Subcategories

  • How to: Missile land units Support for Sea units

    2
    1
    0 Votes
    2 Posts
    688 Views
    B
    Hi @ebbe So you have a Sea unit that has transport capacity that when the missle unit is on board it gives support to the Sea/Naval unit ? If so, I remember someone wanted something similar a while back but I never followed up on it. I'm not sure if supportAttachment recognizes cargo on a transport. Haven't tried it. I think I was gonna try and use unitPresence, the missile unit in this case, to trigger the support or change the combat values with <option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/> then trigger back if there weren't any present. I never tried it tho. I'll think on it some
  • First strike units not firing first?

    9
    1
    0 Votes
    9 Posts
    2k Views
    C
    @cernel To clarify, in v1 submarines should indeed fire separately from other defending units if there are offending air units but together if there are no offending air units. Anyway, the separate step in which only defending submarines fire should not be called as "first strike" or anything like that. I defer to @Panther for confirmation.
  • Is it possible to run a trigger for each unit found via unitPresence?

    11
    0 Votes
    11 Posts
    2k Views
    M
    I looked at the engine code around createsUnitsList and it doesn't look like it will work. The relevant code is in EndTurnDelegate.java. } else if (!uaToCreate.getIsSea() && !uaToCreate.getIsAir() && t.isWater()) { toAddLand.addAll(ut.create(createsUnitsMap.getInt(ut), player)); ... if (!toAddLand.isEmpty()) { final Predicate<Territory> myTerrs = Matches.isTerritoryOwnedBy(player).and(Matches.territoryIsLand()); final Collection<Territory> landNeighbors = data.getMap().getNeighbors(t, myTerrs); if (!landNeighbors.isEmpty()) { final Territory location = getRandomTerritory(data, landNeighbors, bridge); createUnits(location, toAddLand, change, endTurnReport); } } So basically, for any land units that would be created at sea, we instead find a random neighboring land territory owned by the player and create the units there. No considerations for transports are given. I suppose engine changes could be done to support different semantics, but given this whole line of thinking is already trying to workaround a different engine limitation - perhaps that one could be addressed directly, i.e. making unitPresence support each (either as a multiplication on top of each on directPresenceTerritories if both are used, or not allowing multiple each values on different options).
  • Any better way to capture the value of the a die roll?

    4
    0 Votes
    4 Posts
    872 Views
    RogerCooperR
    @myrd If you are trying to exactly replicate the boardgame, it is going to be complicated and I don't have anything better for you.
  • How to make allies only give back original territories?

    3
    0 Votes
    3 Posts
    743 Views
    Jason Green-LoweJ
    @wc_sumpton Thank you, that's exactly what I needed! You solved my problem.
  • Folder Structure in the Repository

    10
    2
    0 Votes
    10 Posts
    2k Views
    TheDogT
    @lafayette Is the Pre-Release link below correct ? https://prerelease.triplea-game.org If so then it does not work. FeignException$InternalServerError: [500 Internal Server Error] during [GET] to [https://prerelease.triplea-game.org/maps/listing] [MapsFeignClient#fetchMapListing(Map)]: [{"code":500,"message":"There was an error processing your request. It has been logged (ID d97cbd373f49b787)."}] I tried to add the above, but I don't think I'm authorised, but I think its already covered by; https://github.com/triplea-game/triplea/projects/25#card-74205079
  • File Name Changing with Download

    1
    0 Votes
    1 Posts
    369 Views
    No one has replied
  • Production Limits & Production Value

    9
    0 Votes
    9 Posts
    1k Views
    RogerCooperR
    @wc_sumpton Works perfectly. I plan to have 10% upkeep cost scenarios for all the boardgame conversions.
  • Polygon Grabber refusing to work

    3
    1
    1 Votes
    3 Posts
    642 Views
    Trig MabreyT
    @panther Interesting! I'll check that.
  • 0 Votes
    3 Posts
    674 Views
    U
    @thedog said in What for isAA is better suitable: artillery barrage or another attack / defense type?: You can also use <option name="isFirstStrike" value="true"/> for land battles So the order is AA First Strike Basic Atk / Def So maybe you can do what you want like this AA = AA & Indirect Fire First Strike = Direct Fire Anti Tank & direct HE Basic = Infantry fire & close range fire Dear @TheDog, as I have already mentioned, I use the option «isFirstStrike» and moreover I combine this option with «canNotTarget», «canNotBeTargetedBy», «canEvade», «canAirBattle» and «canScramble» for land units. But still there is a problem that «isFirstStrike» can represent the range difference (or the mobile warfare or the sudden strike etc.) but not another attack / defense type like the option «isAA» with its sub-option «targetsAA». It would be great to have such a sub-option like «targetsFirstStrike» but as we currently don’t have such an option you cannot use by your tank unit «isFirstStrike» to attack anti-tank gun and then basic attack against infantry.
  • Table changes not showing in game notes

    1
    0 Votes
    1 Posts
    421 Views
    No one has replied
  • How to make a Specific Unit not Move to Certain Territories ?

    3
    0 Votes
    3 Posts
    639 Views
    B
    @thedog Thank You
  • How do you Change the Color of a Font ?

    2
    0 Votes
    2 Posts
    540 Views
    TheDogT
    As a notification you can call a png and have complete control of everything. See ebbe's Oil and Snow game, 2nd post is an in game notification https://forums.triplea-game.org/topic/2700/ww2-oil-and-snow-1st-ed-new-map-release?page=1
  • 2 factories in 1 Territory

    10
    0 Votes
    10 Posts
    2k Views
    B
    @thedog actually i can't remember lol. i don't think so
  • Tutorials

    3
    0 Votes
    3 Posts
    1k Views
    RogerCooperR
    @stohrm Try making some small changes and see if they work. If you have trouble achieving the desired effect, post here.
  • Loiter and Taunt

    2
    1
    1 Votes
    2 Posts
    546 Views
    PantherP
    @beelee Really? It's quite old - but really nice. I noticed it in sea battles years ago and wondered about it until I realized that it was a somehow funny description about what friendly units "do" when not attacking together with the currently active player.
  • COMBINED ALLIANCE ATTACK...feedback wanted

    11
    0 Votes
    11 Posts
    2k Views
    T
    @stohrm splitting the two theaters was a reality, how ever you are in essence creating two new 'countries' by combing the units. I think this would best be served by keeping alliance armies whole and allowing each country to add to it with their separate productions. This way allowing them to also run their own combats apart from the combined army.
  • Transfer of Unit Ownership

    3
    0 Votes
    3 Posts
    1k Views
    StohrmS
    @beelee said in Transfer of Unit Ownership: <option name="changeUnitOwners" value="Chinese"/> Thanks, I had everything but the changeUnitOwners value right. It's working now.
  • How to transfer resources from minor to major?

    4
    0 Votes
    4 Posts
    1k Views
    RogerCooperR
    @stohrm Why use a transfer of resources at all? You could get the same effect through a national objective or triggered event.
  • Incorrect Terms: Cargo

    12
    0 Votes
    12 Posts
    2k Views
    StohrmS
    @lafayette I'm just waiting around for a reply to a query I posted late last night (early this AM); but I have to say that I agree with you (and what follows are my 2 cents). An RC-135 is a Cargo Plane and the Air Force does use it to transport service members and their family members. It's damn cold, but it gets them from point A to B to C, etc. Just saying. PS. I don't recall them ever refitting a B-52 to hull troops and do believe there should be a distinction between bombers and Cargo Planes. On the other hand, Cargo planes have been used to hull Paratroopers...

Recent Posts

  • @xxXEddieXxx One more little quality of life suggestion:

    On the territories tab, it lists out existing units which each have a box to enter how many there are and a ticker you can use to raise the number up and down.

    Right now, you get rid of units by entering a 0 or ticking down until it gets there. It doesn’t actually remove the old unit entry fully from your screen until you refresh by hitting something like Add New Unit or going to another territory or tab.

    Having an X button next to each unit that just does a one click clear and refreshes instantly so it’s gone right away would be convenient. And perhaps a clear all button that removes all units from the territory, either above or below the whole list.

    read more

  • @Vendetta thank you for the feedback, i got some valuable feedback from others aswell and will pushing out a release later. I will make a little update post when im finished 🙂

    read more

  • I've opened the program now. So far, it's extremely intuitive and easy to use. That tab where it lists out all the attachments is a godsend, exactly what I was asking for in another thread.

    Few minor glitches I've run into so far.

    One, on the Nations tab, the search bar has a drop down list that always stays open and can't collapse. It'd be nice if that would collapse when you haven't typed anything to take up less screen space on the side tab.

    One of the few things I haven't been able to find is an option to rename the existing factions (i.e. if I want to make the Russians into the Soviets instead). Otherwise you'd just have to delete and recreate them from scratch, which is more of a hassle than it's worth.

    When I tried adding Canada as a nation for an experiment, it defaults to checking every single territory added to the country as a capital territory, which is annoying. Should default to off instead. Also, after unchecking capital and switching to another territory, it rechecks the capital box again. Haven't found a way to make changing that stick yet.

    It also throws up that ! error marker by "Mark each nation's capital" in the steps to a playable map section on the home tab if you have factions like the Chinese, Dutch, Mongolians, etc. on the existing maps that don't use a capital. It probably has no effect on whether you can save and export a file successfully, but perhaps there could be a checkbox option for "no capital" on the country tab's that just tells the editor's engine that the absence is intentional and not an oversight, and has it stop pinging that as an error.

    read more

  • It can do this
    image.jpeg

    And then you move the placement boxes and save the coordinates. in place,txt

    SO many cool things. 😎

    read more