@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"/>
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.
@alkexr said in Map Maker Resources:
@LaFayette Hue shift isn't ideal in this case, because the white highlight is supposed to stay white.
If that map property would actually shift the hue (only), white would remain white, of course.
Hi @Numetalfan, I hope you had time to read the information @Michael-Hoover was so kind to point out to you. It is very informative but can feel very dauting. But in reality, its not that hard when you have defined what you want. You want to break up 14 Sea Zone into 2 pieces.
First look into you map directory and you should fine a base_image.png. This is the base image used, so the baseTiles do not have to be reconstructed. So lets reconstruct the reliefTiles. Run TripleA and select "Run the Map Creator". Next select the button "Select Map Folder", setting this make things a lot easer, and select the "map" folder under "world_war_ii_v4"
Next select "Other: Optional Things" and "Run the Tile Image Reconstructor". Select the "reliefTiles" directory, and you can save as the default 'map.png'.
Now to edit these images. I use paint.net. Load in the base_image, zoom in on the area around Italy, and drew in a 1 px line over Sicily from 13 Sea Zone to Italy. Save this and then reduced the image size to 248x120 and saved that as smallMap.jpeg. Then repeated the process with map.png. I also add the shading over and under the border. With both images edited, the can be broken down into their proper directories. So back to TripleA and select "Run the Tile Image Breaker", saving base_image.png to baseTiles and map.png to reliefTiles.
After that select "Run the Center Picker" using base_image and yes to the polygons file. Under 'File' I loaded the centers.txt. Located 14 Sea Zone, deleted it and replaced it with 66 Sea Zone. The new territory I named 14 Sea Zone. Save and exit.
Select "Run the Polygon Grabber" and yes to the centers file, the loaded the polygons file under 'File'. Selected 66 Sea Zone, then 14 Sea Zone. Then under 'Edit' selected "Island Mode". Selected Italy and holding ctrl, select the four islands around Italy, including Sicily and Malta,
Save and exit. Now the "Run the Placement Picker". We are only going to do sea zones 14 and 66, so you don't want to run the Automatic Picker. 1 for scale, 48 for height and width, and yes for polygons file. Load the place.txt file. Select 14 Sea Zone and delete all the places, and place new one, ctrl right click to save. The select 16 Sea Zone, place new squares, ctrl right click to save. And Save and exit.
Now on the left select "Step 3: Game XML" and "Run the Connection Finder". There are only 7 new connection and one territory:
<territory name="66 Sea Zone" water="true"/>
<connection t1="13 Sea Zone" t2="66 Sea Zone"/>
<connection t1="14 Sea Zone" t2="66 Sea Zone"/>
<connection t1="15 Sea Zone" t2="66 Sea Zone"/>
<connection t1="16 Sea Zone" t2="66 Sea Zone"/>
<connection t1="66 Sea Zone" t2="Balkans"/>
<connection t1="66 Sea Zone" t2="Italy"/>
<connection t1="66 Sea Zone" t2="Libya"/>
Now test you map and see what happens.
@Cernel Along that line of thought, perhaps a better way of phrasing what I was trying to say is this:
Rather than the outcome of the user action being notified of itself, could we substitute (or just reference) something from the notifications file?
I'm confident I can do this because the userActionAttachment has the activateTrigger option and the triggerAttachment has the notification option. This method will work, I was just hoping for a shortcut
Re: 1) really depends on the copyright that Slitherine Corp is using. They very likely have a commercial copyright. TripleA is GPLv3. Simply attributing the images is not enough.
Re: 2) Uploaders generally assume any copyright risks. Copyright infringement is bad news "The law provides a range from $200 to $150,000 for each work infringed." Best case you're given a cease and desist, worst case you are sued for copyright infringement.
Unless you have written permission that the images are in public domain, I don't think you can nor should use them.
@RogerCooper Right, but the point here was that, in a somewhat realistic game, by the time you reach the point in which Germany "collapses", the player playing that side would have already surrendered, thus you would virtually never actually reach the point.
Hi, I'm just a newbie into all this.
Do you know if there is any development about being able to use these special Sub abilities?
If I want to restrict Subs in First Strike phase to only hit surface warships, excluding aircraft (of course) and submarine (also), do you believe this small step can be more easily implemented?
It will not add another screen, or other phase at all. Just make aircraft and Subs not available as valid target.