Subcategories

  • Defense Bonus for Tank Support

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    C
    @Joe-G No problem. TripleA is fairly evenly split between British and American English. It can be easily confusing. I would personally prefer if TripleA would follow British English fully.
  • 0 Votes
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    Joe GJ
    @Frostion thanks. you guys rock. I got it working
  • Changing Territory Owner with a User Action

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    FrostionF
    @Cernel @stalinpasha I just use drag and drop when I want to upload an image to forum.
  • Zombie Spawning

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    C
    @Cernel Mind you that, this way, removed attacking units will turn into zombies owned by the attacking player, if you retreat, or owned by the defending player, if you lose the battle without retreating. For the losing battle without retreating part, you can have a trigger conquering the territory in favour of the "Zombies" player before the infrastructure unit repairs and, immediately thereafter, another trigger re-establishing ownership without conquering the territory (just check that a battle has happened for the attacker but the territory is owned by an enemy of the attacker, if you have a basic 2 sides scenario). For the retreat part, you can hack it by having the intermediate infrastructure unit being a movement 0 air unit (so it won't retreat with the rest and will never move out of it), but I personally strongly disagree on the current behaviour that attacking air infrastructures are conquered (since they are hovering the territory, they should not be influenced by any ownership changes, until after they landed on it, which they never can) (I believe a @Frostion map uses this behaviour for Nuke, if I recall correctly, but I consider this being a case of exploiting a wrong engine behaviour (bug)).
  • What Map Category?

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    Michael HooverM
    @Frostion thanks for the info I wasn't sure. Yeah in the yaml its version 1 so I'll pull it now and update it. I've already updated the repository on github (getting used to that as I am a noob there too :face_with_raised_eyebrow: ).
  • List of possible sounds in sounds.properties

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    Michael HooverM
    @Frostion - thank you for all the advice on sounds. I finally have everything lined out thanks to your tips and tricks! I'll be updating Twelve Clans later with music and sounds. :beaming_face_with_smiling_eyes:
  • Trigger createsUnitsList count from 1 to 0 ?

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    Michael HooverM
    Me too - this has some intriguing applications...
  • "Unit Help" Showing units that don't exist as option for nation

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    S
    Ah yes.. I see the problem. I have a local copy of the xml and "unit" folder for development purposes and I have simply been adding my new units to the existing folder in the actual game. I see the original author of this game did have these two units in the folder. If I move them out.. the problem is solved! Thanks. Also, I agree it would be better to look at production frontier, but minor problem. Thanks for the help. I think my new version is ready to release to the public.
  • How to use Variables

    variable variablelist
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    RogerCooperR
    I am now using variables successfully..
  • Hard or Does Nothing AI for unactive players

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    C
    @LaFayette Yeah, that's why DNAI needs to be figured out and documented (and fixed to work with no capitals without crashing, possibly), as it is now going one way in the moment you can use it for attacking with its own phases and another way in the moment it substantially skips the collect phase, plus the strange behaviour of a first purchase then nevermore, that it is a complete surprise to everyone. Substantially, Veqryn made this AI probably based on something he was planning, but that never happened and, as far as I know, nothing was documented about all this more or less artificial and likely sigle-game tailored construct, that has been since available to all users and map makers. I would personally prefer it being just 100% like assigning the player to somebody that just keeps skipping everything it can skip and clicks randomly on anything it must do (but this would require fixing the placement phase itself as being a must do, preferably with a property to allow having the current free-not-to-place behaviour for custom maps).
  • "Could not find territory. name: " error

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    Z
    @Hepps Yeah thats what it looks like and what I initially thought but I double-triple checked and didnt find anything. But you did just give me the idea of searching for "" in the file and I found a unit placed with no territory. I probably wouldnt have thought of searching for that if I didnt read your comment tho, so thank you alot.
  • Can a Unit do 2 damage on one hit? (Make enemy select 2 casualties)

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    C
    @gabegolfer said in Can a Unit do 2 damage on one hit? (Make enemy select 2 casualties): How would I assign the number of dice rolls per round? <option name="attackRolls" value="*"/> <option name="defenseRolls" value="*"/> *natural number Would that be in the “unitAttachment” section? Yes. Is more than one dice roll per round even possible? Yes, since Classic.
  • Step Name

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    No one has replied
  • foreach syntax

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    RogerCooperR
    @Cernel Thank you. The capitalization issues without error messages are hard to catch.
  • Reset Option

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    wc_sumptonW
    @Michael-Hoover as @Cernel stated "-reset-" is used to clear multiple values. You can use a "playerProperty" to change a "switch" value. You stated: <attachment name="conditionAttachment_WaxOn" attachTo="Player1" javaClass="RulesAttachment" type="player"> <option name="switch" value="true"/> </attachment> Then you would need to create a condition for when to turn the switch to false: <attachment name="conditionAttachment_TurnWaxOff" attachTo="Player1" javaClass="RulesAttachment" type="player"> <!-- Create the condition here --> </attachment> Then by checking the state of "conditionAttachment_TurnWaxOff" you could use this to then set "conditionAttachment_WaxOn" to "false": <attachment name="conditionAttachment_WaxOff" attachTo="Player1" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_TurnWaxOff"/> <option name="players" value="Player1"/> <option name="playerAttachmentName" value="RulesAttachment" count="conditionAttachment_WaxOn"/> <option name="playerProperty" value="switch" count="false"/> </attachment> To change "conditionAttachment_WaxOn" to false. Hope this helps. Cheers...
  • Convoy zone

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    A
    I think I have it working. I am using national objectives. Thanks for the help.
  • Error with Trigger Attachment

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    RogerCooperR
    @Cernel Of course the issue was that I forget to set "Use Triggers" to true.
  • Placement Picker Tool

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    Michael HooverM
    Yeah Its just frustrating...its probably because I am running TA in a virtual machine at the moment. Glad to hear the tool is good though.
  • New Map Question

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    C
    @Michael-Hoover said in New Map Question: I don't suppose there is a way to give the "isSub" abilities to a land unit? You cannot in the current 1.9 release, but you can in the current 2.0 prerelease.
  • Game notes max width

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    LaFayetteL
    @Cernel the HTML needs to be fixed within the constraints of the HTML rendering. There is no code fix for us to apply here. We're not modifying the HTML, we're not rendering it ourselves. There is no way we're going to change anything (short of rebuilding an HTML renderer, IE; a web-browser) that makes this exact HTML render how you want.

Recent Posts

  • @wc_sumpton
    Thanks! I will will experiment.

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  • @TheDog said:

    I still cannot get 8188A Steam & Steel to work, but Im hoping you have success and then I will raise this with the Devs.

    In 8188A Steam & Steel, if you are hooking too the endTurn, then your process is working. But the endTurrn happens at the beginning. Try attaching after the battle step.
    Why battle? Because only combat move and battle change ownership. Non-combat move and placement do not. So, during the players first turn when sea units are placed the territory does not change ownership until the next combat move.

    Cheers...

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  • @ramon
    I have another one of my FFA maps working with Sea Zone PU going to the owner.
    see
    https://forums.triplea-game.org/topic/2467/settlers-fallen-empire-official-thread/15

    Note you will need to do steps

    player none=Neutral must be have an initial relationship of Neutral with the Player factions, see lines 6977 etc player none=Neutral start of turn 1 is changed to War, see lines 5913-5931

    The above is a bizzare requirement that should not exist.

    I still cannot get 1888A Steam & Steel to work, but Im hoping you have success and then I will raise this with the Devs.

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  • @Ramon said:

    Let me know if you somehow find a fix!

    I have had two attempts at it, so will do, but it will not be soon, spare time goes on the new map.

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