Subcategories

  • CannotTarget not working

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    B
    @redrum @Cernel Hi, I'm just a newbie into all this. Do you know if there is any development about being able to use these special Sub abilities? If I want to restrict Subs in First Strike phase to only hit surface warships, excluding aircraft (of course) and submarine (also), do you believe this small step can be more easily implemented? It will not add another screen, or other phase at all. Just make aircraft and Subs not available as valid target.
  • Determine Unit Damage

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    Michael HooverM
    Thanks @Cernel, I was really hoping I was overlooking something simple, but at least it is possible as you suggested.
  • Some units not showing up properly

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    jkprinceJ
    Thanks for the help! it works now. [image: 1591359867268-d.png] [image: 1591359873717.png]
  • How to change unit appearance?

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    jkprinceJ
    Thanks for the help you two! It looks great now and I think I got the hang of it! [image: 1591288850120-yay2.png]
  • Adding triggers to a Map that doesn't have them

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    B
    @Cernel GD it you sure got the eye. "Also be sure the phase is exactly called "russiansPurchase" (not validated)." It's "russianPurchase" Had me chasing my tail for half a day. Big thanks
  • Please Help with Github upload

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    Joe GJ
    @LaFayette no. redrum helped me out. thanks lafayette.
  • Kamikazi's Still Not Working

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    Joe GJ
    I figured it out! You have to designate Japan as the initial territoryowner for each of the Kamikaze sea zones! YAAAAAAAAAH
  • Scramble from a Carrier? Is it possible?

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    Joe GJ
    thanks man.
  • Can the value for createResourcesList be 0?

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    Michael HooverM
    Right on! Thanks for the info
  • Changing Mongolia to Russian when Japan Declares war on Russia

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    Joe GJ
    I figured it out thanks to Hepp's help in private chat. Here was the solution: changeOwnership only seems to work if the players changing ownership are at WAR with each other. So the trigger now has 3 steps. First it changes relationship to WAR. then another trigger does the change in ownership. And then a third trigger changes the relationship back to Allied.
  • EnemyPresence Trigger not working

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    RogerCooperR
    @Cernel Here is the panel [image: 1590528965253-844c0c9d-d5a3-4dcb-b165-45d2ad417fa2-image.png] The trick is that A&B start at war and the real players randomly ally with A or B. A & B are nominal players with no territories or units.
  • Objectives Panel WORKING but one of the objectives/triggers not appearing

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    Joe GJ
    Yah. that was it. And another typo. thanks man
  • White Squares around units

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    G
    @Hepps Thanks for your help, but I just researched it and found out how to remove the background.
  • Objectives Panel issue

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    Joe GJ
    @Cernel well damn. now its working. that so weird. cuz all the other Objectives.Properties files i've checked 'appear" to have linebreaks there. But hey, it worked, so i'm happy. THanks man. When u gonna be back on to continue our game
  • No Such Element Exception

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    RogerCooperR
    @danelyoung The scenario is still not working in pre-release, but works in the stable version.
  • java error

    Moved
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    D
    A StackOverflowError is simply signals that there is no more memory available. It is to the stack what an OutOfMemoryError is to the heap: it simply signals that there is no more memory available. JVM has a given memory allocated for each stack of each thread, and if an attempt to call a method happens to fill this memory, JVM throws an error. Just like it would do if you were trying to write at index N of an array of length N. No memory corruption can happen. The stack can not write into the heap. The common cause for a stackoverflow is a bad recursive call. Typically, this is caused when your recursive functions doesn't have the correct termination condition, so it ends up calling itself forever. Or when the termination condition is fine, it can be caused by requiring too many recursive calls before fulfilling it. Here's an example: public class Overflow { public static final void main(String[] args) { main(args); } } That function calls itself repeatedly with no termination condition. Consequently, the stack fills up because each call has to push a return address on the stack, but the return addresses are never popped off the stack because the function never returns, it just keeps calling itself. If the stack is full you can't push, if you do you'll get stack overflow error. StackOverflowError is avoidable if recursive calls are bounded to prevent the aggregate total of incomplete in-memory calls (in bytes) from exceeding the stack size (in bytes).
  • Measuring Allies & Enemies

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    RogerCooperR
    @Frostion I am actually close to getting something working. <attachment name="conditionAttachmentJapaneseEnemyUnitPresent" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="enemyPresenceTerritories" value="all" count="each"/> </attachment> <attachment name="triggerAttachmentJapaneseEnemyUnitCount" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentJapaneseEnemyUnitPresent"/> <option name="resource" value="PUs"/> <option name="resourceCount" value="1"/> <option name="when" value="after:BBidplace"/> </attachment> The trigger is not firing, but I am getting close to having a way of counting all enemy units and all friendly units. I can then use the difference for some rough handicapping. In many scenarios, there is no obvious historical (or hypothetical) conflict. This way I can just assign random sides and balance them, rather than having a free-for-all, which I find makes for uninteresting play.
  • Map error help

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    G
    Ok thanks, that worked!
  • Conditional Landbridge. . .

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    Joe GJ
    thanks guys!
  • Maximum Unit Size?

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    Michael HooverM
    @Frostion Yes it does, thank you for the additional information.

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

    read more

  • @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