Subcategories

  • 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: fullmap2.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: IMG_0498.jpg]
  • Removing Map XML Game Version

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    B
    @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.
  • Open a Dialog Box when event triggers?

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    RogerCooperR
    @Jason-Green-Lowe You can use a "changeOwnership" trigger with suitable conditions to change territories as you see fit.
  • One Time PU Capture For Certain Events

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    HeppsH
    @Contango You can tailor that to ensure both your goals are achievable.
  • Should we support YAML for Maps?

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    djabwanaD
    I love building UIs and I love data interchange and would love to help with such a UI once I get some free time which might not be for awhile...
  • Command-line tools for map making

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  • Runtime error on unit placement

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    A
    Thanks for the responses. I'm glad it's working for somebody. My xml is just screwed up. I'll have to get it straightened out.
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  • Negating the loss of capital

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    P
    @alkexr said in Negating the loss of capital: Try playerAttachment instead of rulesAttachment in both name and javaClass.mcdvoice Thank you for the explanation. It is clear for me.
  • Bombers – Single Round Attack

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    F
    @Contango that is unfortunate. My map was going to have most of the income be objective based for one side.
  • How can I with just the Triplea tiles, produce a complete map?

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    TheDogT
    @alkexr @Hepps Thanks both!
  • Big World 3

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    SchulzS
    @ff03k64 Everything was different. This map is not needed in anywhere when Aggression 1941 already fulfills all of its functions with better graphics.
  • RFC - In-Game Map Uploads

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    LaFayetteL
    First, thank you all for the engagement on this topic! To summarize where we are so far in this discussion: github repositories is a beneficial storage solution that provides a lot of features that we would be unwise to rebuild in its entirety automating the management of 'triplea_maps.yaml' is welcome documentation effort is needed to make the upload process clear. We should create at least a thread, if not a category to provide help for uploading Follow-Up Topics to Discuss in other Threads A number of other topics were raised that could use discussion. I'm thinking to create a thread titled something like: "How should we improve the maps ecosystem" where we could discuss the many other aspects of maps and what could use improvement. Still under consideration: zip uploads that are automatically stored as repositories First, if we automate the generation of 'triplea_maps.yaml' by finding data that is stored in the repositories, we'll have taken care of a portion of the download side. Specifically the idea here is that 'triplea_maps.yaml' has a section for each map, essentially we move each section of that file to the respective map repository where the backend would be configured to find it. In this way the backend could effectively generate the 'triplea_maps.yaml' file. A really nice thing about the above is the backend wouldn't care how the map data gets into repository. After we get to that point, it could make sense to build an in-game uploader that takes a zip file and uploads it into a repository. There is enough complexity in doing that where I don't know if it would be worth it, so we'll need to play it by ear when and if we get there.
  • Victory Cities ICon

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    MirkoBrunerM
    @Hepps Thanks! Clear Now. Regards.

Recent Posts

  • @xxxeddiexxx

    Lay out unit places
    Could do with showing the px size of the unit & its zoom size from the map.properties file, before placment

    Need to show the direction of unit overflow of the last unit in a TT/SZ. The default is to the Right, but depending on where the last unit appears in the TT/SZ the mapmaker might want to the left.
    Using a toggle say ctrl+O to switch between Right and Left overflow.
    On screen an arrow should indicate the current overflow direction.
    In place.txt overflow is seen as
    | overflowToLeft=true (overflows to the left)
    | overflowToLeft=false (default, no need to show as overflows to the right)

    The ability to add one more placment in the selected TT/SZ
    The ability to remove, highlighted placment.

    Current mapmakers are used to these, but maybe a right click menu is the way to go? (even for the toggle)

    image.jpeg

    .
    Wish list questions
    As the placement is based off center location it would be great if the app suggested moving the center coordinates to fit in more placments?
    What value upto would work, 27px as this is half the maximum height of the unit?
    Would the reiterations take to long? If so reduce the maximum pixels to move.
    If it made a suggestion then an option to do it. (right click menu option do it)

    .
    Save
    Before each save in Expert mode, a mapmaker needs to know what is going to be saved.
    This is critical if you accidentally change something unintended or forget you have changed something.
    A section that you can tick as read only/Dont save for each of the files to be saved.
    Especially the. xml as it messes with the order and formatting.
    The app should remember these setting from last save

    .
    Places (should be sorted & grouped, here is a suggested order)

    Units --- Capitals – I prefer a yellow star, not C Centers Comments Decorations Names PUs – should show the PU value as well as P, eg 6P Terrain Effects Victory Cities/Centers --- Blockade Convoy Kamikazi

    Places Options
    Right Click on TT/SZ for a menu to add/remove the items shown
    Left drag to move the selected item

    When there is no file or nothing to display, against the selection it should say None)

    .
    Earthquake
    The map gets shoved down and I lose my train of thought.
    There is a space reserved for shoving the map down to display things, like
    image.jpeg

    Can this space be reserved by moving up/compressing the ‘white’ space above the map, so the map does not move, please, pretty please.
    Yes this space will be ‘white’ space, but its better than moving the map.

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  • @xxXEddieXxx said:

    @Vendetta it will disable itself automatically with a message to the user(you are on a big map there is no undo bla bla)

    Ah allright. I missed this post. I see there is not actually a limit: just the undo gets automatically disabled. That is good.

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  • new update:

    A lot has changed since the first test version. Most of it comes straight from your feedback, so thank you for that.

    Territories and the map Places menu: show capitals, centers, convoys, names, PUs and the other markers on the map, several at once, drag them and save. Unit places: lay them out automatically (Squeeze as a spiral, or Grid), create the missing ones, or reload them from the files. Too many territories? Merge one into another, or remove many at once, smallest first. Split with a line and an Eraser for borders; a click erases a whole border between two territories. Islands can be clicked; before, the click chose the sea zone around them. Capital brush: a click moves a nation's capital. Units at the start: each row has a ×, and Remove all clears a territory. Resize map: make the whole map bigger or smaller, with everything on it. Export territory pictures: a PNG per territory, to draw over. Very large maps (eg 1941 GCD): borders can be drawn into them now. There is no undo for these lines, and the editor says so first. How the map looks Canals are clearly marked in their tool. Textures for the relief: premade ones, your own pictures, and Find textures in the map. Thht symbols now. Political view: land in its alliance's colour. Connections across the map's edge show as dashed lines. The Neighbours view no longer starts with a territory chosen. Place numbers hide when zoomed out. Nations, units and rules Rename a nation; its flags and unit pictures move with the next save. Has no capital for nations that are meant to have none. Flags from one picture, in all the sizes the game needs. Compare nations: territories, income, units and TUV side by side. New nations can buy the same as an existing one. Objectives: a tool of its own for national objectives. A nation's placing and moving rules in plain words. Stacking limits for unit types and for nations. Units panel rearranged; support to allies shows green, to enemies red. Terrain effects: values written with a count are read correctly now. Technology effects, buy window tabs and a Publish tool with a checklist. Easier to use Show all options in the File menu, for those who want everything open. Fine as it is: mark a problem or note that is meant so, and it is no longer counted. Check's tick stays after a save. The editor's version shows in the File menu and on the start page. A TripleA that is too old for the editor is told at the start, and the editor looks right under imbus. Maps that start in TripleA Every land territory gets its territory attachment, so a new map starts. Check and Play now start the game in memory and play its first round. Play opens TripleA only when that works, and says why when it does not. Nations without a capital no longer stop the game. Several edits that could break a game are fixed: splitting a territory, renaming one that a variable list names, adding an Activate Technology step. New problems are shown before you play, eg land units left in a sea zone. The "gamePlayer is null" crash came from TripleA loading two games at once; the editor now avoids that when it starts TripleA. Colours Nations, land without an owner and impassable land show in the colours TripleA uses. Other A Mac download

    https://github.com/xXEddieXxx/eddies-map-editor

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  • @xxXEddieXxx Ok then just a setting for having/not having the undo feature (default having). I think it's quite important not forcing a maximum limit.

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