Subcategories

  • Purchase Window Size

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

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    @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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    @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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    @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]
  • trigger question - unit with hit

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    @numetalfan I would try using "unitPresence" and"directPresenceTerritories" instead . Something like <option name="directPresenceTerritories" value="53 Sea Zone" count="1"/> <option name="unitPresence" value="battleship" count="1"/>
  • Step Name Withdraw

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    @trevan ahh...I remember that now. Idk if they're related or not, but the cause in this case is different. The reason the error threw, was because I moved some units in edit into combat as an engine workaround. When i went to retreat the air units, there was still an edited unit alive and it didn't know where it came from is my guess. I thought maybe I needed a withdraw step up by Purchase, CombatMove etc..
  • Support Attachment Question

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    @beelee well I sent an arty and inf against 2 inf and it had 48% success rate. I sent 1 tank and 1 inf and it had 51% success. Both had same attack power. I guess it's just not gonna pick that Guard unit until all the other supported units are dead. Bummer. I can't really think of any way to hack around it. Even if I could make a trigger work somehow, doubtful, if a Guard and arty were present in same TTy, it would negate the first attachment and I could use a second one for Guards only, It'd negate all the battles with artillery. Unless I could specify each TTy. As I said, I'm doubtful of that idea.
  • Attempted Merging Values Error

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    I've also discovered it happens specifically when rolling history backwards between the American Combat and Non-Combat phases. Don't know if that's important.

Recent Posts

  • @TheDog You might get more bang for your buck by deleting the 'Xmx' and 'Xms' memory settings.

    The lobby window will occupy 4GB and then any game you launch will occupy another 4GB. Each game is its own instance, the memory settings AFAIK carry over.

    Generally Java uses very good defaults, so overriding those defaults can hurt. Specifically 'Xms', which is a minimum, so you're forcing the lobby window and any game to initially take more memory than it would need.

    I would personally set 'Xms' at 500m or remove entirely to let the JVM handle it.

    If we find some really good tunings, we can adopt those settings to be more built in.

    FWIW, Moon-Man was doing some experimentation with JVM settings here: https://github.com/triplea-game/triplea/discussions/14467

    read more

  • @schulz

    I mean, is there any difference between going with 48px and then zooming in on the map vs going with 54px and then zooming out? Because zoomed-out 54px looks better than zoomed-in 48px?

    Politicians answer. My logic goes like this, 2 & 4K screens have lots of pixels and as tech advances they will have more, this means that the standard 48x48px unit gets smaller and smaller on these screens, so now we need to draw the biggest unit icons we can and this is 54px high, width can be lots, lets say up to 96px wide.
    Another current hard parameter is 200% zoom.

    .

    How good is the AI in this map?

    I will make an outrageous claim and say its the best AI you will play against. 🙄 but I would say that wouldn't I.
    This map is written for solo play, Black_Elk & I spent ages play testing against the AI.
    The forum for GCD has 1.8 million views, so players must think its worth looking at. 🙂

    Also I like to think I know how the AI works, if that's possible, see here
    https://forums.triplea-game.org/topic/3743/how-to-make-a-map-ai-friendly

    .

    handling of upkeep

    Resources are calculated at the being of the players turn, thanks to wc_sumpton. This means losses and gains of TT/SZ and no of units is all done at the start of the players turn.

    .

    handling of terrain & weather

    It all appears to work as intended, play it and judge for yourself.

    .

    diplomacy

    Has not changed, its all still random, so 1941 GCD does not have any politics, its all scripted. However for FFA maps 1888A has "get impending winners", a set of triggers that forces the AI players to take a step closer to war/fighting the impending winners.

    read more

  • @Schulz

    Hi Schultz

    I suggest the larger size. This from Elk's UHD map with mostly Frostion units at 52 or 54. I can't remember. Zoom is at 60 so you can still see a good chunk of the map itself

    Screenshot from 2026-06-15 08-48-16.png

    Here zoom at 100

    Screenshot from 2026-06-15 08-49-43.png

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  • @TheDog

    Thank you for your helps.

    I mean, is there any difference between going with 48px and then zooming in on the map vs going with 54px and then zooming out? Because zoomed-out 54px looks better than zoomed-in 48px?

    I'm very impressed with 1941 Global Command Decision. How good is the AI in this map? I used to know it wasn't very good and couldn't recognize even some basic rules beyond simple rule sets. I'm especially wondering about its handling of upkeep, terrain, and diplomacy.

    read more