Subcategories

  • 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
  • Make submarines pass through destroyers?

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    wc_sumptonW
    @jason-green-lowe If it ends in "xxx...Territories" that is where to look, and count equal to or greater than the number of territories listed to be true. 'direct...Territories', 'allies...Territories' and 'enemy...Territories' take their cues from the 'players' option or 'attachTo' if 'players' is missing (If you use 'players' it is best to add the 'attachTo' player to the list. Some conditions will add 'attachTo', some do not, and those that do clear it out so that there will not be any duplication.). "unitPresence" is what "xxx...Territories" is looking for in each territory listed in "xxx...Territories" value list. The key word here is each, not the group as a whole. PoS2 states that units listed together separated by a colon means "OR", this is incorrect. Colon separated list means cumulative. So in your example you have: <option name="enemyPresenceTerritories" value="@SeaZones@" count="1"/> But there is no "unitPresence" telling "enemyPresenceTerritories" what to look for. PoS2 states: "If missing, then presence needs only 1 of any unit, and excluded needs to be completely devoid of units" Well... I treat "xxx...Territories" like I treat triggers, always have "conditions" and "when". It's not always necessary, but the TripleA engine is very old, and there have been may contributors to the code, that assumptions may not work as desired. So add: <option name="unitPresence" value="ANY" count="1"/> <!-- If you want zero units add invert --> <!-- <option name="invert" value="true"/> --> Hope this helps. Cheers...

Recent Posts

  • @wc_sumpton

    thanks a lot!

    So far it seems to work perfectly!

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  • @RogerCooper
    Thanks!

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  • Removed https://github.com/triplea-maps/settlers_fallen_empire-08

    It's fun to play the Dragonkin and conquer the world.

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  • @Ramon

    Try something like this:

    <attachment name="unitAttachment" attachTo="landmine" javaClass="UnitAttachment" type="unitType"> <!-- <option name="defense" value="0"/> removed --> <!-- <option name="attack" value="0"/> removed --> <!-- <option name="isAA" value="true"/> removed --> <!-- Expanding "isAA" values --> <option name="isAAforCombatOnly" value="true"/> <option name="isAAforFlyOverOnly" value="true"/> <option name="typeAA" value="Landmines"/> <option name="attackAA" value="1"/> <option name="maxAAattacks" value="6"/> <option name="targetsAA" value="infantry:tank:cavalry"/> <option name="isInfrastructure" value="true"/> <!-- Changed so units can't be taken as fodder --> <!-- <option name="isFirstStrike" value="true"/> removed --> <option name="isConstruction" value="true"/> <option name="constructionType" value="Landmines"/> <!-- Changed --> <option name="constructionsPerTerrPerTypePerTurn" value="1"/> <option name="maxConstructionsPerTypePerTerr" value="10"/> <!-- The following is added so that mines operate on defense --> <option name="isSuicideOnDefense" value="true"/> <!-- only those units that gets a hit are removed --> <option name="isSuicideOnHit" value="true"/> <!-- Unit can not be captured --> <option name="destroyedWhenCapturedBy" value="BY:$ListOfAllPlayers$"/> </attachment>

    Also "Units Can Be Destroyed Instead Of Captured" will need to be set.

    Cheers...

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