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  • Help with a random placement trigger system

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    FrostionF
    @Redrum @Cernel Thanks for the help guys! I have chosen to just use the last set of conditions and triggers made by Redrum. They seem to work as intended. I must admid though that I don’t really grasp the technical process happening in those triggers. Maybe if I studied them for some days, I could realize how they work
  • Negative Support Attachment Does Not Work

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    RogerCooperR
    @Cernel Thanks for the help. This is working <attachment name="supportAttachmentFighterAllied" attachTo="fighter" javaClass="games.strategy.triplea.attachments.UnitSupportAttachment" type="unitType"> <option name="unitType" value="infantry:artillery:armour"/> <option name="faction" value="allied"/> <option name="side" value="offence"/> <option name="dice" value="strength"/> <option name="bonus" value="-3"/> <option name="number" value="99"/> <option name="bonusType" value="air"/> <option name="impArtTech" value="false"/> <option name="players" value="British:Americans"/> </attachment> <attachment name="supportAttachmentFighterEnemy" attachTo="fighter" javaClass="games.strategy.triplea.attachments.UnitSupportAttachment" type="unitType"> <option name="unitType" value="infantry:artillery:armour_ge"/> <option name="faction" value="enemy"/> <option name="side" value="offence"/> <option name="dice" value="strength"/> <option name="bonus" value="-3"/> <option name="number" value="99"/> <option name="bonusType" value="air"/> <option name="impArtTech" value="false"/> <option name="players" value="British:Americans"/> </attachment> <attachment name="supportAttachmentBomberAllied" attachTo="bomber" javaClass="games.strategy.triplea.attachments.UnitSupportAttachment" type="unitType"> <option name="unitType" value="infantry:artillery:armour"/> <option name="faction" value="allied"/> <option name="side" value="offence"/> <option name="dice" value="strength"/> <option name="bonus" value="-3"/> <option name="number" value="99"/> <option name="bonusType" value="air"/> <option name="impArtTech" value="false"/> <option name="players" value="British:Americans"/> </attachment> <attachment name="supportAttachmentBomberEnemy" attachTo="bomber" javaClass="games.strategy.triplea.attachments.UnitSupportAttachment" type="unitType"> <option name="unitType" value="infantry:artillery:armour_ge"/> <option name="faction" value="enemy"/> <option name="side" value="offence"/> <option name="dice" value="strength"/> <option name="bonus" value="-3"/> <option name="number" value="99"/> <option name="bonusType" value="air"/> <option name="impArtTech" value="false"/> <option name="players" value="British:Americans"/> </attachment>
  • Occupation Penalty

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    CrazyGC
    @Schulz There is a territory in Russia. If Russia holds it, Russia gets 6. If Germany,Italy, or another enemy take it, they only earn 3. You have two ways The territory's production is set to 6. You create a national objective for all enemy nations that generates -3 PUs if they control this territory. The territory's production is set to 3. Russia has a national objective that gives an extra 3 PUs if it holds that territory. Look at the Pact of Steel 2 XML to see examples and how to make national objectives.
  • 0 Votes
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    PantherP
    @Cernel said: ... Maybe @Panther can check this, as I've scarce interest in tech, but I believe the only ruleset that allows getting more than 1 tech per turn is Classic (v1). That's correct.
  • How to diversify USA strategies in WWII maps?

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    B
    Depends on how you value territories. Strategic/geographical and morale boosting to a countries people can(usually is) be a determination of value also. Obviously, from a raw material stand point, midway islands are not worth anything. From a strategic point, quite a bit. Just depends on how you want to do it. "World in Flames" is supposed to be the best WWII game for realism. Sadly, I've never played it and last I checked, no longer an online option.
  • How do I prevent infantry from hitting aircraft?

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    C
    Moved to Mapmaking, as, while there is a map reference, I think this is more of a general matter, that may apply to various maps.
  • How to get error messages?

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    C
    Moving to mapmaking.
  • How would you improve the convoy system in maps?

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    C
    Moving to Mapmaking.
  • The irreversibilty issue of losing side

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    C
    So, guess moving this to mapmaking, as I understand it is more of a discussion about how to make games in some ways, so I suppose it belongs to the development part of the forum.
  • 0 Votes
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    FrostionF
    I am moving this thread to the Map Making category as the thread essentially is about how to make a map/mod with the discussed player setup.
  • notepad++

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    V
    @beelee upper right corner of any Windows window
  • Changing the cost of units

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    B
    @Stonewall571 Hi Stonewall Not hard to change, but as cernel says, you have to make a separate mod to the existing map. Which isn't that hard either. Which map are you trying to change ?
  • Starting Unit Positions

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    redrumR
    @CrazyG Well mostly the good habits are the opposite of the bad ones But I think the key tends to be that there are a lot of options so you get a good variety of moves/buys turn 1 and the map plays differently every game. You want some randomness as well but not huge 50/50 battles that end up deciding the game the first round. Generally having some interconnected threaters of war helps make it so each player has different options on what to focus on. Many maps don't actually do this very well and most of the moves are no brainers. NWO/WaW/TRS are examples of really bad initial unit/factory placements as the first 3-4 turns play out almost the same way every time to the point I've seen players take a save at say the start of turn 3 and just play from that again and again. Probably TWW and Civil War have maybe the most interesting initial setup options as they tend to play out pretty differently every play through and almost every player has a different preferred opening. Once you get to UK1 in TWW, things can have played out pretty differently and the UK has tons of options on what to focus on (pressure France vs pressure Scandinavia vs support Egypt/Med vs support Southeast Asia) as well as what to build.
  • Git Question

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    B
    @redrum right on thank you.
  • How to make commonwealth nations autonomous?

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    FrostionF
    I have moved this topic to general map making and xml editing, as the answer/solution is not map specific and could be helpful for other map projects. @Schulz I hope you get it to work
  • github update trouble

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    B
    @simon33 yea It's working now. I just didn't realize it had updated when it did. Usually took an admin to approve.
  • The Neutral Player

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    HeppsH
    @CrazyG But you may be able to use a trigger that controls ownership based on the Territory name... EG. Trigger a change on ownership of "OuterMongolia".
  • Trying to Make New Players?

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    HeppsH
    @beelee and @Lincoln-Russell If you are working on Windows and editing an XML I might suggest NotePad++ . It is a much better tool.
  • XML Error "y"

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    B
    @beelee well took a while but I see my issue was searching for y instead of "y" Tried space y and y space but yea ... the line error was the last line in the document so ... anyway just posting the resolution in case someone stumbles across this in the future : )
  • How to make a naval unit that can produce units?

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    HeppsH
    @CrazyG You could make a trigger for the ship that has the ability to make mines then have those ships automatically produce 1 invisible unit at the end of the NCM turn phase. Then you could make the purchasable mine unit consume the invisible unit. Then simply have all the (unused) invisible units removed from the map at the end of the current players turn. I think you could even deal with the invisible unit generation be handled by the unit attachment of "canProduceXUnits" instead of a trigger. But this is all just a suggestion. I have not tested any of this. So I am not sure what complications might arise.

Recent Posts

  • @VictoryFirst

    It might be playable, I'm not sure. The names and the placements were being constantly changed wiping out all my work everytime, so I quit working on it.

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  • @rogercooper I noticed "Mega New Elk" was uploaded as a map. Is it ready to be approved?

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  • @rogercooper

    Just in case you don't know, the approval page is up, again
    https://prod.triplea-game.org/support/maps/status

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  • @Ramon I believe by default tech dice use the dice sides specified on the top of the XML (by default 6). So if you want to give tech a dice of 4, you'd be changing the dice sides that regular combat units use as well.

    If you want tech to be rolled with 4 dice sides and the other rolls with 6 dice sides, I think theoretically it would possible, but would it would be insanely complicated and require the use of a user action phase with a lot of nested triggers/conditions.

    Also, some of the stuff you want to implement that is currently not possible can be made possible by making changes to the engine. So if you'd like to see this happen, feel free to post a feature request here: https://github.com/triplea-game/triplea/issues
    (click on "New Issue" and select the top option "Feature Request")

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