Subcategories

  • AA Question

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    @hepps heh heh : ) well having different dice sides for defense and offense seems to work. It was hitting at 1 out of 6 so i made it 1 out of 12 since it's getting 2 shots. My limited understanding says this should be the same probability of a hit, but I'm not completely sure about that. Anyway...Rock on : ) Edit yea I thought my math was flawed. Here's a couple cool sites that explain and compute it in case anyone is interested: http://www.edcollins.com/backgammon/diceprob.htm http://www.geteasysolution.com/44-is-what-percent-of-144 Still wasn't able to do exactly what I wanted but it came out pretty close. Ended up with two shots at a 1 in 10 on which gives the DD a 19% chance of a hit as opposed to 16.7% with a 1 in 6 and also gives it a 10% chance of a hit when the sub tries to sneak by
  • How to Update a Map YAML on GitHub

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    @beelee kk ty
  • Helpful GitHub Video

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  • Map starting does nothing

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    M
    @redrum thank you very much for your quick response. Everything works fine now. And thanks for the Tip with the pre-release, I'll definetly have a look!
  • Map Making Noob Requesting Help

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    B
    @beelee ok got it sorted out. Must've got a little bleary eyed last night : )
  • Not seeing "notifications.properties" changes

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    StohrmS
    Just did (used the search function), found it, changed it and rezipped the folder. Tahdah, now it's working. Many, many thanks.
  • Solved: Game fails to start: No data of type centers for territory

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    redrumR
    @jim-parker Yeah, the zip, folder, and mapName property all have to line up. Glad you got it working!
  • Unit image creation

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    P
    @hepps hehe digs for a laughing MamMoth
  • Auto spawning units

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    D
    In order to make the subs able to attack, I had to place them after the American non combat move (<option name="when" value="after:americanNonCombatMove"/>). I could not place them attached to americanPlace or americanEndTurn because that created an immobile sub the first turn.
  • Restrict movement of unit

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    redrumR
    @general_zod Good idea. That should make it so you can create a ring of territories with the territoryEffect preventing movement around the 10 or so you want them to be able to move to.
  • Remove tech using triggers

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    General_ZodG
    @prussia The method you are trying to use by switching the tech on and off has a terrible side effect. Anyone that uses the battle calculator won't get accurate outcomes while the tech is off. So advance planning will be very difficult.
  • Sub XML Properties

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    redrumR
    @hepps Yeah the ww2v2 and ww2v3 will pretty much have to be code investigation as no one really has a grasp on what they control and it isn't documented any where.
  • DestroyedWhenCapturedBy is not working

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    redrumR
    @rogercooper Yeah, I'd like to eventually get rid of some of the properties as they are really unnecessary. Only benefit they provide is if you want to allow them to be editable game options and the map works well both ways but honestly that is pretty rare.
  • Non-amphibious Transports Confuse AI

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    RogerCooperR
    @hepps The area-movement WW2 game Blitz had an air-only connection across the English channel. I don't see how you could even do that in TripleA.
  • Unable to View Error Log

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    redrumR
    I created an issue to track addressing this: https://github.com/triplea-game/triplea/issues/2538
  • Need Some Advice...

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    I
    Ha! That's the stuff. It works. Thanks, guys.
  • map properties file

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  • Cernel's 8 Colours Rainbow

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    Captain CrunchC
    @Cernel what a nice guy!
  • Kamikaze Suicide Tokens Don't Work

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  • Why does this place.txt file not work?

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    FrostionF
    @sammysleeth I used the one that is built into the Triplea program. You find it here: Engine Preferences - Run the map creator - Step 2: Map Utilities - Run the Automatic Placement Picker. If you need tips about how to use it, just ask

Recent Posts

  • @Ramon said:

    -can i make tech dice basically hit every time (so they hit at 1 or higher, basically you pay 20 ipcs for guarenteed tech unlock)

    <property name="Low Luck for Technology" value="true" editable="true"> <boolean/> </property>

    Give the player the number of dice equal to "diceSides".

    @Ramon said:

    <option name="isMarine" value="true"/>

    "isMarine" takes a number value. "isMarine"=true is converter to "isMarine"=1. "isMarine" can also be set to negative values.

    @Ramon said:

    If i understand correctly you can basically give conscripts 1 attack, and make every unit (except trenches) debuff them with 1?

    Yea.. but upon further testing, because both units are 0, the buff was not applied, so I'm still working on this.

    wc_sumpton said:

    It can get slightly complicated.

    Cheers...

    read more

  • @Ramon said:

    -can i make tech dice basically hit every time (so they hit at 1 or higher, basically you pay 20 ipcs for guarenteed tech unlock)

    Hi

    The answer is yes but I can't find an example at the moment. Roger, The Dog or the Master wc will clue you in most likely 🙂

    but it has something to do with "rolls" and "chance' if i remember right.

    From POS2

    Screenshot from 2026-09-18 08-49-37.png

    so something like that

    read more

  • found the marine!

    <option name="isMarine" value="true"/>

    sometimes it can be so easy

    read more

  • @wc_sumpton

    Hi WC!

    Thanks a lot for your time and effort!

    If i understand correctly you can basically give conscripts 1 attack, and make every unit (except trenches) debuff them with 1?

    I have 2 more questions:

    -can i make tech dice basically hit every time (so they hit at 1 or higher, basically you pay 20 ipcs for guarenteed tech unlock)
    -for a unit such as a marine can i give it +1 amphibious attack?

    ~Ramon

    read more