Subcategories

  • polygon generator

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    C
    @RogerCooper Here you can see in pure red all the pixels that were not pure black or white in your image. If you modified anything with the aim to have the utilities working, I suggest you go back and make purely black-and-white the original image (or post it here) (I use GIMP): [image: guadacanal(Cernel002).png]
  • How to add political relations to your own map?

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    Denisco DionD
    @redrum thank you very much, now more or less figured it out and managed to integrate the relationship into my game.:grinning_cat_face:
  • 0 Votes
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    C
    @SLW2000 Please, take a look at the descriptions. "Maps & Mods" says: "Talk about and work on specific Maps and Mods". Moving this thread to Mapmaking. When you will have your specific map or mod, feel free to open a thread about that in "Maps & Mods" (though I still suggest opening threads in Mapmaking for the technicalities, to keep your thread cleaner for general feedback).
  • need help with error while loading my map

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    F
    Next error message Sep 29, 2019 4:44:29 PM games.strategy.engine.data.GameParser parseMapProperties SEVERE: SAXParseException: game: XCOM, line: 3155, column: 8, error: An element with the identifier "XCOM" must appear in the document. Edit: Nevermind, found it!
  • Error in loading centers.txt

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    @RogerCooper Since we have clarified that there is no issue here (except maybe the mapmaking tools being not very intuitive), I'm moving this to Mapmaking (and editing the title back @Lafayette).
  • Pruning image and sound assets distributed with the game engine

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    ubernautU
    shouldn't all (as many as possible) heavy (sound/image) game assets be in the domain of maps?
  • are there any good tutorials on making my own map/game

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    HeppsH
    @Windrunner21 Here is where all your currently downloaded maps should be located... [image: Directory.png] From there what you want to do is copy any of the maps you want to examine and paste them somewhere else on your computer. I personally just made a folder on my desktop called Triple A related. Once you have all the maps in the new folder you should unzip them so that it is easier to access all the sub folders inside each one. Once you have a map folder unzipped it will look like this... [image: Map folder2.png] The XML is inside the Games folder. (Note if the map has more than one game variants you will see mulptile XMLs inside). As far as opening the XML you want to use Notepad or some other reader program. I personally use Notepad++ that I downloaded free.
  • map making questions

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    @RogerCooper @Cernel @Hepps As my ideas for this mod have morphed, those two are probably the closest ones yet. Thanks! I will probably still end up wanting to change them eventually, but I can definitely make some tweaks like impassible or 0 PU territories to make them work for now. Thanks again!!
  • Unit Flags - Are there any maps that would like to default it to on?

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    LaFayetteL
    @LaFayette said in Unit Flags - Are there any maps that would like to default it to on?: players who always turn on flags for specific maps. In those cases it seems there is evidence flags should be on. Then again, I suspect most people did not realize the flags feature was there or how to turn it on. I'd guess we won't know the answer to "for which maps do users turn flags on?" without adding feature usage tracking code. (Perhaps I'm wrong though and there are some maps that are clear candidates.)
  • Map Editing Programs

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    Captain CrunchC
    Irfanview works pretty ez
  • Missing Image Trouble

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    B
    Well I can take consolation in the fact that my stupidity actually had a beneficial side effect this time :face_with_tears_of_joy: :face_with_tears_of_joy: :face_with_tears_of_joy:
  • Converting Game Edits To XML

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    @Panther Thank You
  • Air Superiority

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    @Hepps What I believe to have made clear is that I meant that air battles are always going to be followed by the regular (land) battle. That is you cannot do air battles only, without the following standard battle. So, if those two fighters are attacking alone a territory with a zeppelin and a bunch of land units, that is not going to end well for them.
  • Can I set multiple "endRound" delegates in the middle of any turns?

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    C
    So, since I want it both production based and to be achieved any time, rather than at end round only, and much prefer it showing clearly in the customizable settings, I'll use this hack of having multiple endrounds, as it doesn't appear causing any troubles (and the game is not meant to ever have any triggers). But I'm open to refactor it if it would be possible to achieve the same result with victory triggers/conditions, eventually. I guess since we assume multiple endrounds is not intentionally supported, no reasons to document it. Still, I have to say that personally doesn't like the fact that this endround step manages both hardcoded victories and sets uses for triggers, as they seem unrelated matters, and, in my mind, it should have rather been called "victory" step, doing only that (traditionally as the last step in the sequence).
  • Looking for someone to help me make a mod of Total world war TWW

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    prastleP
    Gigglez Hi PM (See your not banned )
  • Convoy Question

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    No one has replied
  • Another Git Question

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    @RoiEX Thanks for the reply. Getting ready to give it another go. I found where I needed to be, but wasn't able to figure out how to dl/copy the file(s) I wanted. Anyway, pretty sure I know what the problem is and am making a test mod with just the one change to see if it shows up.
  • Allied Air Independent Property

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    C
    @redrum And, yeah, some multi players attacks would be cool. That has always been my pet hate, that Americans and British cannot possibly attack France together.:expressionless_face: I agree that this property, while touching an interesting field, does it in a far from polished way, also since TripleA completely fails to display where the fighters actually are. Actually, I would not say the same about allied fighters on carriers in ww2. Beside auxiliary carriers produced in U.S.America and turned to the British, that I don't consider part of this case, as it would be just turning the carrier to British ownership, carrying British fighters, maybe produced in U.S.America and turned British too, I cannot think of a single instance in which any aircrafts ever attacked anything from a carrier not under control of the same country. The main or only case of allied fighters on carriers would have been American carriers flying British fighters to reinforce British Malta. Anyways, in general, if I were to decide the basic carriers rules, I would have them working extensively differently from now, and in particular allowing the fighters to take off from the carriers at any moment, also at the end of the carriers' movement, not forcefully at start turn, also since if you think that a turn is like 1 month (and in the standard games is likely several months), a carrier could make back and forth all the Atlantic, while the autonomy of the fighters for a single flight would be over an order of magnitude more limited (but air should be able to fly multiple times in a turn). The current carriers' rules just completely fail realism in the moment, for a single turn, the carrier would have bigger movement than the fighter, as it should be, since they are clearly made under the assumption that the carrier is going to be at least 2 movements slower than the fighters (and there are no fuel costs, so you always want to launch your fighters, and never to transport them as cargo, which is silly, as they were not launching fighters all time just for fun, unlike these games, where fighters on own carriers literally never actually move as cargo). A minimum of realism could be added by allowing the carrier to decide to keep the fighter on board, and move them around, that would be highly relevant also for fuel consumption. But some minimum realism might be actually added by splitting all powers into two, one for air and land and one for sea, except probably sea transports, due to the overly limiting rules around transporting allied land units (that don't make sense, as well, since it's not like transporting the Afrika Korp on Italian ships is harder than transporting Italian stuff). But when it comes to spaceships is totally a different story.
  • A new option for factories

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    RogerCooperR
    @Schulz Many of big map games have the problem that the US has trouble contributing to the war effort.I think that the solution would be the placement of naval bases that boost ship speeds so they can get into action. The naval bases could be placed by events or be paid-for builds.The game Quartermaster General uses a system like this.
  • Property "Abandoned Territories May Be Taken Over Immediately"

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    @redrum Just saves a prompt, as if you want to reinforce, you should do it in non combat. But I guess since the engine illegally allows you to "redeploy" during combat move, I guess that would be consistent. I disagree with units being unable to move during combat move, in general, and would prefer not using that option in a custom map ever. The main reason is that, for general consistency, I believe I should be able to Combat Move units not intended to be sent into battle as part of combined combat operations. For example, I should be able to load a AA gun on a transport, send the transport in a sea battle, and then offload the AA gun into a friendly territory, or load 1 infantry and 1 AA gun into a transport, then offload the infantry into combat and retain the AA gun on board. All such moves are forbidden in the basic rulesets, and I believe this restriction is based on nothing, thus dumb (also since both moves would be legal if the AA gun is already on board). If a unit is not meant to be sent into battle, I'd rather set its attack stack limit to 0 (this is what I did with the general of a Napoleonic Empires variant of mine).

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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