Subcategories

  • 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?

    Moved
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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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  • User actions question

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  • Allow Blockades in All Sea Zones?

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    LaFayetteL
    Ah, just saw the responses : ) The variable route would work, you are still duplicating the territory names, but at least it's more concise.
  • place units anywhere, also no max production in factories

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    F
    Now for the last thing for these units. How can i place them in allied territories (assuming i have a rookie there)?
  • Infantry-Only Factories

    production
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    N
    Hi Roger, check https://forums.triplea-game.org/topic/2066/new-production-unit-barracks for this - I had the same topic before.
  • Proposal: Automatic <property> type discovery based on value

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    LaFayetteL
    PR: https://github.com/triplea-game/triplea/pull/7651
  • Proposal: Simpler '<canal>' node

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    LaFayetteL
    Thanks for pointing me to the property @Cernel ; I'd like to keep updates limited to the game data assembly layer. That means for now I'll leave the "Control All Canals Between Territories To Pass" property unaltered.
  • Proposal: Combine tags into `<territory>`

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    LaFayetteL
    We could even remove the <territoryAttachment> node altogether, eg: <territory name="Quebec"> <owner value="Canadians"/> <unitProduction value="3" /> <kamikazeZone value="true" /> <placements> : : Thoughts? For canals, they attach to multiple territories, nesting underneath one territory would potentially not be as helpful as it could be. Here is an example of what we have today: <attachment name="canalAttachmentCentral America - Colombia" attachTo="25 Sea Zone" javaClass="games.s trategy.triplea.attachments.CanalAttachment" type="territory"> <option name="canalName" value="the Central America - Colombia channel"/> <option name="landTerritories" value="Central America:Colombia"/> </attachment> <attachment name="canalAttachmentCentral America - Colombia" attachTo="100 Sea Zone" javaClass="games.strategy.triplea.attachments.CanalAttachment" type="territory"> <option name="canalName" value="the Central America - Colombia channel"/> <option name="landTerritories" value="Central America:Colombia"/> </attachment> I think that might be better as one 'canal' tag. It's a really good call-out - though if it's going to be a different tag then perhaps topic for another thread (thread created: https://forums.triplea-game.org/topic/2269/proposal-simpler-canal-node)
  • Adding a default for map.properties 'color.Impassable'

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  • 1 Votes
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  • Second combat movement phase

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    A
    Well I have played with it a little more. If the area one attacks during the first combat phase is still enemy-controlled at the end of the first combat phase (either because you just attack with air units or because there is a ground unit but it does not survive the attack), then during the second combat movement phase you can move a friendly ground unit into the area and then directly into another enemy-controlled area. Otherwise, you can move into the attacked, now-friendly-controlled area, but not then move from there into an enemy-controlled area. Then I tried putting the second combat movement and combat at the very end of the turn, after the EndTurn phase and now it works, I can move into the previously attacked area (whether it is friendly-controlled or enemy-controlled) and from there directly into an enemy-controlled area. You cannot use air units to support any attack you make in the second combat phase (because they had to land during noncombat movement). But this does not bother me. If anyone has a better way to do this please let me know.
  • 0 Votes
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  • Help: National Objectives are removed when editing name of map file

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    Jason Green-LoweJ
    Wonderful! It works now on my end -- thank you so much for fixing the problem.
  • carrier rules for WWII V3_41

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    wc_sumptonW
    @Numetalfan The saved game carries a copy of the xml used to create the game. Any changes made to the xml will not show in a saved game. To test changes you have to always start a new game. Cheers...

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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