Subcategories

  • 0 Votes
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    C
    One does not simply take a very good looking "big" multi-coloured image and shrink it down to about 48 per 48 pixels to obtain a very good looking "small" image. The likely result is a bad looking image. The way the eyesight works is that the colour from a point is decreasingly spread over nearby visual areas in our perceived image, so images using few pixels have each pixel dirtying with its colour all nearby pixels, whereas such effect is virtually irrelevant for big images.
  • splitted USA - need help

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    N
    @beelee Hi, I did all steps including upload and changing ownership can you check this? Hope I've done all correctly
  • TRIGGER ROLL NOTIFICATIONS & ACTIVE TOP LAYER

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  • TripleA Bot Refresh

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    B
    @LaFayette can anybody do this ? Or is there a bot person that one can ask to update ? I think prastle used to do bot stuff but not anymore. At any rate, thanks for the explanation.
  • 2 Votes
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  • Trigger Question

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    B
    @Numetalfan add another condition to your trigger. Something like: <attachment name="conditionAttachmentTurn2OrHigher" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="rounds" value="2-+"/> </attachment> I think the -+ makes it fire after round 2 as well. i can't remember
  • Another ways to solve huge stack issue

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    B
    @TorpedoA Sounds way sweet. Bet you have a lot of good ideas. I'll try and check it out soon.
  • AI, non-combatmove units, amphibious assaults

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    djabwanaD
    Our tech ideas came from Age of Tribe's tech tree!
  • connection problems

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    N
    Incredible this worked!
  • AI, maxConstructionsPerTypePerTerr

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    TorpedoAT
    In my game, AI does place Bunkers if i purchased them by trigger. But the AI does ignore the maxConstruction per Terr.
  • Trigger to place Bunkers on every territory currently owned? (for AI)

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    TorpedoAT
    Thanks alot. I will try.
  • consumesUnit

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    HeppsH
    @Numetalfan Seems strange to have (what I would presume to be) 2 very different units being used to create the same defensive unit upon merging.
  • ww_terminus_v2 - map thread

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    Mas NM
    Hi, I spent some time redrawing the map. The idea is as attached. This was mostly cleaning up the sea zones, making lines straighter and merging some of them. For example, the two sea zones off the coast of asia have been merged, making it harder for japan to recover if america gets naval dominance. Do you think this would help the problem of KGF? [image: 1609854309267-fullmap2-resized.png]
  • Foreach loop not working

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    djabwanaD
    @RogerCooper By the way, I made a simple tool that will generate variableLists from all territories and players and put that in your game file. It's the vars command from the CLI here: https://forums.triplea-game.org/topic/2501/command-line-tools-for-map-making
  • Chinese translator

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    ubernautU
    @Hepps here's a few of the things [image: 1609607102699-img_0498.jpg]
  • Removing Map XML Game Version

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    @LaFayette yea, sorry I wasn't very clear. So the map is "Oztea 1939 Global" and it was on the latest "engine stable" 2.5 ??? and I updated game xml from 1.93 to 1.94 at git. The bots in the lobby were still running 1.93. I saw a game being played and tried to join and it would just show it trying to join. After a minute, I tried again. Same result. Went back to the lobby and the two guys playing said I screwed up their game and that I had wrong version. I didn't notice the bot was on 1.93 and not 1.94. It'd been a couple weeks I think since the update, so it didn't occur to me the bot would still have the older version. At any rate, I was wondering if this will prevent crashing peoples games in bots if you have different xml version numbers and try to join.
  • Proposing maps.yml index file to be added to each map

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    LaFayetteL
    Another important implication, having the map.yml file will replace the need for a mapName and gameName attribute to be specified in the XML, both of those attributes will become ignored after the map.yml file is used by the engine (perhaps starting in release 2.6)
  • 0 Votes
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    RogerCooperR
    @beelee said in Lend-Lease (in singleplayer, not multiplayer games): The Americans actually went a little too heavy with their air forces. They had to take a bunch of higher quality ? smart type guys that were supposed to have safe jobs into the infantry in 44. It actually worked out well for them.Ambrose talks about it in "Citizen Soldier". I think the USA topped out around 9 million if I remember right. Soviets had like 47 million in their national guard. Forget what it was called. According to Ellis, the US ended the war with 11,877,000 military personnel and the USSR with 12,400,000, pretty close in numbers. Did the US overinvest in airpower? The ratio of Air Force to Army was only a little lower for the Germans. Airpower was and is extremely effective but is subject to diminishing returns. A&A underrates airpower.
  • Does anyone have a folder with the old Canadians unit images?

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    LaFayetteL
    AFAIK we hit all maps that needed canadians when the base images were removed from engine. The outstanding maps perhaps were in development at that time, or were missed. To find the remaining list one would have to search for XMLs refererencing canadians but missing the images.
  • Unable to Load Polygons.txt Error

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    C
    @wc_sumpton, @beelee My apologies, I mistook "info name" for "mapName". Changing to lower case seems to have solved it. So I believe I just need to update this in the version on GitHub. Thanks for your help.

Recent Posts

  • @wc_sumpton said:

    Have you tried switching around the connections.

    @victoryfirst this makes sense to me, so I'd try it, or look at how they're listed which would be the same thing.

    Idk though.

    I'd also try it because that's what wc suggested lol

    but Infantry usually show first in the purchase window in most games and they are usually listed first in UnitList and Unitattachment so maybe some sort of similiar thing is going on with the connections

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  • @VictoryFirst

    The system sees areas (polygons.txt) and connections, where we see a layout with borders.

    @VictoryFirst said:

    when a unit uses the coast road movement ability, it can move 5 spaces, but this should only work when all the territories are coast road territories (the territories that have a thick red line running through them)

    Why? The unit receives the increased movement for starting in Tripoli, it can move wherever it wants. What is that red line? There is nothing telling the system to 'follow' the red line.
    Have you tried switching around the connections. I don't know if they have anything to do with how routes are determined.

    Cheers...

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  • Is there anything that determines which path a unit takes to reach a territory when different routes are equidistant? For example, in this situation, going from Tripoli - Sirte - El Agheila is the same length as going through Tripoli - Sokna - El Agheila.
    99120523-8f6d-4c6c-a613-d0b584114d75-image.jpeg

    Unfortunately, the engine always choose to go through Sokna instead of Sirte. In this game (North Africa), when a unit uses the coast road movement ability, it can move 5 spaces, but this should only work when all the territories are coast road territories (the territories that have a thick red line running through them). Sokna is not a coast road territory so the move on screen is technically not allowed per the game rules.

    It's not that this prevents the engine from allowing this move. The coast road movement is a player-enforced rule and the engine simply allows you to move 5 spaces anywhere. But according to the game rules, the movement can only be through coast road territories, so it would be nice if the game automatically traced a path through the coast road territories. Some beginners might be confused if the engine traced a path through a non-coast road territory. Fortunately, this is the only case where this comes up so if I could somehow make sure that the engine prioritizes Sirte to trace the path through when going to El Agheila instead of Sokna, then the problem is solved.

    So like this:

    701f8fba-5763-471b-8bf5-f6ded2b0dc9f-image.jpeg

    (I added a waypoint to make it look like this, but preferably it should look like this by default).

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  • @wc_sumpton
    Thanks! I will will experiment.

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