I think what needs to be added to the game at some point is "attack animations or cut sequences". These, by default would be on, but could be turned off by a user. Right now the only way to approximate this is in specific scenarios using kamikaze type attacks or pre-programmed choices.
@theredbaron So I actually think the part that needs documented better is the "process" and what tools people use today. While documenting the different mechanics and the POS 2 XML would be useful, I think we really need to evaluate map making process as a whole before sinking lots of time into something like that.
I'd really like to vastly improve the map making tools but currently don't even have a good feel for how folks actually create maps.
@Zim-Xero That's probably pretty accurate. I think maybe the better question is we have a few different tools and none of them work that well but what are the useful pieces of each one. I think the goal is to decide what needs to be kept and then figure out how to integrate what we have together. Then we can look to hopefully make some significant improvements.
@Idodoappo said in cannot load a map i created:
games.strategy.engine.data.GameParseException: MapName: file:/M:/TripleA_220.127.116.11.3453/maps/4chan/games/TumblrChan.xml, Error setting property:victoryCity cause:Attachments: true is not a valid int value
Here is the error: games.strategy.engine.data.GameParseException: MapName: file:/M:/TripleA_18.104.22.168.3453/maps/4chan/games/TumblrChan.xml, Error setting property:victoryCity cause:Attachments: true is not a valid int value
It appears you are setting the "victoryCity" property to true instead of an int value which is invalid.
From pact of steel 2 XML (https://github.com/triplea-maps/the_pact_of_steel/blob/master/map/games/pact_of_steel_2.xml
victoryCity - values: a victory city is typically used for victory conditions. Is actually an integer, so you can set it to 0, or 1, or 2, or greater numbers. victoryCity uses an image located in the "misc" folder of a map called "vc.png", and the location is determined in a file called "vc.txt" in the map's root directory
Another example of the sloppyness of using units as pseudo-resources (for tech or whatever) is that, then, the Unit Help tab in the menu becomes not really helping anymore. You can see what I mean if you click on Help/Unit Help in Age of Tribes, and see all the various actual units and develop-units mixed up at random.
This would be solved if only a developer would add for conditions the ability to test for resources (still not as good as having a good tech phase for it, but at least better than using units as tech tokens).
Hmm...yea that's what I thought. I haven't tried your unit yet, so maybe it'll work. The more I think about it though, I don't think the invisible unit will solve what I'm trying to do. It's good to know how they work though.
Basically I need a different players unit be able to allow placement of a another players unit. I thought with nation specific units, it'd work. I probably need to try that again.
Anyway, thanks for your help. It's appreciated : )
Right on. I just found my mistake. Didn't have the conditions player specific. I thought I had but must've been to bleary eyed last night : )
Thanks again for your help Frostion, it's all clicking now. : )
So what's been working for getting the units to move when they're first placed is to have them place on the player's turn before the player who receives the units turn.
I was always just doing the default where they were placed on your combat move and then they wouldn't do anything. So use the same trigger just set when so it fires the player before. I'm not sure if you can have it fire at the end of there turn and still work (haven't tried it) but any time before their combat move has been working.