated triggers. This text change is also the only thing that isn't working correctly in those triggers. It seems like it is firing the trigger and making the change, and then calling the text to display, after it has changed it. As i read what I am typing, it doesn't seem like it is as clear as it could be, so please ask questions if it isn't clear.
  • Non AA target groups names

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  • User actions question

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  • Allow Blockades in All Sea Zones?

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    LaFayetteL
    Ah, just saw the responses : ) The variable route would work, you are still duplicating the territory names, but at least it's more concise.
  • place units anywhere, also no max production in factories

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    F
    Now for the last thing for these units. How can i place them in allied territories (assuming i have a rookie there)?
  • Infantry-Only Factories

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    N
    Hi Roger, check https://forums.triplea-game.org/topic/2066/new-production-unit-barracks for this - I had the same topic before.
  • Proposal: Automatic <property> type discovery based on value

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    LaFayetteL
    PR: https://github.com/triplea-game/triplea/pull/7651
  • Proposal: Simpler '<canal>' node

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    LaFayetteL
    Thanks for pointing me to the property @Cernel ; I'd like to keep updates limited to the game data assembly layer. That means for now I'll leave the "Control All Canals Between Territories To Pass" property unaltered.
  • Proposal: Combine tags into `<territory>`

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    LaFayetteL
    We could even remove the <territoryAttachment> node altogether, eg: <territory name="Quebec"> <owner value="Canadians"/> <unitProduction value="3" /> <kamikazeZone value="true" /> <placements> : : Thoughts? For canals, they attach to multiple territories, nesting underneath one territory would potentially not be as helpful as it could be. Here is an example of what we have today: <attachment name="canalAttachmentCentral America - Colombia" attachTo="25 Sea Zone" javaClass="games.s trategy.triplea.attachments.CanalAttachment" type="territory"> <option name="canalName" value="the Central America - Colombia channel"/> <option name="landTerritories" value="Central America:Colombia"/> </attachment> <attachment name="canalAttachmentCentral America - Colombia" attachTo="100 Sea Zone" javaClass="games.strategy.triplea.attachments.CanalAttachment" type="territory"> <option name="canalName" value="the Central America - Colombia channel"/> <option name="landTerritories" value="Central America:Colombia"/> </attachment> I think that might be better as one 'canal' tag. It's a really good call-out - though if it's going to be a different tag then perhaps topic for another thread (thread created: https://forums.triplea-game.org/topic/2269/proposal-simpler-canal-node)
  • Adding a default for map.properties 'color.Impassable'

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  • Second combat movement phase

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    A
    Well I have played with it a little more. If the area one attacks during the first combat phase is still enemy-controlled at the end of the first combat phase (either because you just attack with air units or because there is a ground unit but it does not survive the attack), then during the second combat movement phase you can move a friendly ground unit into the area and then directly into another enemy-controlled area. Otherwise, you can move into the attacked, now-friendly-controlled area, but not then move from there into an enemy-controlled area. Then I tried putting the second combat movement and combat at the very end of the turn, after the EndTurn phase and now it works, I can move into the previously attacked area (whether it is friendly-controlled or enemy-controlled) and from there directly into an enemy-controlled area. You cannot use air units to support any attack you make in the second combat phase (because they had to land during noncombat movement). But this does not bother me. If anyone has a better way to do this please let me know.
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  • Help: National Objectives are removed when editing name of map file

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    Jason Green-LoweJ
    Wonderful! It works now on my end -- thank you so much for fixing the problem.
  • carrier rules for WWII V3_41

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    wc_sumptonW
    @Numetalfan The saved game carries a copy of the xml used to create the game. Any changes made to the xml will not show in a saved game. To test changes you have to always start a new game. Cheers...
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    B
    @Jason-Green-Lowe heh heh friendly advice was just saying you could have it included in the original map for a one click activation instead of an entirely separate map
  • Can you have mutually exclusive units?

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  • AI picks obviously the wrong casualty, what could it be?

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    TorpedoAT
    @LaFayette Thanks, thats good to know.

Recent Posts

  • @wc_sumpton

    Hi Wc,

    Thanks a lot for your time!

    I hope im not asking too much but i still cant figure the tech dice system.

    I understand that i have to turn on low luck for tech.
    We use 6 diceSides so 20 ipc cost should give 6 dices.

    I first tried this:

    <attachmentList>
    <attachment name="techAttachment" attachTo="Japanese" javaClass="TechAttachment" type="player">
    <cost resource="PUs" quantity="20"/>
    <result resourceOrUnit="techTokens" quantity="6"/>
    <option name="resourceCount" value="6"/>
    </attachment>

    To be honest i tried to copy it straight from the production rule for "normal" units.

    But this doesnt work, the engine doesnt recognize the property definition for the option "resource Count"

    Im kinda lost now, do you know how to implement this? We basically want 20 IPC to give the player enough tech dice for a guaranteed unlock.

    Another question:

    We want to create an unit called the Flying Boat, which is basically an airplane but the airplane:

    Can land only on water, not on land move through hostile sea zones, ignoring enemy ships be able to move after fighting in a battle (if they still have range left over) be able to attack land territories

    So far i figured out how to make planes "land" on sea (putting their carriercost at 0)

    <attachment name="unitAttachment" attachTo="Flying_Boat" javaClass="UnitAttachment" type="unitType">
    <option name="isAir" value="true"/>
    <option name="attack" value="6"/>
    <option name="defense" value="4"/>
    <option name="movement" value="4"/>
    <option name="carrierCost" value="0"/>

    Now obviously this is still considered a air unit by the engine, it can move through hostile seazones, it can move after fighting in a battle and it can attack land territories.

    The problem is that it can obviously still land on land, which we dont want.

    but do you know if its theoretically possible to make the unit unable to land on land?

    ~Cheers!

    read more

  • @Ramon said:

    -can i make tech dice basically hit every time (so they hit at 1 or higher, basically you pay 20 ipcs for guarenteed tech unlock)

    <property name="Low Luck for Technology" value="true" editable="true"> <boolean/> </property>

    Give the player the number of dice equal to "diceSides".

    @Ramon said:

    <option name="isMarine" value="true"/>

    "isMarine" takes a number value. "isMarine"=true is converter to "isMarine"=1. "isMarine" can also be set to negative values.

    @Ramon said:

    If i understand correctly you can basically give conscripts 1 attack, and make every unit (except trenches) debuff them with 1?

    Yea.. but upon further testing, because both units are 0, the buff was not applied, so I'm still working on this.

    wc_sumpton said:

    It can get slightly complicated.

    Cheers...

    read more

  • @Ramon said:

    -can i make tech dice basically hit every time (so they hit at 1 or higher, basically you pay 20 ipcs for guarenteed tech unlock)

    Hi

    The answer is yes but I can't find an example at the moment. Roger, The Dog or the Master wc will clue you in most likely 🙂

    but it has something to do with "rolls" and "chance' if i remember right.

    From POS2

    Screenshot from 2026-09-18 08-49-37.png

    so something like that

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  • found the marine!

    <option name="isMarine" value="true"/>

    sometimes it can be so easy

    read more