Subcategories

  • Customizing Production Tabs

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    U
    @thedog Thank you! I suspect the issue is that I have spaces in the names of my units.
  • Technology Rolls, enabling other technology rolls

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    U
    I've settled on Age of Tribes approach. Very straight-forward.
  • Looking for map feedback!

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    TheDogT
    @ebbe Should change your version to Version 2.1 <connection t1="East China Sea 3" t2="Kagoshima"/> is not a valid connection East China Sea 3 has Kobaya which is not possible to be in deep sea Line 1980ish Construction as a resource is missing Politics phase needs to go in each Clan phase, so when playing PvP its just one session, as Matt suggestion Using TripleA-2.6+14473 in each test game I get this below, sadly this is a first for me, so cannot offer any suggestions and I cannot make it repeat. [image: 1692352426861-screenshot-2023-08-18-092106.png] Searching the forum found this; https://forums.triplea-game.org/topic/1609/triplea-2-0-16244-issues-with-an-unreleased-game @Cernel Did you solve the "battle not displayed" problem?
  • Easier Map Making with Inkscape & reusable art assets

    thedog
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    TheDogT
    I am using a new to me Icon Editor called greenfish icon editor pro its free http://greenfishsoftware.org/gfie.php#apage [image: 1691400704136-937e2587-73a7-4566-aa7c-261624c4c3e3-image.png]
  • Cannot cast TriggerAttachment to RulesAttachment

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    Jason Green-LoweJ
    @wc_sumpton said in Cannot cast TriggerAttachment to RulesAttachment: :1:false:false:false:false Eeey, there we go, that works. Thank you!
  • May move through but NOT remain on territory

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    C
    @ebbe I think this would be a very useful and easy to implement feature request, and I would certainly use or consider using such an option. My suggestion, is adding a territory option like <attachment name="territoryAttachment" attachTo="1" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory"> <option name="isUnoccupiable" value="true"/> </attachment> The "isUnoccupiable" option has the same effects as the "isImpassable" option but allows moving through (yet not retreating into) the territory. I hope such a feature will be added.
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    Z
    Seems it wasnt working because I had the playerattachment for the player underneath all the triggers. Ty for confirming it works, it made me think of trying that.
  • End UserActions phase when action fails?

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    wc_sumptonW
    @jason-green-lowe When the selection "chance" is a success, triggers 'triggerAttachment_Germans_Buy_Mature_Tech_@MatureTechDice@@Technologies@_1' and 'triggerAttachment_Germans_Buy_Mature_Tech_@MatureTechDice@@Technologies@_2' are activated, and one condition is changed: 'conditionAttachmentGermansMayBuyMatureTech'. This is what is causing the userAction not to reappear. To get the same effect from an unsuccessful 'chance', the trigger that changes the condition would need to be activated, so the 'chance' would need to be relocated. Hope this helps! Cheers...
  • What is the purpose of the land units with 2-hex movement?

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    RogerCooperR
    @unternehmer The combined game of Axis & Allies: Europe 1940 & Axis & Allies: Pacific 1940.
  • Combining multiple resource bonus in a trigger

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    wc_sumptonW
    @ebbe There is no way to combine resource/resourceCount, as neither takes a list, and entering either multiple times means one value replaces another. To allow "resource" to accept a count requires some untangling. You could make Feature Request for this. Cheers...
  • Trouble capturing friendly units

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    Jason Green-LoweJ
    @wc_sumpton Thank you, ensuring there was only one playerAttachment per Player did the trick! The Spanish are now truckling under as ordered.
  • issue with upgrading units (consumesUnit & name="constructionType"

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    ebbeE
    @wc_sumpton haha, days of confusion, indeed... ... with all your advice and suggestions I got it working well, so consider the Issue with upgrading units to be closed and solved the exception for North Mino and Sawayama I made as it is a single inland lake: with a harbour one could build warships in there which I do not consider useful as it is isolated and no strategic extra value for amphibious assaults with ships as no extra terr.'s can be reached via the lake.. thanks a lot
  • How to remove multiple unit-types in a trigger?

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    ebbeE
    @ebbe The best questions are the ones that can answered by ones selves ... hahaha... so : <option name="removeUnits" value="all:Kobaya:Sengokubune:Atakebune" count="1"/> was correct: but as I had count="1" it only removed 1 unit , ofcourse... so made it count="99" and it seems to work
  • Objectives tab

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    D
    solved it map name is domination 1898 so needed domination_1898 instead of domination1898 :astonished_face: my bad! lol
  • Updating Maps

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    RogerCooperR
    @beornthebold-0 I sent my e-mail to you in chat.
  • (how to get a) Notification for Trigger with "chance" element

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    wc_sumptonW
    @ebbe The Switch can be very powerful, Grasshopper! OR May The Switch be with you! Cheers...
  • Constructable Canals

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    RogerCooperR
    @beornthebold-0 You could create an actual sea zone for the canal, with prohibited entry until a specific unit is built.
  • Start of turn PUs

    Moved
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    BeorntheBold 0B
    It's actually easy to make this happen. Here is an example in the map file: <step name="AquellaEndTurn" delegate="endTurn" player="Aquella"/> <step name="AquellaUserActions" delegate="userActions" player="Aquella" display="Diplomacy"/> <step name="AquellaPolitics" delegate="politics" player="Aquella"/> <step name="AquellaTech" delegate="tech" player="Aquella"/> <step name="AquellaPurchase" delegate="purchase" player="Aquella"/> <step name="AquellaCombatMove" delegate="move" player="Aquella"/> <step name="AquellaAirborneCombatMove" player="Aquella" display="Airborne Attack Move" delegate="specialCombatMove"/> <step name="AquellaBattle" delegate="battle" player="Aquella"/> <step name="AquellaNonCombatMove" delegate="move" player="Aquella" display="Non Combat Move"/> <step name="AquellaPlace" delegate="place" player="Aquella"/> <step name="AquellaTechActivation" delegate="tech_activation" player="Aquella"/> All I did was change the order of the steps, moving the "endTurn step to the top of the list. It works perfectly. You will have to do it for each player.
  • How to disable automatic elimination of unescorted transports?

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    wc_sumptonW
    @Jason-Green-Lowe From my understanding "Unescorted Transport Dies" no longer does anything and has been deprecated. Try: <property name="Transport Casualties Restricted" value="false" editable="true"> <boolean/> </property> Leave 'editable' equal to true so that you can change it using "Map Properties" on the main screen. Cheers...
  • Lets make a new Map Making Guide

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    O
    @thedog thanks for suggesting me

Recent Posts

  • @wc_sumpton said:

    Have you tried switching around the connections.

    @victoryfirst this makes sense to me, so I'd try it, or look at how they're listed which would be the same thing.

    Idk though.

    I'd also try it because that's what wc suggested lol

    but Infantry usually show first in the purchase window in most games and they are usually listed first in UnitList and Unitattachment so maybe some sort of similiar thing is going on with the connections

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  • @VictoryFirst

    The system sees areas (polygons.txt) and connections, where we see a layout with borders.

    @VictoryFirst said:

    when a unit uses the coast road movement ability, it can move 5 spaces, but this should only work when all the territories are coast road territories (the territories that have a thick red line running through them)

    Why? The unit receives the increased movement for starting in Tripoli, it can move wherever it wants. What is that red line? There is nothing telling the system to 'follow' the red line.
    Have you tried switching around the connections. I don't know if they have anything to do with how routes are determined.

    Cheers...

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  • Is there anything that determines which path a unit takes to reach a territory when different routes are equidistant? For example, in this situation, going from Tripoli - Sirte - El Agheila is the same length as going through Tripoli - Sokna - El Agheila.
    99120523-8f6d-4c6c-a613-d0b584114d75-image.jpeg

    Unfortunately, the engine always choose to go through Sokna instead of Sirte. In this game (North Africa), when a unit uses the coast road movement ability, it can move 5 spaces, but this should only work when all the territories are coast road territories (the territories that have a thick red line running through them). Sokna is not a coast road territory so the move on screen is technically not allowed per the game rules.

    It's not that this prevents the engine from allowing this move. The coast road movement is a player-enforced rule and the engine simply allows you to move 5 spaces anywhere. But according to the game rules, the movement can only be through coast road territories, so it would be nice if the game automatically traced a path through the coast road territories. Some beginners might be confused if the engine traced a path through a non-coast road territory. Fortunately, this is the only case where this comes up so if I could somehow make sure that the engine prioritizes Sirte to trace the path through when going to El Agheila instead of Sokna, then the problem is solved.

    So like this:

    701f8fba-5763-471b-8bf5-f6ded2b0dc9f-image.jpeg

    (I added a waypoint to make it look like this, but preferably it should look like this by default).

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  • @wc_sumpton
    Thanks! I will will experiment.

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