Subcategories

  • 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

    trigger
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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.
  • Land units with strategic bombing?

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    C
    @Frostion So, to summarize and make sure, is the latest issue at hand that disabling any units doesn't disable their AA attacks nor their ability to give support, while it correctly disables their regular attacks, instead? Isn't that maybe just intended?
  • unitInitialize

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    B
    @andrewthree said in unitInitialize: Thank you both! It's amazing how you can be looking right at something and not see it. Heh heh It's got me many a time
  • Fun İssue

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    SchulzS
    Doubling unit costs and setting up games dice would definitely help too.
  • WWII v3 1941 Mod

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    RogerCooperR
    @eagledrc If you send me your mod, I will post on my site. I have a lot of mods not in the scenario repository as well as 2 mods that in the scenario repository but don't work in the versions in the repository. Complete Scenario List
  • Where are the XMLs?

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    Captain CrunchC
    Cernel move this to the Shulz, Frostion, Lafeyette Topic forum please
  • First map; error: Unable to load expected resource: polygons.txt

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    H
    @Cernel thx man, i had to make the reliefTiles map a bit transparent, cut it up with the imagetilebreaker and replaced the old reliefTiles with the new ones. The map is, apart from some balancing basicly ready thanks to you guy. you're legends Hidde2k
  • Population / manpower

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    U
    Dear @redrum and Dear @Hepps, thanks a lot for the advice to look into the Civil War map. There are many good mechanics implemented there.
  • Map/xml with tech system?

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    SchulzS
    https://axisandallies.fandom.com/wiki/Domination_1914_NML_Navalland
  • Trigger when units are present on map?

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    C
    @redrum said in Trigger when units are present on map?: @Frostion Yeah, as @Cernel pointed out not a bad feature request. @Frostion Not a wonderful solution but, for now, one might do this with a limited amount of coding by using "eaches" on the conditions, then having as many same conditions assigned to the trigger as the number of units specified in the conditions themselves, then a condition type equal to the minimum number you want (in your case, 5), if you are following me. However, I'm not sure if it would work, as eaches are normally used to make the trigger firing that many times. EDIT: Nevermind, checked pos2 it says that eaches are just 1s, condition wise.
  • Problem with TriggerAttachment using placement option

    trigger
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    RogerCooperR
    @Cernel Thank you, I will fix it.
  • How do you modify the Map Rules?

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    redrumR
    @RyansPlace You'll need to unzip the map file then go to "\map\games" directory inside it. There you'll see the various game XMLs for that map. Open the one that corresponds to the game you want to edit then find those 2 properties and change them to editable="true".
  • 0 Votes
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    C
    @Cernel If so, I believe this would be the only case in all Axis&Allies history in which I'm forbidden from doing nothing during a movement phase.
  • Variable lists do not seem to work

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    Martin MadueñoM
    @redrum Thanks, i will try with pre-release :grinning_face_with_smiling_eyes:
  • XML code that only plays an mp3 file

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    redrumR
    @Frostion Ah I see. I'd need to see the error details to see why that's happening. Not sure if you have those but if so please post them.
  • Perfect AA system

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    T
    @Cernel For WWII scenarios, and thinking about the way the 88s were used in reality (ignoring their use in the late-model panzers), it would be nice if: AA were treated like any other unit for purchase, movement, etc, except as below: on defense, AA acts as flak/air defense if any attacking aircraft are present, and as anti-tank/inf artillery if no aircraft are present, at start of defensive fire phase (SBR is just a special type of attack, so AA would be 'flak mode'). No input required from defending player. on offense, the attacking player has to specify the default mode of the AA guns (flak vs anti-tank) during combat movement, similar to how bombers have to select 'bomb vs attack' in most current maps (I have no idea how complex the coding would be for this, but existing bomber behavior shows that this is possible). If the Attacker wants some of each, move them in two separate moves, just like we do now with bombers attacking and bombing a single territory today. In 'flak mode', AA hits more rarely (1/6 in most maps), but cherry-picks aircraft only for casualties In 'anti-tank mode', AA behaves like Artillery in most maps, with better hit chance (say 2/6), but allows full defender-choice on casualties. If all defending aircraft are eliminated but attack still underway, then AA is in 'anti-tank' thereafter. So, in effect, AA would just be artillery with a special 'anti-air' mode available. Cost, cargo size, movement rates, and combat strengths would need to be balanced carefully. If a player wants to buy a bunch of AA rather than 'normal' artillery, then it should be an option, but come with a cost premium. I would think that a slightly higher cost and the fact that they would still count as a placement should prevent unreasonable AA unit spamming.

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