Subcategories

  • 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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    @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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    @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.
  • 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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    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.

Recent Posts

  • @black_elk

    you are the only one. Help us BlackElk

    😁

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  • @Ramon No problem! I ran into the same problem when making changes to my North Africa map. Black_Elk made very cool reliefTiles for our map, but I didn't know how he made them. So when changing some territory borders, the reliefTiles didn't update along with them. I tried several things and what I described above ended up working the best. You can still see that the map is slightly darker at the places where the change happened, but I still tried my best to conceal it.

    image.jpeg

    The best thing actually to do is trying to contact the map maker! However, the map maker for NML is Black_Elk, and when I contacted him for North Africa, he didn't reply. But maybe you have more success!

    read more

  • @VictoryFirst

    Hi Victory thank you for your reply!

    Its very unfortunate that i dont have the original overlay that the map used.
    I will see what i can do!

    Cheers!

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  • @ramon Changing the reliefTiles is difficult when you do not have the overlay that the game used. You can actually modify individual tiles, but it is not recommended if the change is across multiple tiles. Assuming that this is the case, you'd need to use the baseline image, change the borders there, and then break it using the tile image breaker. Then, you'd need to open the reliefmap by combining it using the tile image reconstructor. Also open the modified baseline map so that you can see what borders you removed and where the new borders are. To remove borders from the reliefmap, you can do the following. In the images you sent, you can see that the color of the territories isn't empty, it has a black-ish (or white/gray-ish in the other) color with a very low opacity. Try selecting this as color and remove the borders using this color. If you use GIMP, you can select the color using CTRL+click when having the pencil tool selected. Do not make it transparent as you did, that will make the territory shade go away completely. You should not be using the eraser at all, only the pencil tool. To draw new borders, you can select the white border color and use it to draw the new borders. If you lower the opacity of the baseline map and put it above the reliefmap, you can see the new borders and you can trace them. Then you can use the heal tool to make the borders and territory colors look more like the rest of the reliefmap, with different shades of colors. This doesn't necessarily make it look nice though. Even if you do your best, you will still probably have spots with a different shade than the rest of the map, but it's better than nothing.

    One small tip is to past the reliefmap not once several times in GIMP, so that you have like 10 identical layers. This will increase the opacity of the reliefmap. If you then combine all these layers, you essentially have increased the opacity. This allows you to actually see everything properly. You'd still need the heal tool to make the colors blend into each other better. Then you can lower the opacity of the layer so that it is around the same as the original reliefmap.

    Last option is to create your own relief tiles using your own overlay. This might be a lot of work but it would ensure that the map looks nice.

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