Subcategories

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

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    @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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    @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...
  • isConstruction for sea zones

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    General_ZodG
    @beelee Should be possible. Try placing a construction with isSea attributes and also give it production attributes. But confirm that your current settings allow for construction placement without factory otherwise will need to build next to a factory. Heres a few to check and or use. refer to POS2.xml for complete lists canProduceUnits values: allows a unit to be a factory, without all the other things that come with being a factory (like capturable, land, non-combat, etc). So if you want flying factories, go ahead. Just don't complain if you get errors. isConstruction values: allows the unit to be placed in territories that don't contain factories. Only "constructionsPerTerrPerTypePerTurn" contructions of "constructionType" may be placed per territory per turn. May have only "maxConstructionsPerTypePerTerr" constructions Total per territory with/without a factory unless you enable "More Constructions with/without Factory", which will allow up a total number of up to the territory value. "Unlimited Constructions" game property allows unlimited constructions total in a territory. constructionType values: is just a unique string which identifies what kind of construction this, if two or more constructions have the exact same constructionType (and the same PerType rules), then they will follow the same rules for placement. example: if you have little_bunker and big_bunker both as type "bunker", with constructionsPerTerrPerTypePerTurn=2, then you could place 2 littles, or 2 bigs, or 1 little and 1 big in a territory If you do not want this unit to be effected by the global properties "More Constructions with/without Factory" and "Unlimited Constructions", then make sure the type ends in "structure". example: "harbour_structure" constructionsPerTerrPerTypePerTurn values: is how many of this type you can place in a territory every turn maxConstructionsPerTypePerTerr values: is how many max of this type may be in a territory. this must be greater than constructionsPerTerrPerTypePerTurn if "More Constructions with/without Factory" = true, then the minimum will be either maxConstructionsPerTypePerTerr or the PU value of the territory (whichever number is greater) in territories with/without factories if "Unlimited Constructions" = true, then this number becomes 10000 Also @wc_sumpton is correct the sezone may need production values.

Recent Posts

  • @Ramon

    Hi Ramon

    You could try something like this

    Screenshot from 2026-08-01 23-27-56.png

    I don't have a production value set but you can see that Japan controls 6 SZ. If USA takes control of the SZ it will then show them as the Owner.

    You might need to activate some properties. This is based on the Global 40 game.

    You can also kinda do it with convoy zones. They work a little different. If you control certain TTys, then the corresponding SZ's PU value will go to the player controlling the TTys or vice versa. I can't remember.

    But I think if you just give a production value to what I posted/screenshot it should work

    Edit
    Hmm ... that looks like what you already have. I'm trying to test but now triplea is throwing an error at me lol

    Edit 2
    Yea so I don't think you can do what you want

    Screenshot from 2026-08-02 00-27-31.png

    What you may be able to do and it'd be kind of a hack, is have a condition showing control of the SZ e.g. USA Units present no JPN Units present in the SZ and have it activate a trigger that gives the desired bonus income/value of the TTy

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  • @Ramon said:

    but this doesnt make the production value transferable to the occupier, am i missing something here?

    I don't understand what is meant by 'transferable'. Sea Zones, by default do not have owners. Maybe use 'originalOwner' or within '<ownerInitialize>' section may help.

    The setup would be the same, but use:
    <option name="availableTech" value="Zeppelins:-zeppelin"/>
    Please note the "-" (minus sign/dash) before zeppelin, this will remove zeppelin from the Zeppelins category. If zeppelin can be added later just check that tank research is false, prior to adding zeppelin.

    Cheers...

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  • @wc_sumpton

    I have a couple of questions regarding the map development:

    Is it possible that sea zones have production value that transfers to the occupier

    For example, i currently have this:

    <attachment name="territoryAttachment" attachTo="Sea Zone 142 Pacific Ocean" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
    <option name="production" value="1"/>

    but this doesnt make the production value transferable to the occupier, am i missing something here?

    I also have a question about tech:

    <attachment name="triggerAttachmentCTanks" attachTo="Chinese" javaClass="TriggerAttachment" type="player">
    <option name="trigger" value="conditionAttachmentTanksC"/>
    <option name="productionRule" value="ChineseFrontier:buytank"/>
    <option name="availableTech" value="Zeppelins:zeppelin"/>
    <option name="uses" value="1"/>
    <option name="when" value="after:chineseTechActivation"/>
    </attachment>

    In this setup, when the Chinese research tanks, they unluck zeppelin. Is it also possible to do the opposite? So that unlocking tanks would disable or lock out the zeppelin instead of enabling it?

    Cheers!

    ~Ramon

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  • @wc_sumpton

    thanks a lot!

    So far it seems to work perfectly!

    read more