Subcategories

  • 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.
  • 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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    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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    @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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    B
    @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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Recent Posts

  • It can do this
    image.jpeg

    And then you move the placement boxes and save the coordinates. in place,txt

    SO many cool things. 😎

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  • Nice! I’ll be checking it out when I have some free time

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  • Hello guys,

    me again, I know. You asking yourself how can i post again. Well to answer that.
    Work gave me Fable 5.2 to test and break it in my supa dupa giant ai workflow, and you know I can't keep my hands off this project and im not trusting it on my main projects yet.

    So I built something with it, and I'd like to show you: my map editor for TripleA. Its goal is to make map making more accessible. Thanks to @thedog for initial testing and for the feature ideas.

    I would love some of the map makers and maybe some people that never build a map to try it. I actually want to throw you in relativley blind so you can explore this thing on your own, at the end of the day you guys know more about map making then i do. This project is not yet finished but @thedog already told me its helping him a lot so i thougt maybe it can help some of you guys aswell.

    What you need

    TripleA from June 2026 or newer, installed. The editor runs with your installed TripleA Windows: download the zip, unzip, start Eddies Map Editor.exe. Java is included. macOS / Linux: the zip from the latest release plus Java 25. A backup of your map. It's still a test version.

    Good to know

    Saving rewrites the formatting of the game XML. The content stays; your own indentation and line breaks don't.

    Try it, break it, and tell me what's missing or confusing. A screenshot helps a lot. 🙂

    ( download is inside the readme)
    https://github.com/xXEddieXxx/eddies-map-editor

    Screenshot 2026-11-13 150333.png

    Screenshot 2026-11-13 150445.png

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  • @rogercooper That's exactly what I've already tried. But it only showed anything in the lower right corner and in the AI turns.
    However, I would like to display the text in the actions tab.
    Here is my code:

    <!-- Greeces Game Sequence --> <step name="No ham toquis els pobrots! (translation: the lakes in scotland are beautyful) Politics" delegate="politics" player="Greeces" display="No ham toquis els pobrots! (translation: the lakes in scotland are beautyful)"/> <step name="My hovercraft is full of eels. Tech" delegate="tech" player="Greeces" display="My hovercraft is full of eels."/> <step name="My hovercraft is still full of eels. and now also of whales. TechActivation" delegate="tech_activation" player="Greeces" display="My hovercraft is still full of eels. and now also of whales."/> <step name="I will not buy this record - it is scratched Purchase" delegate="purchase" player="Greeces" display="I will not buy this record - it is scratched"/> <step name="veturinkuljettaja kieriskelee pinaatissa (translation: the lakes in scotland are really beautiful) CombatMove" delegate="move" player="Greeces" display="veturinkuljettaja kieriskelee pinaatissa (translation: the lakes in scotland are really beautiful) Combat Move"/> <step name="Ο Λάνσμος Σινγκόστας τραγουδά τον ύμνο στην ελευθερία (translation: and the pretty castles...)Battle" delegate="battle" player="Greeces" display="Ο Λάνσμος Σινγκόστας τραγουδά τον ύμνο στην ελευθερία (translation: and the pretty castles...)"/> <step name="veturinkuljettaja kieriskelee jälleen pinaatissa (translation: the little loch ness monsters...) NonCombatMove" delegate="move" player="Greeces" display="veturinkuljettaja kieriskelee jälleen pinaatissa (translation: the little loch ness monsters...)"/> <step name="No em prenguis el cervell (translation: don't take my brain) Place" delegate="place" player="Greeces" display="No em prenguis el cervell (translation: don't take my brain)"/> <step name="см. выше (translation: cut! this is the false text!) EndTurn" delegate="endTurn" player="Greeces" display="см. выше (translation: cut! this is the false text!)"/>

    ... And it's a bit more absurd than i said. And that the Easter Egg in Greek Combat Move is in Finnish, is the absurd thing that i wanted. (Note: i let me inspiring by monty python, as be seen in the code)

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