Subcategories

  • Some units not showing up properly

    3
    2
    0 Votes
    3 Posts
    512 Views
    jkprinceJ
    Thanks for the help! it works now. [image: 1591359867268-d.png] [image: 1591359873717.png]
  • How to change unit appearance?

    13
    1
    0 Votes
    13 Posts
    2k Views
    jkprinceJ
    Thanks for the help you two! It looks great now and I think I got the hang of it! [image: 1591288850120-yay2.png]
  • Adding triggers to a Map that doesn't have them

    6
    0 Votes
    6 Posts
    629 Views
    B
    @Cernel GD it you sure got the eye. "Also be sure the phase is exactly called "russiansPurchase" (not validated)." It's "russianPurchase" Had me chasing my tail for half a day. Big thanks
  • Please Help with Github upload

    6
    0 Votes
    6 Posts
    995 Views
    Joe GJ
    @LaFayette no. redrum helped me out. thanks lafayette.
  • Kamikazi's Still Not Working

    2
    0 Votes
    2 Posts
    505 Views
    Joe GJ
    I figured it out! You have to designate Japan as the initial territoryowner for each of the Kamikaze sea zones! YAAAAAAAAAH
  • Scramble from a Carrier? Is it possible?

    13
    0 Votes
    13 Posts
    2k Views
    Joe GJ
    thanks man.
  • Can the value for createResourcesList be 0?

    5
    0 Votes
    5 Posts
    819 Views
    Michael HooverM
    Right on! Thanks for the info
  • Changing Mongolia to Russian when Japan Declares war on Russia

    10
    0 Votes
    10 Posts
    1k Views
    Joe GJ
    I figured it out thanks to Hepp's help in private chat. Here was the solution: changeOwnership only seems to work if the players changing ownership are at WAR with each other. So the trigger now has 3 steps. First it changes relationship to WAR. then another trigger does the change in ownership. And then a third trigger changes the relationship back to Allied.
  • EnemyPresence Trigger not working

    14
    0 Votes
    14 Posts
    2k Views
    RogerCooperR
    @Cernel Here is the panel [image: 1590528965253-844c0c9d-d5a3-4dcb-b165-45d2ad417fa2-image.png] The trick is that A&B start at war and the real players randomly ally with A or B. A & B are nominal players with no territories or units.
  • Objectives Panel WORKING but one of the objectives/triggers not appearing

    3
    0 Votes
    3 Posts
    598 Views
    Joe GJ
    Yah. that was it. And another typo. thanks man
  • White Squares around units

    5
    0 Votes
    5 Posts
    768 Views
    G
    @Hepps Thanks for your help, but I just researched it and found out how to remove the background.
  • Objectives Panel issue

    7
    0 Votes
    7 Posts
    1k Views
    Joe GJ
    @Cernel well damn. now its working. that so weird. cuz all the other Objectives.Properties files i've checked 'appear" to have linebreaks there. But hey, it worked, so i'm happy. THanks man. When u gonna be back on to continue our game
  • No Such Element Exception

    14
    0 Votes
    14 Posts
    2k Views
    RogerCooperR
    @danelyoung The scenario is still not working in pre-release, but works in the stable version.
  • java error

    Moved
    6
    0 Votes
    6 Posts
    2k Views
    D
    A StackOverflowError is simply signals that there is no more memory available. It is to the stack what an OutOfMemoryError is to the heap: it simply signals that there is no more memory available. JVM has a given memory allocated for each stack of each thread, and if an attempt to call a method happens to fill this memory, JVM throws an error. Just like it would do if you were trying to write at index N of an array of length N. No memory corruption can happen. The stack can not write into the heap. The common cause for a stackoverflow is a bad recursive call. Typically, this is caused when your recursive functions doesn't have the correct termination condition, so it ends up calling itself forever. Or when the termination condition is fine, it can be caused by requiring too many recursive calls before fulfilling it. Here's an example: public class Overflow { public static final void main(String[] args) { main(args); } } That function calls itself repeatedly with no termination condition. Consequently, the stack fills up because each call has to push a return address on the stack, but the return addresses are never popped off the stack because the function never returns, it just keeps calling itself. If the stack is full you can't push, if you do you'll get stack overflow error. StackOverflowError is avoidable if recursive calls are bounded to prevent the aggregate total of incomplete in-memory calls (in bytes) from exceeding the stack size (in bytes).
  • Measuring Allies & Enemies

    3
    1 Votes
    3 Posts
    560 Views
    RogerCooperR
    @Frostion I am actually close to getting something working. <attachment name="conditionAttachmentJapaneseEnemyUnitPresent" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="enemyPresenceTerritories" value="all" count="each"/> </attachment> <attachment name="triggerAttachmentJapaneseEnemyUnitCount" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentJapaneseEnemyUnitPresent"/> <option name="resource" value="PUs"/> <option name="resourceCount" value="1"/> <option name="when" value="after:BBidplace"/> </attachment> The trigger is not firing, but I am getting close to having a way of counting all enemy units and all friendly units. I can then use the difference for some rough handicapping. In many scenarios, there is no obvious historical (or hypothetical) conflict. This way I can just assign random sides and balance them, rather than having a free-for-all, which I find makes for uninteresting play.
  • Map error help

    25
    0 Votes
    25 Posts
    5k Views
    G
    Ok thanks, that worked!
  • Conditional Landbridge. . .

    5
    0 Votes
    5 Posts
    905 Views
    Joe GJ
    thanks guys!
  • Maximum Unit Size?

    7
    0 Votes
    7 Posts
    1k Views
    Michael HooverM
    @Frostion Yes it does, thank you for the additional information.
  • Can't Get Politics Phase to Work on Map

    4
    0 Votes
    4 Posts
    606 Views
    Joe GJ
    Hey Cernel, thanks for your guidance here. I figured out the problem. Did not have a relationshipinitialize section Did not have any true neutral territories on the board so it interfered with stuff. It works now! Thanks for all your help.
  • Error When Taking Other Faction's Capital

    2
    0 Votes
    2 Posts
    410 Views
    Joe GJ
    @Joe-G FIgured this out. A list of playerattachments at the end was missing from my XML.

Recent Posts

  • @beelee

    Again, I reference PoS2;
    isAAforBombingThisUnitOnly values: allows this unit to be an AA gun only when this unit is directly attacked by a strategic bombing raid (currently defends against all strategic bombing attacks in this territory, not just against this unit). it will not defend against a normal attack.

    There are 2 units in Germany with "isAAforBombingThisUnitOnly" so both units defend against SBR attacks against that territory, PoS2 clearly states not just against this unit.

    And again the PoS2:
    typeAA. values: any string which identifies this type-group of aa guns. Only 1 aa gun per group may fire (unless you've set maxAAattacks). (defaults to "AA") Warning: all units with the same typeAA must have the same dice sides, or else you will experience weird results.

    So, if both units have the same "typeAA" as "AA", the default if missing, then they fire as a group, with only the best unit defending.

    SBR units attack a territory, only the damage is applied to a selected target. This is how aaGuns work in 'classic' style maps. They can defend against SBR, even though they are not targeted.

    Cheers...

    read more

  • @VictoryFirst

    I think I recovered that one hmm ...

    well maybe not lol

    You wanna send that one too 🙂

    Edit
    Or just send everything you got 🙂

    read more

  • @beelee I see Tank Destroyers inside 54px_frostions_painted_roundels 🙂 another unit folder you sent me once.

    read more

  • @VictoryFirst

    F Yea ! Right Arm !!!

    rightarm.png rock-on.png

    Edit
    hmm ... I thought he had "Tank Destroyers" but I don't see any. I wonder where I found them lol Was gonna turn Roger on to them, as he was looking for some.

    Well, still super cool to have 🙂

    read more