Subcategories

  • How to mimic "fog of war" if there is a way?

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    TheDogT
    @butterw A quick thought, the unit count for human players could be; Traffic lighted, eg. Green(low numbers), Amber(medium numbers), Red(high numbers) Ideally the above bandings would not be fixed, but would be dynamic, based on the largest stack on the current map for the current turn, although this might not be possible. If it was fixed then some maps with low unit count might never get to the higher banding. Whatever you decide, put me down for giving feedback.
  • Having failed offensives as viable tactics.

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    B
    in ww2 air units couldn't effectively be stopped by naval units and torpedo/dive bombers did have the ability to directly target capital ships.
  • AAguns having Area of effect

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    ubernautU
    @ebbe i like it
  • Request for new Blockade.png

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    TheDogT
    @beelee I downloaded the Windows version of Pinta and it worked with a few clicks, impressive. It coped easily with the resizing of the image and the opacity of the blockade.png.
  • Purchase Window Size

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    B
    @butterw Sweet ! I forgot all about that Yea, we'll be a half dozen or so over by the time it's all said and done. Thanks for the heads up
  • How does "roll" work in Support Attachment

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    B
    Was trying to add defence and offence in same attachment. Works now. Thanks
  • Economic Victory Conditions anomaly?

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  • Landing Craft Image

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    B
    @hepps heh heh LCVs are going roundel free Thanks again man
  • Remove Units

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    B
    @wc_sumpton oh not having 4 conditions was definitely help :grinning_face_with_smiling_eyes:
  • Units That Popping Up Randomly

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    wc_sumptonW
    @Schulz I think I understand what you are saying. You do not need to "turn off" '<stepProperty name="resetUnitStateAtStart" value="true"/>'. All this does is reset/clear Unit states, which is also done at the end of Non-Combat Movement by default. The only change to game play will only appear when units are spawned, this will allow then to move during the same turn that they appear. If the units do not spawn, that's ok, there should be no effect. '<stepProperty name="resetUnitStateAtStart" ' value can not be changed with triggers. But from what I understand by what you are describing that should be okay. Cheers...
  • Is it possible to use gifs?

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  • Support Attachment

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    HeppsH
    @beelee I think it is only supported on a 1:* basis. I don't think anyone has ever suggested doing it the other way.
  • AI and Neutral Relationship (was Japanese vs Russians)

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    @rogercooper As a alternative to the Feudal Japan approach a custom game property RUS AI can be set manually if Russians are to be played by the AI. <property name="RUS AI" value="true" editable="true"/> "movementRestrictionTerritories" is a player "RulesAttachment", a trigger can overwrite the value. <attachment name="rulesAttachment" attachTo="Russians" javaClass="RulesAttachment" type="player"> </attachment> <attachment name="conditionAttachmentRus1" attachTo="Russians" javaClass="RulesAttachment" type="player"> <option name='gameProperty' value='RUS AI'/> </attachment> <attachment name="triggerAttachmentRus1" attachTo="Russians" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentRus1"/> <option name="when" value="before:russianPurchase"/> <option name="playerAttachmentName" value="RulesAttachment" count="rulesAttachment"/> <option name="playerProperty" value="movementRestrictionTerritories" count="India:15 Sea Zone"/> <option name="playerProperty" value="movementRestrictionType" count="disallowed"/> <option name='uses' value='1'/> </attachment> I'm only testing the trigger once based on "RUS AI". To apply/clear movementRestrictionTerritories based on the ownership of India, I think you would need 2 opposite triggers based on conditionAttachmentRus1. If RUS_AI: trigger1 (set movementRestrictionTerritories) else: trigger2 (clear movementRestrictionTerritories).
  • Random Starting Set Ups

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    SchulzS
    @zaroph I've just learned and decided to use another method which randomize unit distributions instead set ups; Example; <variable name="DervishConscript"> <element name="Eritrea"/> <element name="Cibuti"/> <element name="Aksum"/> <element name="Dessie"/> <element name="Adama"/> <element name="Gondar"/> </variable> <attachment name="conditionAttachmentr1" attachTo="Germany" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="rounds" value="1"/> </attachment> <attachment foreach="$DervishConscript$" name="triggerAttachmentDervishConscript@DervishConscript@" attachTo="Dervish" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentr1"/> <option name="placement" value="@DervishConscript@:conscript" count="1"/> <option name="players" value="Dervish"/> <option name="chance" value="1:2"/> <option name="when" value="before:germanyCombatMove"/> </attachment>
  • Underscores in XML

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  • Removing "X Convoy Center" texts from convoy zones

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    B
    @schulz yea I don't think you can have the values without the text. At least you couldn't a few years ago. Kind of a bummer. I asked about trying to get em to show with just hover or add to the bottom bar, but that idea wasn't accepted.
  • Multiple Canals

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    SchulzS
    @thedog Thank you. Worked now. <attachment name="canalAttachment4" attachTo="SZ 67" javaClass="games.strategy.triplea.attachments.CanalAttachment" type="territory"> <option name="canalName" value="Dardanelles Canal"/> <option name="landTerritories" value="Constantinople:Bursa"/> </attachment> <attachment name="canalAttachment4" attachTo="SZ 84" javaClass="games.strategy.triplea.attachments.CanalAttachment" type="territory"> <option name="canalName" value="Dardanelles Canal"/> <option name="landTerritories" value="Constantinople:Bursa"/> </attachment> <attachment name="canalAttachment5" attachTo="SZ 84" javaClass="games.strategy.triplea.attachments.CanalAttachment" type="territory"> <option name="canalName" value="Bosphorus Canal"/> <option name="landTerritories" value="Constantinople:Bursa"/> </attachment> <attachment name="canalAttachment5" attachTo="SZ 88" javaClass="games.strategy.triplea.attachments.CanalAttachment" type="territory"> <option name="canalName" value="Bosphorus Canal"/> <option name="landTerritories" value="Constantinople:Bursa"/> </attachment>
  • EndTurnNoPU delegate not working

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    Z
    @beelee Idk if you can change the display or not but POS2 just has "Turn Complete" <delegate name="endTurnNoPU" javaClass="games.strategy.triplea.delegate.NoPUEndTurnDelegate" display="Turn Complete"/> Doesn't have "...No PU" in it I first tried it with "Turn Complete but it didnt work so it was something I changed to see if it did work. However it seems that ive solved it now. I changed <step name="bloodelvesEndTurnNoPU" delegate="endTurnNoPU" player="BloodElves"/> to <step name="bloodelvesEndTurn" delegate="endTurnNoPU" player="BloodElves"/> And it seems to work now. Seems weird to me that they have to have the same name even tho they are different things.
  • Trigger Not Firing Correctly

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    wc_sumptonW
    @beelee The problem might be with the conditions/'when'. I think control of a territory after battle is not changed until 'endTurn' so checking 'after:japanCombat' will always be false. By removing the 'when' the trigger is checked at 'endTurn' and fires. Cheers...
  • LandMine Image

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    @hepps Right On ! That's Awesome ! Canada can give them to their Peacekeepers. Keep em safe at night Thanks [image: 1620157657809-rock-on.png]

Recent Posts

  • @wc_sumpton

    thanks a lot!

    So far it seems to work perfectly!

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  • @RogerCooper
    Thanks!

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  • Removed https://github.com/triplea-maps/settlers_fallen_empire-08

    It's fun to play the Dragonkin and conquer the world.

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  • @Ramon

    Try something like this:

    <attachment name="unitAttachment" attachTo="landmine" javaClass="UnitAttachment" type="unitType"> <!-- <option name="defense" value="0"/> removed --> <!-- <option name="attack" value="0"/> removed --> <!-- <option name="isAA" value="true"/> removed --> <!-- Expanding "isAA" values --> <option name="isAAforCombatOnly" value="true"/> <option name="isAAforFlyOverOnly" value="true"/> <option name="typeAA" value="Landmines"/> <option name="attackAA" value="1"/> <option name="maxAAattacks" value="6"/> <option name="targetsAA" value="infantry:tank:cavalry"/> <option name="isInfrastructure" value="true"/> <!-- Changed so units can't be taken as fodder --> <!-- <option name="isFirstStrike" value="true"/> removed --> <option name="isConstruction" value="true"/> <option name="constructionType" value="Landmines"/> <!-- Changed --> <option name="constructionsPerTerrPerTypePerTurn" value="1"/> <option name="maxConstructionsPerTypePerTerr" value="10"/> <!-- The following is added so that mines operate on defense --> <option name="isSuicideOnDefense" value="true"/> <!-- only those units that gets a hit are removed --> <option name="isSuicideOnHit" value="true"/> <!-- Unit can not be captured --> <option name="destroyedWhenCapturedBy" value="BY:$ListOfAllPlayers$"/> </attachment>

    Also "Units Can Be Destroyed Instead Of Captured" will need to be set.

    Cheers...

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