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  • 1 Votes
    3 Posts
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    SchulzS
    @cernel "Russia" territory in vX series not only represent Moscow, it represent all the areas between Moscow and Ural Mountains v3 actually proved that Manchuria-Moscow distance can be increased but in the expense of making Japan incredibly strong to keep game balance. It actually changed nothing since it is still amost always better to go Atlantic only as USA. Plus there is still no reason to not attack Russia and Japan and take almost all Siberia. If there is a Hawaiian factory and Germany can be reasonably countered without USA (like in Big World or WaW), a Pacific war is a guarantee thing but expense of (unhistorically) lack of significant US presence in Europe. But we would still have no two ocean going USA. It is easy to make Pacific an active front, hardest thing is making the actual US approach in WWII (%80 Atlantic-%20 Pacific) is a good choice rather than going only Atlantic and Pacific. I think the issue is actually based on having naval units too expensive compared to ground units and lack of more defense oriented sea units hence making a Pacific war worthless investment as USA.
  • offset round="0"

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    B
    @lafayette right on yea I wanted to have a "map option" activate which rd the game would start for games that have multiple scenarios with different start dates. That way I could keep it all in 1 xml and not have to update multiple ones. Only way I know of, is to make a trigger for each instance that would need adjusting, which is a lot. I thought if it was possible to only do a couple code lines and bingo, it would be sweet lol
  • How to place units in allied or major/minor territory?

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    U
    @thedog said in How to place units in allied or major/minor territory?: I would try creating more units, the indian units will need to end with say; Indian units Infantry_in Tanks_in factory_in These units must specify the factory they can be produced from with <option name="requiresUnits" value="factory_in/> British units Tanks_br Fighter_br factory_br These units must specify the factory they can be produced from with <option name="requiresUnits" value="factory_br"/> Then the two factories can produce only their national units. In your idea you will get units produced by the faction on its own factory located in its own territory? If "yes", then, sorry, your idea is not relevant to this topic.
  • How to calculate TripleA Political Allied Victory?

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    RogerCooperR
    @thedog Take a look at these objectives from Global <attachment name="objectiveAttachment_Italians_3_North_Africa" attachTo="Italians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="objectiveValue" value="5"/> <option name="alliedOwnershipTerritories" value="Alexandria:Morocco:Algeria:Tunisia:Tobruk:Libya" count="6"/> </attachment> <attachment name="objectiveAttachment_Italians_4_Control_Iraq_Or_Persia_Or_Northwest_Persia" attachTo="Italians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="objectiveValue" value="2"/> <option name="directOwnershipTerritories" value="Iraq:Persia:Northwest Persia" count="each"/> </attachment> Attachment 3 counts the number of territories held by Italy and the other Axis powers. Although this is an objective attachment, it could just as easily be a triggered victory. Attachment 4 counts only the territories held by Italy ("directOwnership").
  • placement/removeUnits Question

    Moved
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    N
    @thedog now everything works!
  • How to represent cliffs and rocky shores?

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    ubernautU
    @thedog lookin good
  • error message - StringIndex

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    N
    @beelee I have only comment no ..close with comment
  • IsDestroyer

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    TorpedoAT
    @numetalfan No. Its just my personal modded game based on NWO 5 Nations map. But i think there are some maps out there which are using negative and positive support attachments. What do you need exactly? More details about how to structure a support attachment based rock scissor paper element into a game? Feel free to ask. I will do as much as i can to help you with anything i am able to do.
  • objectiveAttachment neutral countries

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    B
    @numetalfan said in objectiveAttachment neutral countries: unfortunately it does not display the objective result for the player in the game, ... You mean it doesn't show up in the Objectives tab with the other Objectives ? If so you need to add it to the "objectives.properties" Also, when you collect income, it will mention it and record it in History
  • 0 Votes
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    RogerCooperR
    @zlefin Yes, you could create a trigger like that. You would check against "directPresence" and change control to a neutral player.
  • Error: Matches#lambda$ unit Has Taken Some Bombing Unit Damage $43:386

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    TheDogT
    I had <option name="canBeDamaged" value="true"/> <option name="canDieFromReachingMaxDamage" value="true"/> <option name="maxDamage" value="2"/> To stop the error add the following to the same unit <option name="isConstruction" value="true"/> <option name="constructionType" value="Recruit"/> <option name="maxConstructionsPerTypePerTerr" value="1"/> <option name="constructionsPerTerrPerTypePerTurn" value="1"/>
  • What software do you use to make reliefTiles ?

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    C
    @thedog Actually the physical map was the primary goal, I learned GIMP to make that first and then afterwards started working on the TripleA version. The TripleA map was relatively quick/simple because I'd already had the physical version of the map with all of the territory borders created using vectors. So effectively I just scaled it down and hit the trace button on the borders vectors and was done.
  • 0 Votes
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    TorpedoAT
    Found the problem. I cannot even use this with land units. Only in sea zones i can enter in noncombat move phase. Whole idea worthless. <!-- Subs Can End NonCombat Move With Enemies allows submarines to end their noncombat movement in a sea zone containing any enemy units, including enemy subs --> <property name="Subs Can End NonCombat Move With Enemies" value="true" editable="false">
  • Question about canMoveThroughEnemies and its tactical consequences

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    TorpedoAT
    @thedog Thy. And just now i found a breaking flaw in my idea. Land units cannot do this at all. Only sea units. <!-- Subs Can End NonCombat Move With Enemies allows submarines to end their noncombat movement in a sea zone containing any enemy units, including enemy subs --> <property name="Subs Can End NonCombat Move With Enemies" value="true" editable="false">
  • How to prevent this cavalry unit to scramble to sea battles

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    TorpedoAT
    @wc_sumpton Luckily i dont have or need isDestroyer in my ancient times mod. Thy again for helping me to find a good workaround.
  • territoryEffectAttachment option unitsNotAllowed for sea zones

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    wc_sumptonW
    @TorpedoA You will need to open up a bug report, so that scramble units do regular can move checks. Cheers...
  • combined condition attachment for triggers

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    B
    @wc_sumpton heh heh you're the one that clued me in on it when I was struggling
  • end purchase message

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    N
    @thedog the placing of units without a factory is not the problem, I want to get rid of that message
  • Need advise for relationshipType option archeType neutral or allied

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    C
    @torpedoa Are you sure you want to have a 1v1 game in the first place? This seems a game that, realistically, has to be more than two-sided (and arguably it should be a FFA). It not like there is something like "Roma" and everything else is fighting against it only.
  • Information Source for 1924-1940

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    ubernautU
    @rogercooper that's pretty interesting could really get pretty accurate with initial placements.

Recent Posts

  • @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...

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  • @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 🙂

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  • @beelee I see Tank Destroyers inside 54px_frostions_painted_roundels 🙂 another unit folder you sent me once.

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  • @VictoryFirst

    F Yea ! Right Arm !!!

    rightarm.png rock-on.png

    Edit
    hmm ... I thought he had "Tank Destroyers" but I don't see any. I wonder where I found them lol Was gonna turn Roger on to them, as he was looking for some.

    Well, still super cool to have 🙂

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