Subcategories

  • End turn trigger calculation

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    wc_sumptonW
    @beelee I started a new topic for this discussion. Cheers...
  • isLandTransportable for units with 0 movement

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    TorpedoAT
    <property name="Selectable Zero Movement Units" It seems that this only effects the player? Example: <attachment name="unitAttachment" attachTo="Mot.Inf" <option name="attack" value="1"/> <option name="defense" value="2"/> <option name="movement" value="2"/> <option name="canBlitz" value="true"/> <option name="transportCost" value="4"/> <option name="isLandTransport" value="true"/> <option name="createsResourcesList" value="-1:PUs"/> With above isLandTransport unit, AI is able to pick up below isLandTransportable Unit and move it. <attachment name="unitAttachment" attachTo="Infantry" <option name="attack" value="1"/> <option name="defense" value="2"/> <option name="movement" value="1"/> <option name="transportCost" value="2"/> <option name="isLandTransportable" value="true"/> <option name="createsResourcesList" value="-1:PUs"/> But AI seems not be able to pick up following one: <attachment name="unitAttachment" attachTo="FlaK88" <option name="attack" value="2"/> <option name="defense" value="2"/> <option name="movement" value="0"/> <option name="transportCost" value="3"/> <option name="isLandTransportable" value="true"/> <option name="typeAA" value="AA"/> <option name="attackAA" value="3"/> <option name="maxAAattacks" value="1"/> <option name="mayOverStackAA" value="true"/> <option name="isAAforFlyOverOnly" value="true"/> <option name="createsResourcesList" value="-1:PUs"/> Seems its only for the player, and at least thats ok as long only the human player has units with movement=0. But i have a unit which is for all players, so thats problematic as i like to have it at 0 movement while still being transportable by the AI. Is there something i dont know?
  • 0 Votes
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    C
    @Zaroph said in Strange AI behaviour making an "impossible" movement over a canal while landing a unit: Wasnt sure which category to use so posting it here. https://forums.triplea-game.org/topic/1708/how-to-submit-a-bug-report
  • Determine purchase count of a given unit?

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    RogerCooperR
    @Michael-Hoover You can't limit it directly. There are 2 workarounds. You can limit the total number of units of the type available You could have the unit producible only at a specific facility with a limited production capacity
  • Bunker, 1 round battle, stalemate, offense participation next round

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    C
    @TorpedoA Sorry, nevermind. I haven't tested it and remembered "canNotMoveDuringCombatMove" units would never attack, but, apparently, they do. In this case, I think there is not a clean way to have non-attacking units. However, this issue might be tracking the problem (which might be a regression): https://github.com/triplea-game/triplea/issues/7167
  • How to use 'canMoveThroughEnemies' with land units?

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    TorpedoAT
    @wc_sumpton Nevermind 2.0 has a new XML option canRetreatOnStalemate. We can use that to explicitly allow conscripts an option to retreat on stalemate.
  • How to only block Subs with Destroyers

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    C
    Moved to Map Making.
  • isAAforFlyOverOnly for Air units and Low Luck

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    B
    @TorpedoA yea it's that they'll give scramble ability to other planes now even if a normal AB isn't there. isAirBase values: allows units with canScramble and requiresAirbaseToIntercept function from a territory with this unit
  • 0 Votes
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    wc_sumptonW
    @LaFayette I would give YAML a try, gives me a chance to learn something new. (Been trying JAVA, just can't seem to get this old head around it.:anguished_face: ) Cheers...
  • I like to share a NWO mod of mine in a fast simple way, but how?

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    B
    Hi @TorpedoA If you wanna add as a separate map here is Frostion's guide: https://docs.google.com/document/d/1FfF7N0srp9QG0_if5D-c1d1Aa1QTttdhxgm1GBh3pI4/edit
  • Editing an HML

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    C
    @DominicVenditti said in Editing an HML: The XML file is named the exact same as the original code and its in the exact same place inthe directory as well. Anybody have any clue what I'm missing here? Thanks You are supposed always to rename the game, when you modify it in any way, unless you intend to update the original, in which case you should upgrade the version number for it. Doing this will also assure you are looking at the right one.
  • Polygon grabber tool issues with islands inside a single territory

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    C
    @LaFayette said in Polygon grabber tool issues with islands inside a single territory: The SZ name in territory is used as part of: territory click detection relief image breaker center picker placement picker That list is not fully exhaustive, it gets pretty complex to go down the tree of everything that uses that functionality and then everything that relies on that and so on.. It's a mess that the name of a territory is used at all to determine the territory type, in particular because it is not consistently done in that manner either. Right, that is why I said "mapmaking utilities aside". So, once you have made the map, the only one of these points that matters is the "territory click detection" one, which is the only one I'm aware of, as well, if that comprises hovering the cursor to get information, as well.
  • UPDATING OLDER MAPS FOR 2.1

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    LaFayetteL
    There is a DTD, doc type definition that does enforce which XML entities and properties are allowed. I was thinking you meant an XML property as opposed to a TripleA <property> tag. In XML, a property is typically a value after a tag, eg: <tag property=123> When parsing in an enforcing mode the DTD defines which properties are valid and which are not. Though you are right about property name values. An unrecognized one would go unused. EG: <property name='not-recognized'>
  • assigning paratrooper tech

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    Marc SarziM
    @wc_sumpton actually, adding the techTokens made my earlier approach work (in my first attach .xml file) so no need for triggers!
  • Inflict damage on a unit outside of combat

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    alkexrA
    When a unit checks for repair facilities, it always selects the one where it can get the highest amount of repair, which is technically 0, in this case.
  • Error message

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    C
    Assuming you are making or modifying a map, moved to Map Making. If not: https://forums.triplea-game.org/topic/1708/how-to-submit-a-bug-report
  • Chain a notification off of a User Action

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    Michael HooverM
    @Cernel Along that line of thought, perhaps a better way of phrasing what I was trying to say is this: Rather than the outcome of the user action being notified of itself, could we substitute (or just reference) something from the notifications file? I'm confident I can do this because the userActionAttachment has the activateTrigger option and the triggerAttachment has the notification option. This method will work, I was just hoping for a shortcut
  • I have lots of new unit models for both WW1 and WW2

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    LaFayetteL
    Re: 1) really depends on the copyright that Slitherine Corp is using. They very likely have a commercial copyright. TripleA is GPLv3. Simply attributing the images is not enough. Re: 2) Uploaders generally assume any copyright risks. Copyright infringement is bad news "The law provides a range from $200 to $150,000 for each work infringed." Best case you're given a cease and desist, worst case you are sued for copyright infringement. Unless you have written permission that the images are in public domain, I don't think you can nor should use them.
  • Any way to add national morale?

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    C
    @RogerCooper Right, but the point here was that, in a somewhat realistic game, by the time you reach the point in which Germany "collapses", the player playing that side would have already surrendered, thus you would virtually never actually reach the point.
  • Where do I change map "version" so that "update" option is available

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    PantherP
    @Cernel said in Where do I change map "version" so that "update" option is available: I realize this is off topic. Agreed.

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...

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  • @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.

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  • @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