Subcategories

  • New Map Question

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    C
    @Michael-Hoover said in New Map Question: I don't suppose there is a way to give the "isSub" abilities to a land unit? You cannot in the current 1.9 release, but you can in the current 2.0 prerelease.
  • Game notes max width

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    LaFayetteL
    @Cernel the HTML needs to be fixed within the constraints of the HTML rendering. There is no code fix for us to apply here. We're not modifying the HTML, we're not rendering it ourselves. There is no way we're going to change anything (short of rebuilding an HTML renderer, IE; a web-browser) that makes this exact HTML render how you want.
  • Land units with strategic bombing?

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    C
    @Frostion So, to summarize and make sure, is the latest issue at hand that disabling any units doesn't disable their AA attacks nor their ability to give support, while it correctly disables their regular attacks, instead? Isn't that maybe just intended?
  • unitInitialize

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    @andrewthree said in unitInitialize: Thank you both! It's amazing how you can be looking right at something and not see it. Heh heh It's got me many a time
  • Fun İssue

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    SchulzS
    Doubling unit costs and setting up games dice would definitely help too.
  • WWII v3 1941 Mod

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    RogerCooperR
    @eagledrc If you send me your mod, I will post on my site. I have a lot of mods not in the scenario repository as well as 2 mods that in the scenario repository but don't work in the versions in the repository. Complete Scenario List
  • Where are the XMLs?

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    Captain CrunchC
    Cernel move this to the Shulz, Frostion, Lafeyette Topic forum please
  • First map; error: Unable to load expected resource: polygons.txt

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    H
    @Cernel thx man, i had to make the reliefTiles map a bit transparent, cut it up with the imagetilebreaker and replaced the old reliefTiles with the new ones. The map is, apart from some balancing basicly ready thanks to you guy. you're legends Hidde2k
  • Population / manpower

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    U
    Dear @redrum and Dear @Hepps, thanks a lot for the advice to look into the Civil War map. There are many good mechanics implemented there.
  • Map/xml with tech system?

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    SchulzS
    https://axisandallies.fandom.com/wiki/Domination_1914_NML_Navalland
  • Trigger when units are present on map?

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    @redrum said in Trigger when units are present on map?: @Frostion Yeah, as @Cernel pointed out not a bad feature request. @Frostion Not a wonderful solution but, for now, one might do this with a limited amount of coding by using "eaches" on the conditions, then having as many same conditions assigned to the trigger as the number of units specified in the conditions themselves, then a condition type equal to the minimum number you want (in your case, 5), if you are following me. However, I'm not sure if it would work, as eaches are normally used to make the trigger firing that many times. EDIT: Nevermind, checked pos2 it says that eaches are just 1s, condition wise.
  • Problem with TriggerAttachment using placement option

    trigger
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    RogerCooperR
    @Cernel Thank you, I will fix it.
  • How do you modify the Map Rules?

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    redrumR
    @RyansPlace You'll need to unzip the map file then go to "\map\games" directory inside it. There you'll see the various game XMLs for that map. Open the one that corresponds to the game you want to edit then find those 2 properties and change them to editable="true".
  • 0 Votes
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    C
    @Cernel If so, I believe this would be the only case in all Axis&Allies history in which I'm forbidden from doing nothing during a movement phase.
  • Variable lists do not seem to work

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    Martin MadueñoM
    @redrum Thanks, i will try with pre-release :grinning_face_with_smiling_eyes:
  • XML code that only plays an mp3 file

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    redrumR
    @Frostion Ah I see. I'd need to see the error details to see why that's happening. Not sure if you have those but if so please post them.
  • Perfect AA system

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    @Cernel For WWII scenarios, and thinking about the way the 88s were used in reality (ignoring their use in the late-model panzers), it would be nice if: AA were treated like any other unit for purchase, movement, etc, except as below: on defense, AA acts as flak/air defense if any attacking aircraft are present, and as anti-tank/inf artillery if no aircraft are present, at start of defensive fire phase (SBR is just a special type of attack, so AA would be 'flak mode'). No input required from defending player. on offense, the attacking player has to specify the default mode of the AA guns (flak vs anti-tank) during combat movement, similar to how bombers have to select 'bomb vs attack' in most current maps (I have no idea how complex the coding would be for this, but existing bomber behavior shows that this is possible). If the Attacker wants some of each, move them in two separate moves, just like we do now with bombers attacking and bombing a single territory today. In 'flak mode', AA hits more rarely (1/6 in most maps), but cherry-picks aircraft only for casualties In 'anti-tank mode', AA behaves like Artillery in most maps, with better hit chance (say 2/6), but allows full defender-choice on casualties. If all defending aircraft are eliminated but attack still underway, then AA is in 'anti-tank' thereafter. So, in effect, AA would just be artillery with a special 'anti-air' mode available. Cost, cargo size, movement rates, and combat strengths would need to be balanced carefully. If a player wants to buy a bunch of AA rather than 'normal' artillery, then it should be an option, but come with a cost premium. I would think that a slightly higher cost and the fact that they would still count as a placement should prevent unreasonable AA unit spamming.
  • Player specific territory effects?

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    HeppsH
    @Frostion The only way I can think if to achieve this (without having a unique Swiss Infantry unit) would be to create another hypothetical unit... call it "Swiss Advantage" (it could even be invisible) This unit could then just support the Swiss infantry units... and you could trigger it to be added and removed each turn based on where Swiss infantry meet the condition of being in a mountain terrain.
  • Two Capitals for One Player

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    prastleP
    @Captain-Crunch snorts in agreement
  • Simple Trigger Help

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    Captain CrunchC
    @all ok glad you mentioned what mod/map this is for ... we been getting lots of threads and questions for questionable "projects" and had you mentioned at the start your mod/map then I would not have wondered! Plus your title "simple Trigger help" also got me suspicious. Sure call me the forum nerd that likes to keep the trolls in check ... if a guy who was on his student council and quarterbacked his highschool and football teams and played Can-Am baseball 10 years is a nerd

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.

    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 🤪

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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