Subcategories

  • Information Source for 1924-1940

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

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    S
    @torpedoa there are several ways we handle ffas when i play. 1: all war, all the time, no alliances, no deals, no egging on others to attack a faction. 2: we only allow each faction to try to instigate one diplomatic function per turn, even if that action fails or is turned down, only one diplomatic action per turn. 3: unlimited diplomatic actions per turn. 4: adjust settings so "deals" take an extra round to "break" so there is less back-stabbing and surprises. 5: usually when one faction is stronger then the others, there is an unspoken alliance against the strong faction.
  • Need help for a trigger, even possible?

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    TorpedoAT
    @wc_sumpton @Cernel I think i have to explain to myself that the charioteer is just too much additional weight to be able to scramble together with the chariot then. Because the chariot unit is not empty to begin with. lol I think i can live with that. Sounds reasonable. Dont you think?
  • Game without any territory ownership set. Questions and Suggestions.

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    TorpedoAT
    Playing without alliances and territories ownerships at all, all factions will conquer all neutral territories where faction units are put, immediately after the first combat move of any faction.
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    TorpedoAT
    @ubernaut Eventually you can read that and have some clue? This is really strange. https://forums.triplea-game.org/topic/2946/game-without-any-territory-ownership-set-questions-and-suggestions
  • Image Help Needed

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    @lafayette yea so i have pinta and I can do some stuff but trying to change the whole thing/color usually doesn't work unless it's gray ( forget what it's called ) and I can use those for Germans.
  • limiting production of a unit for the whole game

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    wc_sumptonW
    @numetalfan Not to hard. I would use a 'switch' condition to insure that only one player received the captured unit, and a limited 'resource' to build that captured unit. <!-- Add to the resourceList --> <resourceList> ... <resource name="CapturedMountainTroops"/> </resourceList> <!-- Add to production --> <production> ... <productionRule name="buyCapturedMountainTroops"> <cost resource="PUs" quantity="4" /> <cost resource="CapturedMountainTroops" quantity="1"/> <result resourceOrUnit="Mountain troops" quantity="1"/> </productionRule> ... </production> <!-- The 'switch' trigger --> <attachment name="conditionAttachmentCapturedMountainTroops" attachTo="Switzerland" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="switch" value="true"/> </attachment> <!-- If Germany captures the factory --> <attachment name="triggerAttachmentGermanyCapturesSwisFactory"attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <!-- Add 'switch' conditions --> <option name="conditions" value="...:conditionAttachmentCapturedMountainTroops"/> <!-- Give Germany 3 resources --> <option name="resource" value="CapturedMountainTroops"/> <option name="resourceCount" value="3"/> <!-- Change 'switch' to false --> <option name="playerAttachmentName" value="RulesAttachment" count="conditionAttachmentCapturedMountainTroops"/> <option name="playerProperty" value="switch" count="false"/> </attachment> Because every player should check the same 'switch' once its false it will block all other players and the resource will insure only a certain amount of units will be built. Next... Cheers...
  • How do you embed a hyperlink/url in the XMLs CDATA section?

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    LaFayetteL
    @thedog Most maps are set up to work with 2.6 This could be an example: https://github.com/triplea-maps/age_of_tribes Note the 'description.html' file: https://github.com/triplea-maps/age_of_tribes/blob/master/description.html Note the extracted game notes files (*.html): https://github.com/triplea-maps/age_of_tribes/tree/master/map/games
  • AI doesn't place units

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    B
    @numetalfan heh heh : ) Make sure you can still place as many dudes as you want in France and aren't limited in case you get liberated and they Power up. Rare but ... : )
  • Island bunkers

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    N
    @beelee all problems solved - indead, it was the tech tested those bunkers, everything works now, very well
  • How to do Land- and Airtransport with more than one unit?

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    DerSchnelleHeinzD
    FUTURE WARS I was looking into your map right now... My feedback for you: I give you one thumb up for the work you did in the .xml - what will not only help me. And I won't give u my other thumb down - so I hack my hand off. But unfortunately I am a WWII man, so I am not really into "Lord of the Rings meets today's military" - to say it like I see it. But I like your fields turning into that green if you have captured them - that looks kinda fresh. I guess because the whole map doesn't belong to anybody - except that circles. And that makes a nice contrast. And about intellij - if you say you're using notepad++ the picture you posted is from notepad++? If so, please let me know how to turn it into that black style. Thankxxx
  • Winter

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    B
    @rogercooper ahh... gotcha ya
  • Is Air/Land Transportable

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    B
    @thedog right on so sea transport won't work on 99 plus ? I guess I gotta do some math for the Land and Air boys then : ) Thanks
  • how I am using "movementCostModifier"

    thedog
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    TheDogT
    @rogercooper As "movementCostModifier" is part of territoryEffectAttachment is is very limited to what else you can do. However if each unit type has its nationality/faction built into the unit like "infantry-usa" or "roman-infantry" then you can target who gets the benefit or not. I think that might be as good as is gets.
  • one directional territory connections?

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    SchulzS
    I'd like this feature as well. It could work great to mimic Brest-Litovsk agreement more realistically without using triggers or Communists. For example CP occupies all these territories but unables to advance more deeper while Russia (Whatever tsarist, democratic or communist) can retake these teritories if CP doesn't defent them properly. So CP will need to tie significant forces to keep these territories.
  • great accurate resource for map making!

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    ebbeE
    @rogercooper said in great accurate resource for map making!: 40480105 Thank you Spy!
  • map submission date

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    B
    @pact_of_plastic yea just when it tells you theres a new one. Idk. i guess it doesn't really matter. So you're on the 2.5 stable ? Edit just saw your other post so yea 2.5.
  • How to limit the territory to just 1 Town, 1 Fort & 1 Castle?

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    TheDogT
    @beelee ++Good! It works, thanks
  • How to use the rim of a circular territory?

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    TheDogT
    @wc_sumpton ++Good That looks so much better! Thanks for the quick reply.
  • Error when Loading Scenario

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    wc_sumptonW
    @General_Zod I was surprised also by the absent of a line number in the error. Also notepad++ did not find the error until I checked for Artillery " (note the space before the ending quote). Checking for Artillery (note no quote sign after the space) did not find the error. Mostly it was luck when I found it. :astonished_face: Cheers...

Recent Posts

  • @wc_sumpton said:

    Have you tried switching around the connections.

    @victoryfirst this makes sense to me, so I'd try it, or look at how they're listed which would be the same thing.

    Idk though.

    I'd also try it because that's what wc suggested lol

    but Infantry usually show first in the purchase window in most games and they are usually listed first in UnitList and Unitattachment so maybe some sort of similiar thing is going on with the connections

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  • @VictoryFirst

    The system sees areas (polygons.txt) and connections, where we see a layout with borders.

    @VictoryFirst said:

    when a unit uses the coast road movement ability, it can move 5 spaces, but this should only work when all the territories are coast road territories (the territories that have a thick red line running through them)

    Why? The unit receives the increased movement for starting in Tripoli, it can move wherever it wants. What is that red line? There is nothing telling the system to 'follow' the red line.
    Have you tried switching around the connections. I don't know if they have anything to do with how routes are determined.

    Cheers...

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  • Is there anything that determines which path a unit takes to reach a territory when different routes are equidistant? For example, in this situation, going from Tripoli - Sirte - El Agheila is the same length as going through Tripoli - Sokna - El Agheila.
    99120523-8f6d-4c6c-a613-d0b584114d75-image.jpeg

    Unfortunately, the engine always choose to go through Sokna instead of Sirte. In this game (North Africa), when a unit uses the coast road movement ability, it can move 5 spaces, but this should only work when all the territories are coast road territories (the territories that have a thick red line running through them). Sokna is not a coast road territory so the move on screen is technically not allowed per the game rules.

    It's not that this prevents the engine from allowing this move. The coast road movement is a player-enforced rule and the engine simply allows you to move 5 spaces anywhere. But according to the game rules, the movement can only be through coast road territories, so it would be nice if the game automatically traced a path through the coast road territories. Some beginners might be confused if the engine traced a path through a non-coast road territory. Fortunately, this is the only case where this comes up so if I could somehow make sure that the engine prioritizes Sirte to trace the path through when going to El Agheila instead of Sokna, then the problem is solved.

    So like this:

    701f8fba-5763-471b-8bf5-f6ded2b0dc9f-image.jpeg

    (I added a waypoint to make it look like this, but preferably it should look like this by default).

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  • @wc_sumpton
    Thanks! I will will experiment.

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