Subcategories

  • Help with trigger activating a supportAttachment

    5
    1
    0 Votes
    5 Posts
    1k Views
    redrumR
    @Frostion Good to hear. My general advice is that you should make sure that all triggers specify "when" otherwise I think you can sometimes get strange behavior and are relying on some magic trigger defaults on when they fire. Also, I'm guessing you are using SupportAttachments for the items instead of just having them increase the base values as there are multiple items that could increase the AA strength for heroes?
  • Units don't attack together.

    Moved
    16
    0 Votes
    16 Posts
    2k Views
    FrostionF
    I moved this topic to the "Map Making" category since it concerns map making.
  • Questions about Sea Zones

    Moved
    7
    0 Votes
    7 Posts
    1k Views
    FrostionF
    I moved this topic to the "Map Making" category since it concerns map making.
  • Air battles in out of factory territories

    Moved
    6
    0 Votes
    6 Posts
    960 Views
    FrostionF
    I moved this topic to the "Map Making" category since it concerns map making.
  • Air Base Movement

    2
    0 Votes
    2 Posts
    417 Views
    B
    @beelee i found it. This is what i was thinking of link text
  • typeAA question

    3
    0 Votes
    3 Posts
    751 Views
    B
    @redrum right on thank you
  • attackAA question

    7
    1
    1 Votes
    7 Posts
    1k Views
    B
    @redrum Well it's working now. Setting it to "0" was one of the first things I tired. I thought "this should be easy". : ) Anyway I obviously had something else off. At least it made me research the new AA support : ) Thanks again guys
  • Victory Trigger Not Working

    4
    0 Votes
    4 Posts
    828 Views
    redrumR
    @RogerCooper The victory value needs to be a key for the notifications.properties file not the actual string you want to display. Here is the POS2 XML: victory values: the string message from notifications.properties to be displayed if the condition is true. victory can be used to play sounds as well. victory will use victory value + "_sounds" as the key in notifications.properties file, and then will use "defeat_" or "victory_" + the notifications.properties value as the new key to look for in the sounds.properties file.
  • Chance in triggers

    18
    0 Votes
    18 Posts
    3k Views
    redrumR
    @RogerCooper You have the wrong phase name in the "when" condition. Replace the when condition in all the triggers with this: <option name="when" value="before:americanEndTurn"/>
  • Map colors in map.properties

    18
    1
    0 Votes
    18 Posts
    3k Views
    RobbyPantsR
    @Cernel said in Map colors in map.properties: @RobbyPants Another suggestion may be that you search in internet for free fantasy maps, so you can draw it shadowing that, then use that map as the base for the relief thereafter, that can achieve very good results at relatively modest graphical skills. For my, my concern is more the time it would take to make the tiles and being able to make a map that's "good". I'm not so worried about the difficulty of it. The thing I like about the Classic and Revised WWII maps is that they have some natural choke points, and the value of certain territories leads the factions into fighting over them. I kind of like looking at the differences between the two maps because of that. I want to make sure that any map I make would be interesting to play and not come off like a chessboard in the middle of an ocean.
  • Linux and Windows Have Different Behaviour In Objectives Properties

    4
    2
    0 Votes
    4 Posts
    699 Views
    B
    @redrum Uggh...thanks for looking at it. I see where I fckd up now. Rookie mistake sorry to waste your time
  • Give and remove trigger added “unitProperty”?

    3
    0 Votes
    3 Posts
    774 Views
    FrostionF
    Thank you @redrum for the explanation, and the "-reset-" worked
  • Maps on tripleA web and maps "downloadable" in game

    10
    0 Votes
    10 Posts
    2k Views
    H
    Thank you all, you've answered/solved all my problems and allowed me to play happily.
  • Understanding alliancesCanChainTogether

    7
    0 Votes
    7 Posts
    1k Views
    RogerCooperR
    @Cernel A common request has been the ability to have countries join alliances. I wonder if the chaining property works that way (except for the display screen).
  • World War II Global - Map fix: Fortress Greenland

    1
    2 Votes
    1 Posts
    492 Views
    No one has replied
  • Help with a random placement trigger system

    21
    0 Votes
    21 Posts
    5k Views
    FrostionF
    @Redrum @Cernel Thanks for the help guys! I have chosen to just use the last set of conditions and triggers made by Redrum. They seem to work as intended. I must admid though that I don’t really grasp the technical process happening in those triggers. Maybe if I studied them for some days, I could realize how they work
  • Negative Support Attachment Does Not Work

    Moved
    6
    0 Votes
    6 Posts
    1k Views
    RogerCooperR
    @Cernel Thanks for the help. This is working <attachment name="supportAttachmentFighterAllied" attachTo="fighter" javaClass="games.strategy.triplea.attachments.UnitSupportAttachment" type="unitType"> <option name="unitType" value="infantry:artillery:armour"/> <option name="faction" value="allied"/> <option name="side" value="offence"/> <option name="dice" value="strength"/> <option name="bonus" value="-3"/> <option name="number" value="99"/> <option name="bonusType" value="air"/> <option name="impArtTech" value="false"/> <option name="players" value="British:Americans"/> </attachment> <attachment name="supportAttachmentFighterEnemy" attachTo="fighter" javaClass="games.strategy.triplea.attachments.UnitSupportAttachment" type="unitType"> <option name="unitType" value="infantry:artillery:armour_ge"/> <option name="faction" value="enemy"/> <option name="side" value="offence"/> <option name="dice" value="strength"/> <option name="bonus" value="-3"/> <option name="number" value="99"/> <option name="bonusType" value="air"/> <option name="impArtTech" value="false"/> <option name="players" value="British:Americans"/> </attachment> <attachment name="supportAttachmentBomberAllied" attachTo="bomber" javaClass="games.strategy.triplea.attachments.UnitSupportAttachment" type="unitType"> <option name="unitType" value="infantry:artillery:armour"/> <option name="faction" value="allied"/> <option name="side" value="offence"/> <option name="dice" value="strength"/> <option name="bonus" value="-3"/> <option name="number" value="99"/> <option name="bonusType" value="air"/> <option name="impArtTech" value="false"/> <option name="players" value="British:Americans"/> </attachment> <attachment name="supportAttachmentBomberEnemy" attachTo="bomber" javaClass="games.strategy.triplea.attachments.UnitSupportAttachment" type="unitType"> <option name="unitType" value="infantry:artillery:armour_ge"/> <option name="faction" value="enemy"/> <option name="side" value="offence"/> <option name="dice" value="strength"/> <option name="bonus" value="-3"/> <option name="number" value="99"/> <option name="bonusType" value="air"/> <option name="impArtTech" value="false"/> <option name="players" value="British:Americans"/> </attachment>
  • Occupation Penalty

    Moved
    5
    0 Votes
    5 Posts
    1k Views
    CrazyGC
    @Schulz There is a territory in Russia. If Russia holds it, Russia gets 6. If Germany,Italy, or another enemy take it, they only earn 3. You have two ways The territory's production is set to 6. You create a national objective for all enemy nations that generates -3 PUs if they control this territory. The territory's production is set to 3. Russia has a national objective that gives an extra 3 PUs if it holds that territory. Look at the Pact of Steel 2 XML to see examples and how to make national objectives.
  • 0 Votes
    9 Posts
    2k Views
    PantherP
    @Cernel said: ... Maybe @Panther can check this, as I've scarce interest in tech, but I believe the only ruleset that allows getting more than 1 tech per turn is Classic (v1). That's correct.
  • How to diversify USA strategies in WWII maps?

    Moved
    23
    0 Votes
    23 Posts
    6k Views
    B
    Depends on how you value territories. Strategic/geographical and morale boosting to a countries people can(usually is) be a determination of value also. Obviously, from a raw material stand point, midway islands are not worth anything. From a strategic point, quite a bit. Just depends on how you want to do it. "World in Flames" is supposed to be the best WWII game for realism. Sadly, I've never played it and last I checked, no longer an online option.

Recent Posts

  • @RogerCooper said:

    I am not sure that this is true. I recently played the mod https://axisandallies.fandom.com/wiki/WWIIv3_1941_UK_Factory in which the British starts with an unplaced factory. The AI places it in Persia.

    This is done through the bid process. Zero out the British bid and the factory will never be placed by the British AI player.

    The engine does violate the rules for placing factories.

    Cheers...

    read more

  • @TheDog said:

    @wc_sumpton
    Give the AI a Factory it will not Place it (it will place units). It will only Place a Factory that it has decided it needs, even though it might have a lot them to place.

    I am not sure that this is true. I recently played the mod https://axisandallies.fandom.com/wiki/WWIIv3_1941_UK_Factory in which the British starts with an unplaced factory. The AI places it in Persia.

    read more

  • @wc_sumpton
    To the genius that is wc_sumpton, Thank you, Thank you!
    Im almost excited by this revelation 🙄

    That "placementAnyTerritory" value="true"
    Should work the way it does, now the AI armed with this, will be a much tougher opponent. muhahah 🤪

    read more

  • @TheDog said:

    Give the AI a Factory it will not Place it (it will place units). It will only Place a Factory that it has decided it needs, even though it might have a lot them to place.

    The AI uses the same rules for placing a purchased unit/factory that a Human player does. The rules only change when the AI attempts to place non-purchased/held/given units/factories.

    For S&G add the following to GCD:

    <!-- Player Rules --> <attachment foreach="$All-Players$" name="rulesAttachment" attachTo="@All-Players@" javaClass="RulesAttachment" type="player"> <option name="placementAnyTerritory" value="true"/> </attachment>

    Let the AI play a few rounds, more than 2. Save the game and then reload with Human players and inspect the history. Check purchase with placement.
    The AI is now placing the factories!
    Most of the units have "requiresUnits". Even with "placementAnyTerritory", "requiresUnits" still has to be fulfilled to place units.
    Using "placementAnyTerritory" allows the AI player, not a Human player, to place units into newly captured territories. There are also some side effects to how the AI purchases units, it may in fact stop purchasing altogether.

    Cheers...

    read more