Subcategories

  • negative PUs?

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    N
    Hi, the thought with a "negative" NO is very interesting, I will consider it It is problably the easiest solution - good idea!
  • moving units between territories via trigger?

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    RogerCooperR
    @ff03k64 You can use triggers to remove and add units but not to transfer them. For example, if you wanted to have a trigger to move units from Siberia to Moscow you could say remove 4 infantry from Siberia and another trigger add 4 infantry to Moscow. However, if there was no infantry in Siberia, the units would still add in Moscow. (You could however, make the presence of units in Siberia a condition for adding units in Moscow) It would be good to have a transfer trigger, which move units if available from one to another. You could make a feature request,
  • Unit Options

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    RogerCooperR
    @gabegolfer Air units not being able to capture territory or land at sea is foundational in TripleA. You could try making all areas 'land' areas and use terrain effects to prevent land units to moving to 'sea' areas.
  • Map Territories not the color of their Owner

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    wc_sumptonW
    @gabegolfer One thing that can cause this is the reliefTiles images are opaque. If you are using reliefTiles they should be set to about 50% transparent to allow color to show through. This is just a guess. Cheers...
  • Using triggers to add units with options

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  • Neutral joins opposing alliance

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    B
    Hi @andrewthree This is from World War II Global 1940 2nd Edition <attachment name="conditionAttachment_False" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="switch" value="false"/> </attachment> This still a little confusing to me how it all works but basically the "conditionAttachmentFalse" acts as an on/off switch. It's attached to the "Germans" who go first, so I guess try attaching it to the first player in WAW for starters. <attachment name="conditionAttachment_Mongolia_May_Change_To_Russians_Control_Switch" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="conditions" value="conditionAttachment_Mongolia_Not_At_War_With_Allies"/> <option name="switch" value="true"/> </attachment> I didn't list the condition for this one but "conditionAttachment_Mongolia_May_Change_To_Russians_Control_Switch" means if the Allies aren't at war with Mongolia it can be activated when it's conditions are met. <attachment name="conditionAttachment_Russians_Conquer_Japanese_Territory_By_Mongolia" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="battle" value="Russians:Japanese:any:currentRound:Manchuria:Jehol:Chahar:Suiyuyan:Kansu:Korea"/> </attachment> This does it a little different than what you have. "battle" means those territories just need to be attacked. Doesn't need to be conquered. <attachment name="triggerAttachment_Russians_Conquer_Japanese_Territory_By_Mongolia" attachTo="Russians" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Russians_Conquer_Japanese_Territory_By_Mongolia"/> <option name="when" value="after:russiansBattle"/> <option name="uses" value="1"/> <option name="players" value="Russians"/> <option name="playerAttachmentName" value="RulesAttachment" count="conditionAttachment_Mongolia_May_Change_To_Russians_Control_Switch"/> <option name="playerProperty" value="switch" count="false"/> </attachment> This part is still a bit confusing as well for me but I think <option name="playerAttachmentName" value="RulesAttachment" activates the first switch "conditionAttachment_False" if conditionAttachment_Russians_Conquer_Japanese_Territory_By_Mongolia" is true. <attachment name="triggerAttachment_Japanese_Conquer_Russians_Territory_By_Mongolia_2" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_False"/> <option name="when" value="before:japaneseNonCombatMove"/> <option name="uses" value="1"/> <option name="changeOwnership" value="Olgiy:Mongolians:Russians:true"/> <option name="changeOwnership" value="Dzavhan:Mongolians:Russians:true"/> <option name="changeOwnership" value="Tsagaan Olom:Mongolians:Russians:true"/> <option name="changeOwnership" value="Central Mongolia:Mongolians:Russians:true"/> <option name="changeOwnership" value="Buyant-Uhaa:Mongolians:Russians:true"/> <option name="changeOwnership" value="Ulaanbaatar:Mongolians:Russians:true"/> </attachment> So now that "conditionAttachment_False" is activated, the trigger changes Ownership. <attachment name="triggerAttachment_Japanese_Conquer_Russians_Territory_By_Mongolia_3" attachTo="Russians" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Japanese_Conquer_Russians_Territory_By_Mongolia"/> <option name="when" value="after:japaneseNonCombatMove"/> <option name="uses" value="1"/> <option name="removeUnits" value="Ulaanbaatar:infantry" count="1"/> <option name="removeUnits" value="Buyant-Uhaa:infantry" count="2"/> <option name="removeUnits" value="Olgiy:infantry" count="2"/> <option name="removeUnits" value="Dzavhan:infantry" count="1"/> <option name="placement" value="Ulaanbaatar:Russian_infantry" count="1"/> <option name="placement" value="Buyant-Uhaa:Russian_infantry" count="2"/> <option name="placement" value="Olgiy:Russian_infantry" count="2"/> <option name="placement" value="Dzavhan:Russian_infantry" count="1"/> </attachment> And now they change units. Also you want to use "conditions" not "trigger" for <option name="trigger" At any rate, what this all means is, if Mongolia is not at war with the Allies and Japan attacks one of the listed Territories, Mongolia will turn into Russian Territories and units. Hope it's not oo confusing. I think I confused myself already
  • What all does the end turn delagate do?

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  • Multiple tabs for user actions

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    F
    @beelee I saw it in a map from 1.8. edit now that I am on my PC, it was war of the relic.
  • new production unit - barracks

    Moved
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    B
    @Numetalfan Sweet !
  • ad a new sea zone to an existing map

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    N
    polygon grabber solved the porblems - this problem is solved ! thx @all
  • how does chooseBestRoll work?

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    RogerCooperR
    @beelee That property name should probably be changed to something like "Use Multiple Combat Rolls for Best".
  • How can I change unit properties with game options?

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    LaFayetteL
    FWIW, being able to specify unit stats at the start of a game is something I've wanted to build in for some time. Having to do triggers to get the same effect is clearly a workaround, so I'm sorry you're having to go through that pain. Hopefully some time in 2021 this will be a built in feature.
  • Trouble getting reliefTiles images to appear in the game

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    B
    @Jason-Green-Lowe said The NullPointerException went away on its own. Don't know why, but I'll take it! I like it when things fix themselves
  • Createsunitslist at another stage of turn?

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  • changing support attachments with triggers

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    B
    @ff03k64 heh heh was just gonna say that I didn't think you could do both unit attachment and support in one trigger. But you figured out Right on I like a success story
  • China Rules for Other Countries

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    RogerCooperR
    @beelee I didn't need a capital at all.
  • Move Game notes to its own file?

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    LaFayetteL
    One challenge is having a mechanism to associate a game notes file with the game file. Having the two files with matching names and the notes file being suffixed with '-notes.html' might be easy enough. For example: world_at_war.xml world_at_war-notes.html
  • xml editing (POS2) documentation

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    LaFayetteL
    @Panther the two HTML files are now updated to be MD, they'll render now.
  • User action bug? or is this working as intended?

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    F
    @wc_sumpton I don't think that is the problem. I am basing this off of other maps that have fully functional user actions, and they don't have conditions in the activated triggers. This text change is also the only thing that isn't working correctly in those triggers. It seems like it is firing the trigger and making the change, and then calling the text to display, after it has changed it. As i read what I am typing, it doesn't seem like it is as clear as it could be, so please ask questions if it isn't clear.
  • Non AA target groups names

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Recent Posts

  • @RogerCooper said:

    I am not sure that this is true. I recently played the mod https://axisandallies.fandom.com/wiki/WWIIv3_1941_UK_Factory in which the British starts with an unplaced factory. The AI places it in Persia.

    This is done through the bid process. Zero out the British bid and the factory will never be placed by the British AI player.

    The engine does violate the rules for placing factories.

    Cheers...

    read more

  • @TheDog said:

    @wc_sumpton
    Give the AI a Factory it will not Place it (it will place units). It will only Place a Factory that it has decided it needs, even though it might have a lot them to place.

    I am not sure that this is true. I recently played the mod https://axisandallies.fandom.com/wiki/WWIIv3_1941_UK_Factory in which the British starts with an unplaced factory. The AI places it in Persia.

    read more

  • @wc_sumpton
    To the genius that is wc_sumpton, Thank you, Thank you!
    Im almost excited by this revelation 🙄

    That "placementAnyTerritory" value="true"
    Should work the way it does, now the AI armed with this, will be a much tougher opponent. muhahah ðŸĪŠ

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  • @TheDog said:

    Give the AI a Factory it will not Place it (it will place units). It will only Place a Factory that it has decided it needs, even though it might have a lot them to place.

    The AI uses the same rules for placing a purchased unit/factory that a Human player does. The rules only change when the AI attempts to place non-purchased/held/given units/factories.

    For S&G add the following to GCD:

    <!-- Player Rules --> <attachment foreach="$All-Players$" name="rulesAttachment" attachTo="@All-Players@" javaClass="RulesAttachment" type="player"> <option name="placementAnyTerritory" value="true"/> </attachment>

    Let the AI play a few rounds, more than 2. Save the game and then reload with Human players and inspect the history. Check purchase with placement.
    The AI is now placing the factories!
    Most of the units have "requiresUnits". Even with "placementAnyTerritory", "requiresUnits" still has to be fulfilled to place units.
    Using "placementAnyTerritory" allows the AI player, not a Human player, to place units into newly captured territories. There are also some side effects to how the AI purchases units, it may in fact stop purchasing altogether.

    Cheers...

    read more