Subcategories

  • Triggered Victory on Specific Turn

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    wc_sumptonW
    @rogercooper said in Triggered Victory on Specific Turn: We should update Pact of Steel 2 to reflect that notifications.properties is mandatory. <!-- Support Attachments --> number values: how many units to be supportedhow much support can be given. All support can be given to a single unit, or spread too multiple units depending on bonusType. There are many other mistakes in the PoS2. Cheers...
  • Need help finding Dominiation - 1902

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    Hi @shazbot182 DL "Domination" and it will be included in there.
  • Major Powers taking over neutrals

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    @rogercooper [image: RightArm.png]
  • Relationship Problems

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    RogerCooperR
    @lafayette said in Relationship Problems: If you can upload a zip of the map somewhere; I can run it through with a debugger. I will keep that in mind. For now, I removed the code and will see if I can work without it.
  • Problem with foreach

    foreach
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    wc_sumptonW
    @rogercooper said in Problem with foreach: I was copying existing code. If I understand correctly, "attachTo" is arbitrary and "players" is required to be sure that the correct player is involved. If "players" is used, then "attachTo" is ignored. I only use "players" when the trigger affects more than one player. But to each his own. @rogercooper said in Problem with foreach: @rogercooper SOLVED IT. I forgot the variableList tags. Would have never guessed this! Happy you have figured it out. Cheers...
  • Making a unit attack alone

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    RogerCooperR
    @wc_sumpton said in Making a unit attack alone: The problem is with "isSuicideOnAttack". The fusion_bomb will be removed after its attack roll so there will be no bonuses given to enemy units because the fusion_bomb will not be there. Thanks for the help. The first support attachment should be good enough. The AA attack reflects an EMP attack effect from the "East & West" game.
  • 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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    @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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  • 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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    @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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    @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...

Recent Posts

  • @TheDog This is about being able to place sea mines in any sea zone as a player. My solution was to make a territory adjacent to every sea zone in the game, but that inadvertently made blockade sea zones also adjacent to these territories, allowing you to blockade every player with one blockade zone.

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  • @VictoryFirst

    Hi victory!

    I agree with you, its unfortunate but it is what it is!

    Thanks a lot for your time!👍

    ~Ramon

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  • I have not followed this.

    In 1941 GCD ,Winter units are placed as Allied units and then cause a movement terrain effect, would that be good enough? Or do you need damage?

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  • @Ramon That is a shame, I didn't know you had blockade sea zones in your game. In that case, there is no easy way to solve this. One solution I see is to implement the sea mines the same way as in North Africa, namely by creating a separate player called "Mines" or "Sea mines" that purchases and places sea mines. You can add a purchase and place phase for this player after every players' purchase/place phase. Then, players would need to leave some money left over when purchasing, and then this special player purchases the sea mines. You can use conditions/triggers to convert the placed sea mine to a sea mine controlled by the actual player.

    Honestly, I think there should be better ways to allow units to be placed in any sea zone. Once I ever get some time again, I will see if I add this functionality to the engine.

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