Subcategories

  • 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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    B
    @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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    No one has replied
  • 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: Rock On !!!.png]
  • trigger question - unit with hit

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    B
    @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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    B
    @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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    C
    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.
  • Using -reset- To Change Original Owner

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    @general_zod Right on ! <attachment name="triggerAttachmentNormandyOriginallyNeutral" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="NormandyOriginallyNeutral"/> <option name="territories" value="Normandy Bordeaux"/> <option name="territoryAttachmentName" value="TerritoryAttachment" count="territoryAttachment"/> <option name="territoryProperty" value="originalOwner" count="Neutral_Allies"/> <option name="uses" value="1"/> <option name="when" value="after:changerCombatMove"/> </attachment> Thanks General
  • HP repair question

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    N
    @torpedoa Maybe by a trigger with uses = 5 the condition would be a unit in the country or in a sea zone next to it. However this might cause fifo, first in first out, which means the first 5 units would be repaired. For the next round you would need another trigger. Not an ideal solution, but maybe one that works
  • 0 Votes
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    B
    @themaster42 Rename the folder with your mod. You'll need to rename the xml as well.
  • sleeping nations trigger function

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    wc_sumptonW
    @Numetalfan You are probably right. I was thinking collect income, which is done at endTurn. Cheers...
  • REPAIR AND LOADING ISSUES

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    ubernautU
    @ebbe it's interesting i kinda like the way it is tho
  • territory Property error

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    wc_sumptonW
    @Numetalfan I am sorry for being unclear. The attachment name 'territoryEffectrussinawinter' may be causing the problem: <!-- <attachment name="territoryEffectrussianwinter" attachTo="russian_winter" javaClass="TerritoryEffectAttachment" type="territoryEffect"> --> <attachment name="territoryEffectAttachment" attachTo="russian_winter" javaClass="games.strategy.triplea.attachments.TerritoryEffectAttachment" type="territoryEffect"> <option name="noBlitz" value="armour:mobile_artillery"/> <option name="combatOffenseEffect" value="armour" count="-1"/> </attachment> You are creating an attachment for 'russian_winter'. Cheers...
  • map.yml - file

    Moved
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    RogerCooperR
    @lafayette I agree, an automated system would be better.

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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