Subcategories

  • A brief guide to making Units (colorize, re-scale etc.)

    Pinned
    3
    21
    5 Votes
    3 Posts
    3k Views
    Black_ElkB
    Haha thanks! He was a quickie. But to punch him up you could add more colors, and really finesse the contour part, spend a bit more time blending or creating contrast and such. For sure! If you got him that'd be fun to see the starting point. The more visual information you find at the outset the more stuff can be noodled. Or if the starting image has a very different look, you can also adjust opacity/saturation or add a quick contour to carve it out. It's nice to start larger, just cause it's easier to make out what's there and to apply transformations when it's bigger so you don't get too much fuzz. One thing I forgot to mention, basic but which is helpful is to leave a little room to play when you set your canvas sizing. This can help later if you need to add a thicker contour or want to light the unit like with actual shadows, so you don't clip at the edge of the canvas. To extend the canvas go to Image tab > Canvas Here you can clip or expand the transparency. You can also position where the new canvas will be by centering or dragging the rectangle in the mini. This is also a quick way to control your crops by using the px entered. To cut canvas away rather than extending. [image: 1677560339670-e8d22bb1-e9da-42c2-8357-d8015df29db2-image.png] When you copy one image into another Layers at different sizes will show a yellow highlighted marquee where the edges are. If you need to bring these back in line click Layer > layer to image size [image: 1677560620922-74f71665-af8d-41ee-b5b9-b0231f7d99e8-image.png] When you paste something into your image click the floating selection in the layer menu on the lower right, and choose "To New Layer" from the drop down menu to give it a home. I mentioned that in the other guide, but it's a good one to remember. Otherwise the new thing will paste into the current layer. Layers can be raised or lowered, in order, or have different adjustments made to them. To select the layers go to the menu at the bottom right and select the images with the eyeballs next to them. Doing this you can apply color to only one layer at time. To get extra fancy you can search alpha channels and color masks, to see how using the eraser/paintbrush to slowly change from one color to another can be done. Basically the same way people would digitally colorize a BW photo, WW2 in color style. Although for our purposes with images that are smaller using the selection tool and colorize can get you pretty close to that with fewer steps, so that's why I thought it made sense to begin with that. Oh and one other cool trick for units Transform > Flip Horizontal This is the way to quickly see if the image is going to carry facing the opposite direction. Sometimes if you're adding in stuff with drawing, if you goof a hand or a boot or whatever, you will be able to tell more easily by doing the flip. Like holding up a drawing in the mirror, the stuff jumps out where it's wonky when you invert hehe. And finally one quick mention, but it has a bit more to do with the placement of the unit. Or like if you're trying to combine multiple units together into a single graphic I guess. When putting stuff together it's usually more visually appealing when shapes strike each other in particular ways. Here's a quick guide that describes what tangents are and how to avoid them. https://emptyeasel.com/2008/11/18/avoiding-tangents-9-visual-blunders-every-artist-should-watch-out-for/ For our purposes this would be stuff like where one unit clips into another and dismembers it, or where two shapes touch along an edge in an awkward way, crowding essentially. So having a little bit of canvas can help for that. Then when you're doing the unit place it's less likely for one shape to run into another in ways that create visual confusion or a sense of unease. Similarly when you set up the placement, you can do stuff like having the infantry be lower down within a tile, so that the larger type units like a big bomber or giant tank won't challenge the sense of perspective as much. Basically so it looks like the infantry guy is standing closer to the viewer and the big stuff is more behind him. Other stuff you can do for consistency is to make units of the same type at the same size or same rotation/tilt, or using abstract shapes to help organize the look. Or basically to choose one dimension along which the units will look similar and keep that consistent (say the hue range of the tint) but then to play up some other element for the differences. Like a painted on roundel to the fighter's wings or just showing the faces and hands of the infantry but otherwise having them dress to color. Kinda like picking a major color and then a safety color. That sort of stuff.
  • A brief guide to the Map Creator Tools (Utilities)

    Pinned
    4
    13
    5 Votes
    4 Posts
    5k Views
    Black_ElkB
    Ok second wind, last step Run the Placement Picker [image: 1677302218867-22fb4544-3120-470f-ab52-8fe97fbd7c99-image.png] If you're making a new map, or you want to do all your placements at a new size (new unit dimensions/Height), then you can use the Automatic Placement Finder, but this will redo all the placements. For our purposes we just want to mess with the placements around the part we modded. So we'll go straight to Run the Placement Picker. [image: 1677302404200-c637a43f-f660-47f1-9bab-b4039010f9f2-image.png] It's going to ask you 3 prompt questions. Unit zoom (you can use 1 for the standard 100% unit zoom) and then Width and Height. This will define the default dimensions of the placement reticle you'll see in the UI. Default will be 48x48px, but if your unit graphics are larger this is where you need to define that for the place. You can push up to 68x98px, but this will show some clipping in many of the UI windows. If you want the full image to display height of 54px width 70-80px range works pretty well. Finally it will say that a polgygon file was found and do you want to use it? Click Yes. [image: 1677302808081-5a20dc56-9325-4039-b57b-8c5d85fc2b84-image.png] Now it'll launch an image of your baseline File > Load Placements Navigate to your place.txt file [image: 1677302920555-98e3f830-a04c-4fe2-a79e-62c51da22f18-image.png] Now click Edit > Show All Placements Made Your screen will light up with all the tiny yellow rectangles at the dimensions you specified, wherever placements were made in v3. [image: 1677303176750-3942fb92-a6d7-4900-b203-2de1117e60e2-image.png] What we want to do is blank the placements associated with the Italy tile so we can add in a place for the new Southern Italy spot. Left click on the map over Italy, when you click OK it will light up red with all the associated placements. [image: 1677303307100-68b00a5c-8a5c-4f22-b050-62373913649f-image.png] Right click and it will begin removing placements. You'll notice the first time you click that the Red rectangle at the bottom of the boot will disappear Control+Shift right click to save out the new placement for Italy. [image: 1677303542756-469e0f88-3082-43bc-8e16-588431ec01a6-image.png] Now Control+Shift left click the newly blanked spot to add a placement for our new Territory. Add another red square over Sicily Control+Shift right click to save out the placement to Southern Italy. [image: 1677303944509-7595af39-6836-4c57-9deb-a8b438fe2fe6-image.png] To change the direction of the overflow lines for placements go to Edit > Show overflow this will show you which direction the units will spill when they run out of placements. It will be based off the last placement made , so in this case Sicily. When you're building out the placements for spots you know will be crowded you leave gaps in the overflow area so units don't bunch up on top of the placements in a neighboring TT too hard. [image: 1677304032254-a1cf34dc-d5c4-4400-90f2-3134fad5575a-image.png] Then once you got it all set File > Save placements [image: 1677304293547-a94ad78f-02f7-4460-8985-84eacb3bf15d-image.png] Now when you close out of tripleA and relaunch your v3 You'll see that the fighter has moved from his old spot. Now he's into overflow position. Since our last placement for the Italy tile was Sardinia, he's over there now, with the line leading off to the right. Southern Italy hasn't yet been assigned a home in the games XML so it'll still be showing white. To get it looking the way it's supposed to now we need to open the v3 game xml and create some entries for our new spot. Open the xml in notepad. In the Territory Name Definitions section we'll add... <territory name="Southern Italy"/> In the connections section we'll add... <connection t1="14 Sea Zone" t2="Southern Italy"/> <connection t1="Italy" t2="Southern Italy"/> In territory attachments we'll add... <attachment name="territoryAttachment" attachTo="Southern Italy" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory"> <option name="production" value="2"/> </attachment> And in Owner Initialized we'll add <territoryOwner territory="Southern Italy" owner="Italians"/> When you do all that, the next time you fire up TripleA you'll see Southern Italy under Italian control with a value of 2. [image: 1677305580441-6e099410-da65-45bc-8bae-7c8b5018c2cf-image.png] Now we can add units to the tile within the game XML, and make sure that Italy's starting income matches the new addition, and that sort of stuff within the game file. Figure out what we want to do about Corsica and the like hehe. One final step would be to noodle our labels and decorative stuff, and to make sure our new Tile also works with our Map Relief. But that'll have to be for another night. If using WOPRs v3 relief, you should be fine at this stage, since that relief is semi transparent throughout you'll see the new baseline drawing beneath it. If your relief is more opaque or you want to show the baseline at 100% opacity, bring your baseline into GIMP along with your Relief, and use the trick described in the Map Relief guide to open a 1px border where your new line is. Hopefully that helps a bit. If I think of anything else I try to add it in later, but that should at least get the ball rolling.
  • A brief guide for making a map Relief

    Pinned
    20
    7
    2 Votes
    20 Posts
    8k Views
    SchulzS
    @black_elk It is an awsome work. Thank you so much. I've just uploaded the game on Github. https://github.com/triplea-maps/axis_ascension
  • New game XML making tool!

    Pinned tools github
    8
    7 Votes
    8 Posts
    3k Views
    L
    Update : fixed the capital input not appearing
  • Map Maker Guides & Documentation

    Pinned
    1
    2
    1 Votes
    1 Posts
    3k Views
    No one has replied
  • Map Requirements & Guidelines for Official Upload

    Pinned Locked
    1
    3 Votes
    1 Posts
    2k Views
    No one has replied
  • 0 Base Map

    Pinned
    2
    3 Votes
    2 Posts
    2k Views
    HowardGraceH
    @cernel Thx for sharing!
  • Game XML Tips & Examples

    Pinned
    15
    4 Votes
    15 Posts
    6k Views
    redrumR
    @beelee So for the first one: <attachment name="triggerAttachment_Battleship_Ordered_to_Vichy_Port" attachTo="French" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Axis_Conquer_All_France:Vichy_active:conditionAttachmentFrenchBB"/> <option name="chance" value="3:6"/> <option name="when" value="before:frenchCombatMove"/> <option name="uses" value="1"/> </attachment> I believe uses only is used up if it actually fires (you hit the chance) so you can't use that for what you are trying to do. You instead need to have another trigger that does fire after this one (say during after:frenchCombatMove) which sets a condition to false which is used in your trigger. As you also mention, if it only happens on a certain turn(s) then you could use the turns parameter instead. The second one looks correct except that if the BB would arrive before the 2 uses, it then fires once the BB leaves. So you would need to set a condition to be false once the BB returns so the notification doesn't show when it leaves.
  • Map Maker Resources

    Pinned
    118
    22
    6 Votes
    118 Posts
    93k Views
    M
    Wikimedia has a lot of assets that can be used. Example: https://commons.wikimedia.org/wiki/Category:Castle_icons
  • Map Making Q&A

    Pinned
    87
    0 Votes
    87 Posts
    48k Views
    S
    @cernel said in Map Making Q&A: I guess waiting for @LaFayette to come back? Is he back yet @LaFayette ?
  • How To Add Your Map To TripleA In-Game Downloads

    Pinned
    43
    2 Votes
    43 Posts
    24k Views
    RogerCooperR
    @jkprince Your map is in the Github repository.
  • Rules interpretation for placement Human vs AI

    14
    2
    2 Votes
    14 Posts
    89 Views
    wc_sumptonW
    @thedog I am very sorry for my above post. I do think that you have a legitimate bug/issue. I have found the cause to your problem (review issues #14447 and #14457). While investigating this issue I uncovered other problems with how the AI handles the placement of units. To me these fixes seemed simple, so I submit a PR to make those changes. A test was created to check the output of the file I wanted to change. The file passed all the tests. I took issue with the test file because it failed to test the broken functionality of file. Some changes were made to the test but none of the testing covered any of the issues which I raised. So again, I took issue with the test. Now I'm being told to find the rules. When a Human places an isConstruction unit, either given or purchased, there are certain rules the player follows. These are the same rules the AI player follows when placing a purchased isConstruction unit. But the rules change for the AI player when placing a given isConstruction unit. Why? So now I have to find a rule that governs the placement of a given unit because it's not the same as placing a purchased one. A human player as to follow certain guidelines with respect to the use of "placementAnyTerritory", "placementAnySeaZone" or "placementCapturedTerritory" but the AI does not have to follow the same guidelines unless there is a rule? Why are there different sets of rules for placement given that a player is Human vs AI? Again, sorry for the rant. The fixes are easy. But without a rule they will not be made. Cheers...
  • Screen Won't Center on Capital at Turn Start with Tech Off

    38
    3 Votes
    38 Posts
    9k Views
    VictoryFirstV
    @wc_sumpton @beelee @cernel @thedog As of 2.7.15606, capital centering should work again. Please retest if you can find the time.
  • Latest server parsing results

    18
    2 Votes
    18 Posts
    320 Views
    TheDogT
    @lafayette My changes for the following are still not refected; Uploaded a much smaller preview.png to 1888A_steam_and_steel, 2MB to 721KB, it is still not listed. shogun_advanced renamed Preview.png to preview.png where no image was shown before, hopefully that displays the image as expected. Please check and advise.
  • new mod - domination 1902

    17
    1 Votes
    17 Posts
    3k Views
    RogerCooperR
    @Ted-Self Check out https://axisandallies.fandom.com/wiki/Axis_%26_Allies_Wikipedia for a list of every mod (except a rew recent mods). For ahistorical mods see https://axisandallies.fandom.com/wiki/Category:Hypothetical (although that includes a lot of maps I thought looked interesting) and https://axisandallies.fandom.com/wiki/Category:Fictional
  • How to make a tech ladder system?

    7
    0 Votes
    7 Posts
    94 Views
    TheDogT
    @McMoney To credit wc_sumpton for his genius help, here is how. Download The Pact of Steel 2 (PoS2) seen as The Pact of Stee Open its xml look at the end of the xml to see how its done. [image: 1780296578574-7e74acde-165d-476b-a7c3-d0c430bd036e-image.jpeg]
  • Changing AA Value Against Strategic Bombers

    25
    1
    1 Votes
    25 Posts
    409 Views
    wc_sumptonW
    @beelee Again, I reference PoS2; isAAforBombingThisUnitOnly values: allows this unit to be an AA gun only when this unit is directly attacked by a strategic bombing raid (currently defends against all strategic bombing attacks in this territory, not just against this unit). it will not defend against a normal attack. There are 2 units in Germany with "isAAforBombingThisUnitOnly" so both units defend against SBR attacks against that territory, PoS2 clearly states not just against this unit. And again the PoS2: typeAA. values: any string which identifies this type-group of aa guns. Only 1 aa gun per group may fire (unless you've set maxAAattacks). (defaults to "AA") Warning: all units with the same typeAA must have the same dice sides, or else you will experience weird results. So, if both units have the same "typeAA" as "AA", the default if missing, then they fire as a group, with only the best unit defending. SBR units attack a territory, only the damage is applied to a selected target. This is how aaGuns work in 'classic' style maps. They can defend against SBR, even though they are not targeted. Cheers...
  • Anyone Have Joe Pant's Brown Folder ?

    6
    1 Votes
    6 Posts
    82 Views
    B
    @VictoryFirst I think I recovered that one hmm ... well maybe not lol You wanna send that one too Edit Or just send everything you got
  • I need Tank Destroyer images

    4
    1
    2 Votes
    4 Posts
    94 Views
    B
    @rogercooper There are some of Joe's here https://forums.triplea-game.org/topic/4048/tank-destroyer-images?_=1778310491975 Edit Here's a few colorized [image: 1778314022313-tankdestroyerfs.png] [image: 1778314034023-usatankdestroyerfs.png] [image: 1778314049220-panzerjagerfs.png]
  • https://triplea-game.org/maps-list/maps/

    23
    3 Votes
    23 Posts
    713 Views
    B
    @lafayette said in https://triplea-game.org/maps-list/maps/: Couldn't help myself and updated the front page too: I knew I saw it somewhere lol You been Kicking Ass Well done :thumbs_up:

Recent Posts

  • @thedog

    I am very sorry for my above post. I do think that you have a legitimate bug/issue. I have found the cause to your problem (review issues #14447 and #14457). While investigating this issue I uncovered other problems with how the AI handles the placement of units. To me these fixes seemed simple, so I submit a PR to make those changes. A test was created to check the output of the file I wanted to change.
    The file passed all the tests. I took issue with the test file because it failed to test the broken functionality of file. Some changes were made to the test but none of the testing covered any of the issues which I raised. So again, I took issue with the test.
    Now I'm being told to find the rules.
    When a Human places an isConstruction unit, either given or purchased, there are certain rules the player follows. These are the same rules the AI player follows when placing a purchased isConstruction unit. But the rules change for the AI player when placing a given isConstruction unit. Why? So now I have to find a rule that governs the placement of a given unit because it's not the same as placing a purchased one.
    A human player as to follow certain guidelines with respect to the use of "placementAnyTerritory", "placementAnySeaZone" or "placementCapturedTerritory" but the AI does not have to follow the same guidelines unless there is a rule?

    Why are there different sets of rules for placement given that a player is Human vs AI?

    Again, sorry for the rant. The fixes are easy. But without a rule they will not be made.

    Cheers...

    read more

  • @TheDog

    Let me see if I can explain things better. For reference I'll be looking at the "Axis & Allies Anniversary Edition" rule book. Page 10

    *The U.S. player places the new Chinese units at the same time that the new U.S. units are placed. They may be placed on
    any Chinese-controlled territories, however those units cannot be placed on any territory that already contains three or
    more units. *

    To be rule complaint "World War II v3 1941" has:

    <attachment name="rulesAttachment" attachTo="Chinese" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="movementRestrictionTerritories" value="Chinghai:Ningxia:Sikang:Yunnan:Hupeh:Fukien:Suiyuan:Manchuria:Kiangsu:Kwangtung"/> <option name="movementRestrictionType" value="allowed"/> <option name="productionPerXTerritories" value="2"/> <option name="placementAnyTerritory" value="true"/> <option name="placementCapturedTerritory" value="true"/> <option name="placementPerTerritory" value="3"/> </attachment>

    "placementAnyTerritory" allows a player to place any non-isSea unit into any land territory that was owned at the start of the players turn (Human player only not AI players). can you place in any LAND territory you owned at the beginning of the turn? (Does not include newly captured territories for Human players only.)
    "placementCapturedTerritory" allows a Human player only, not used by the AI player to place these units because "placementAnyTerritory" assumes placement into newly captured territories as a default, to place units into newly captured territories, but still follows production rules. can you place in territory you captured this turn?
    Even though these are handled/enforced differently they are both considered rule complaint and so it will not be changed.
    And don't get started on "placementAnySeaZone" (For Human player only) can you place in any SEA territory beside a LAND territory you owned at the beginning of the turn? But because there is no rule for placement of sea units without production, the AI will not be changed this.
    One would think that the same rules would apply to the placement of a purchased factory would apply to the placement of a given factory. They do not. And because there are no rules that govern the placement of a given factory do not expect this to change ant time soon.

    Cheers...

    read more

  • @wc_sumpton said:

    You can only give Human players factories with triggers but you can't give them to AI players.

    Yes, its wrong, TripleA should allow the AI to place Factories, because the Player can.

    @wc_sumpton
    Is this a question because the Devs want confirmation that, the AI should be allowed to place Factories like a human player?

    read more

  • @Panther

    So in the PoS2 it states:
    isConstruction values: allows the unit to be placed in territories that don't contain factories.

    But because this is not a rule, requiring the AI to place isConstruction units in territories with factories is not a bug.

    There you have it @thedog. You can only give Human players factories with triggers but you can't give them to AI players.

    Cheers...

    read more