Subcategories

  • Need help finding Dominiation - 1902

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    Hi @shazbot182 DL "Domination" and it will be included in there.
  • Major Powers taking over neutrals

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    @rogercooper [image: RightArm.png]
  • Relationship Problems

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    RogerCooperR
    @lafayette said in Relationship Problems: If you can upload a zip of the map somewhere; I can run it through with a debugger. I will keep that in mind. For now, I removed the code and will see if I can work without it.
  • Problem with foreach

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    wc_sumptonW
    @rogercooper said in Problem with foreach: I was copying existing code. If I understand correctly, "attachTo" is arbitrary and "players" is required to be sure that the correct player is involved. If "players" is used, then "attachTo" is ignored. I only use "players" when the trigger affects more than one player. But to each his own. @rogercooper said in Problem with foreach: @rogercooper SOLVED IT. I forgot the variableList tags. Would have never guessed this! Happy you have figured it out. Cheers...
  • Making a unit attack alone

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    RogerCooperR
    @wc_sumpton said in Making a unit attack alone: The problem is with "isSuicideOnAttack". The fusion_bomb will be removed after its attack roll so there will be no bonuses given to enemy units because the fusion_bomb will not be there. Thanks for the help. The first support attachment should be good enough. The AA attack reflects an EMP attack effect from the "East & West" game.
  • New Map: Aegean Sea

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    NinjaWolfHybridN
    @thedog various reasons; Create an interesting visual difference between the land and sea areas. Provide more complex land territories for more interesting and granular borders and front lines. Make choke points on land more important because it's easier to go around enemy armies. Provide some incentive to split up land armies, rather than keep them all concentrated in a single territory. Make it easier for ships to defend a coastline. Cut down on how many sea territories need to be calculated or programmed.
  • Handling Customized Techs

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    wc_sumptonW
    @rogercooper said in Handling Customized Techs: The tech system in TripleA suffers from hard-coding, but it would be difficult to fix the program without breaking the existing mods This would incur what one would think "fixing" would need to be done. Maybe "expanding" the present system would be better. Either way someone would still need to define how the system is "broken". Still, I didn't understand what was meant by this statement. Sorry. Cheers...
  • Scenario Design on Wiki

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    RogerCooperR
    @beelee said in Scenario Design on Wiki: @rogercooper I wonder if the "Axis and Allies" and "TripleA" is problematic. When I started the wiki, TripleA was still in its early years and the content was less focused on TripleA. I have never received a complaint from Hasbro, Renegade Studios or anybody else.
  • What "canMoveAirUnitsOverOwnedLand" does and oughts to do

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    @wc_sumpton said in What "canMoveAirUnitsOverOwnedLand" does and oughts to do: @cernel I'm sorry what I meant was the default setting for archType Neutral "canMoveAirUnitsOverOwnedLand" is governed by the option "Neutral Flyover Allowed". If "Neutral Flyover Allowed" is false then "canMoveAirUnitsOverOwnedLand" is default false, if true then default is true. Wow! Sounds like that means that is supposed actually to be about flying over (and not just entering with air units). So is the description of this option in PoS2 wrong? I need to test this.
  • Standard Variants

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    wc_sumptonW
    @rogercooper said in Standard Variants: I doubt could doubt I could do upkeep, which involves changing the value of every territory with a property. Changing territory values are not that hard. Check Mega New Elk's map. Territories are a list of variables. Adjusting their PUs values is quite easy, even though a game properly. Or a fancy each to create a charge. Unless I'm completely misunderstanding what you mean, which is totally possible. Cheers...
  • World Historical Economic Database

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  • Upgrading Factories

    thedog
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    wc_sumptonW
    @jason-green-lowe I remember something about you working on that map. Hopefully it is coming along ok, and we will get to see it soon! Good luck on your projects! Cheers...
  • S&G 1914

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    wc_sumptonW
    This should be the last update for this xml, since this is not an official mod for this map, I'm leaving the xml in a mess, but it does run. And is more AI friendly (isAI is not used so can be run with 2.5). A "Russian Revolution" game option has been added, but if any Central Powers are AI controlled, they will not accept the peace treaty. A game option "Amphibious Assault Get -1 Attack" has been added because the AI will not allow edits if they are already attacking. This is left true by default. There is still a noncombat move, as the AI does not handle a single move game. Enemy mines will only attack when entering or stopping in a sea zone. They do not attack when leaving the sea zone. They will attack during noncombat move but can be switch off in game options (Always on AA). To recreate the game notes, delete the html file and a new one will be recreated with updated information. As always have fun! world_war_i_1914_wc.xml Cheers...
  • Convoy/Transport unloading

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    @thedog said in Convoy/Transport unloading: ransforms the AI game play and makes it very cut throat :beaming_face_with_smiling_eyes:
  • Editing Without Changing XML

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    VictoryFirstV
    @beelee I've got this several times with EXP too... it usually happens when I do multiple test turns or mess up my real turn and have to restart couple of times. So I just quit the game entirely and restart.
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    Z
    hmm, oh, I missaw some of the sea zone boundaries, that was the problem. Yeah, it does work fine then.
  • Variable Max Units Per Territory

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    @elf-491 Hi Elf I don't remember exactly how I did it. This is what I have <option name="isConstruction" value="true"/> <option name="constructionType" value="bunker"/> <option name="constructionsPerTerrPerTypePerTurn" value="1"/> <option name="maxConstructionsPerTypePerTerr" value="1"/> <option name="canDieFromReachingMaxDamage" value="true"/> and I think you need this property too <property name="Place in Any Territory" value="true" editable="false"> <boolean/> </property> there might be some others needed too
  • Can I have multiple types of tech tokens?

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    wc_sumptonW
    @rogercooper said in Can I have multiple types of tech tokens?: Can I have multiple types of tech tokens which are used to roll against different tech tables? What I am trying to do as to have a "diplomacy" tech which gets you random allies as well the traditional tech type. No. You could have multiple tech/techActivation. By default each tech uses the same "tree", but this can be manipulated through triggers. You could use a different resource to purchase tech tokens, but without removing the tokens, they could be used for any tech. But only tech tokens can be used to purchase tech rolls. @rogercooper said in Can I have multiple types of tech tokens?: Can I bias the tech table for a player by having multiple identical entries, making some techs more likely to be discovered than others? Yes, just add the entry multiple time to the playerTech, or through triggers. Hope this is helpful. Cheers...
  • Trouble loading name_place.txt

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    wc_sumptonW
    @jason-green-lowe Thank you, please check issue. Cheers...
  • Testing without Github Upload

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    TheDogT
    @elf-491 Welcome to the forums. If you are using TripleA 2.6+ I think you are missing map.yml look at other map.yml files to work out the syntax. If you want others to play test your game host on Google Drive or similar for now, its far easier to update.

Recent Posts

  • @Ramon said:

    Is there a mechanic or attachment that allows a 0 attack unit to destroy a 0 defense construction?

    The "trench", a 0 defense construction unit, could give the "conscript", a 0 attack unit, a plus 1 attack using support attachments. The problem with this is that the support should be applied only when the "trench" is defending and only the "conscript" is attacking.

    <attachment name="supportAttachment_Trench" attachTo="trench" javaClass="UnitSupportAttachment" type="unitType"> <option name="faction" value="enemy"/> <option name="unitType" value="conscript"/> <option name="side" value="defence"/> <option name="dice" value="strength"/> <option name="bonus" value="1"/> <option name="number" value="1"/> <option name="bonusType" value="Trench"/> <option name="players" value="$All-Players$"/> </attachment>

    To do this a plus and minus support attachment would have to be created for every attacking/defending land unit to create a counter to the "trench".

    <attachment name="supportAttachment_InfantryAttack" attachTo="infantry" javaClass="UnitSupportAttachment" type="unitType"> <option name="faction" value="allied"/> <option name="unitType" value="conscript"/> <option name="side" value="offence"/> <option name="dice" value="strength"/> <option name="bonus" value="1"/> <option name="number" value="-1"/> <!-- All positive supports are "Trench" --> <option name="bonusType" value="Trench"/> <option name="players" value="$All-Players$"/> </attachment> <attachment name="supportAttachment_InfantryAttackDebuf" attachTo="infantry" javaClass="UnitSupportAttachment" type="unitType"> <option name="faction" value="allied"/> <option name="unitType" value="conscript"/> <option name="side" value="offence"/> <option name="dice" value="strength"/> <option name="bonus" value="-1"/> <option name="number" value="-1"/> <!-- All negative supports are "Debuf" --> <option name="bonusType" value="Debuf"/> <option name="players" value="$All-Players$"/> </attachment> <attachment name="supportAttachment_InfantryDefend" attachTo="infantry" javaClass="UnitSupportAttachment" type="unitType"> <option name="faction" value="enemy"/> <option name="unitType" value="conscript"/> <option name="side" value="defence"/> <option name="dice" value="strength"/> <option name="bonus" value="1"/> <option name="number" value="-1"/> <!-- All positive supports are "Trench" --> <option name="bonusType" value="Trench"/> <option name="players" value="$All-Players$"/> </attachment> <attachment name="supportAttachment_InfantryDefendDebuf" attachTo="infantry" javaClass="UnitSupportAttachment" type="unitType"> <option name="faction" value="enemy"/> <option name="unitType" value="conscript"/> <option name="side" value="defence"/> <option name="dice" value="strength"/> <option name="bonus" value="-1"/> <option name="number" value="-1"/> <!-- All negative supports are "Debuf" --> <option name="bonusType" value="Debuf"/> <option name="players" value="$All-Players$"/> </attachment>

    It can get slightly complicated.

    Cheers...

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  • @TheDog You can create a support attachment that gives a bonus to the enemy.

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  • @Ramon
    The AI will have difficulty with a 0 Atk unit.
    A 0-1-1 unit will be AI classified as a defensive unit so trying to get it to attack, will be hard.
    AI wise better to have it as 1-1-1 unit.

    Have you considered increasing the dice to d8 instead of d6 ?
    Many of my maps are d8, so that very weak & weak units can be Atk/Def 1 and 2.

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  • @wc_sumpton

    Hi!

    Thank you for your response!

    The trench is designed to have 2 hit points for balancing purposes, its a defensive unit.
    To be honest i dont know either why trenches have isSuicide, this map im currently working on is inspired by domination 1914 no mans land and i copied their trench design. I think i can just delete that part.

    ~Ramon

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