Subcategories

  • New Map: Aegean Sea

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    NinjaWolfHybridN
    @thedog various reasons; Create an interesting visual difference between the land and sea areas. Provide more complex land territories for more interesting and granular borders and front lines. Make choke points on land more important because it's easier to go around enemy armies. Provide some incentive to split up land armies, rather than keep them all concentrated in a single territory. Make it easier for ships to defend a coastline. Cut down on how many sea territories need to be calculated or programmed.
  • Handling Customized Techs

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    wc_sumptonW
    @rogercooper said in Handling Customized Techs: The tech system in TripleA suffers from hard-coding, but it would be difficult to fix the program without breaking the existing mods This would incur what one would think "fixing" would need to be done. Maybe "expanding" the present system would be better. Either way someone would still need to define how the system is "broken". Still, I didn't understand what was meant by this statement. Sorry. Cheers...
  • Scenario Design on Wiki

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    RogerCooperR
    @beelee said in Scenario Design on Wiki: @rogercooper I wonder if the "Axis and Allies" and "TripleA" is problematic. When I started the wiki, TripleA was still in its early years and the content was less focused on TripleA. I have never received a complaint from Hasbro, Renegade Studios or anybody else.
  • What "canMoveAirUnitsOverOwnedLand" does and oughts to do

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    C
    @wc_sumpton said in What "canMoveAirUnitsOverOwnedLand" does and oughts to do: @cernel I'm sorry what I meant was the default setting for archType Neutral "canMoveAirUnitsOverOwnedLand" is governed by the option "Neutral Flyover Allowed". If "Neutral Flyover Allowed" is false then "canMoveAirUnitsOverOwnedLand" is default false, if true then default is true. Wow! Sounds like that means that is supposed actually to be about flying over (and not just entering with air units). So is the description of this option in PoS2 wrong? I need to test this.
  • Standard Variants

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    wc_sumptonW
    @rogercooper said in Standard Variants: I doubt could doubt I could do upkeep, which involves changing the value of every territory with a property. Changing territory values are not that hard. Check Mega New Elk's map. Territories are a list of variables. Adjusting their PUs values is quite easy, even though a game properly. Or a fancy each to create a charge. Unless I'm completely misunderstanding what you mean, which is totally possible. Cheers...
  • World Historical Economic Database

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    No one has replied
  • Upgrading Factories

    thedog
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    wc_sumptonW
    @jason-green-lowe I remember something about you working on that map. Hopefully it is coming along ok, and we will get to see it soon! Good luck on your projects! Cheers...
  • S&G 1914

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    wc_sumptonW
    This should be the last update for this xml, since this is not an official mod for this map, I'm leaving the xml in a mess, but it does run. And is more AI friendly (isAI is not used so can be run with 2.5). A "Russian Revolution" game option has been added, but if any Central Powers are AI controlled, they will not accept the peace treaty. A game option "Amphibious Assault Get -1 Attack" has been added because the AI will not allow edits if they are already attacking. This is left true by default. There is still a noncombat move, as the AI does not handle a single move game. Enemy mines will only attack when entering or stopping in a sea zone. They do not attack when leaving the sea zone. They will attack during noncombat move but can be switch off in game options (Always on AA). To recreate the game notes, delete the html file and a new one will be recreated with updated information. As always have fun! world_war_i_1914_wc.xml Cheers...
  • Convoy/Transport unloading

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    B
    @thedog said in Convoy/Transport unloading: ransforms the AI game play and makes it very cut throat :beaming_face_with_smiling_eyes:
  • Editing Without Changing XML

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    VictoryFirstV
    @beelee I've got this several times with EXP too... it usually happens when I do multiple test turns or mess up my real turn and have to restart couple of times. So I just quit the game entirely and restart.
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    Z
    hmm, oh, I missaw some of the sea zone boundaries, that was the problem. Yeah, it does work fine then.
  • Variable Max Units Per Territory

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    B
    @elf-491 Hi Elf I don't remember exactly how I did it. This is what I have <option name="isConstruction" value="true"/> <option name="constructionType" value="bunker"/> <option name="constructionsPerTerrPerTypePerTurn" value="1"/> <option name="maxConstructionsPerTypePerTerr" value="1"/> <option name="canDieFromReachingMaxDamage" value="true"/> and I think you need this property too <property name="Place in Any Territory" value="true" editable="false"> <boolean/> </property> there might be some others needed too
  • Can I have multiple types of tech tokens?

    technology
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    wc_sumptonW
    @rogercooper said in Can I have multiple types of tech tokens?: Can I have multiple types of tech tokens which are used to roll against different tech tables? What I am trying to do as to have a "diplomacy" tech which gets you random allies as well the traditional tech type. No. You could have multiple tech/techActivation. By default each tech uses the same "tree", but this can be manipulated through triggers. You could use a different resource to purchase tech tokens, but without removing the tokens, they could be used for any tech. But only tech tokens can be used to purchase tech rolls. @rogercooper said in Can I have multiple types of tech tokens?: Can I bias the tech table for a player by having multiple identical entries, making some techs more likely to be discovered than others? Yes, just add the entry multiple time to the playerTech, or through triggers. Hope this is helpful. Cheers...
  • Trouble loading name_place.txt

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    wc_sumptonW
    @jason-green-lowe Thank you, please check issue. Cheers...
  • Testing without Github Upload

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    TheDogT
    @elf-491 Welcome to the forums. If you are using TripleA 2.6+ I think you are missing map.yml look at other map.yml files to work out the syntax. If you want others to play test your game host on Google Drive or similar for now, its far easier to update.
  • What to do with the game notes?

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    @black_elk Right arm I think the Notes were good where they were. Just a blank space there now
  • Extending Custodianship in Global 1940 derivatives

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    B
    @simon33 That's a good question. Idk. Seems as if it might, although it'd probably be rare but if that's the case, it could happen. Just have to try it. I'd try and get it to work taking the french stuff first and then adjust as needed. But yea, you could have a trigger that changes ownership once France falls. That's kinda how the Vichy rule works now, so I'd think your idea would work.
  • StringIndexOutOfBoundsException

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    VictoryFirstV
    @beelee I got it to work, thanks to your help! It turned out there were two territories still included in the place.txt that I wanted to remove from the module. I thought removing their place boxes would do the job but they actually were still in the place.txt, just without any coordinates. This caused the String Index Out Of Bounds error. Lesson learned!
  • Tank Destroyer Images

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    ubernautU
    @beelee no reason to delete imo some cool images here
  • Trouble with Polygon Grabber

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    wc_sumptonW
    @victoryfirst said in Trouble with Polygon Grabber: I noticed this extra white territory bordering Sokna that shouldn't be there. I tried to remove it but then it fails to grab the polygon again. Is there a way to get rid of that? That little area is what I called "What's This?", and I'm assuming that it is suppose to be part of El Agheila. There seems to be a problem with the border there, and it got created when I tried to clean the map. Go figure. It not that hard to take care of, "What's This?" will need to be edited out of the poly file, then El Agheila can be reselected to include that area. As to the desert zones, the border did not completely touch the bottom of the map, thus cleaning removed that border. The border would need to be redrawn, insuring that it touches the bottom. Then the two area can be reselected. centers.txt polygons.txt These files have split the desert and have "What's This?" removed, but they still contain the other names for the missing areas. Cheers...

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