Subcategories

  • 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...
  • Flags for units not showing

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    @wc_sumpton yea i get ya, even if you are Lions fan Hopefully Victory First finishes his java class and jumps in
  • Place Changes on Prereleases

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  • No attachment for owned territory

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    @victoryfirst Idk how it got turned off lol Edit I'm real happy now @Panzerstahl-Helm-0 see Victory's post above if still having trouble
  • Placing a damaged unit at game start?

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    @victoryfirst yea unfortunately it only works on setup. You can't trigger it with a condition.
  • Hello. I am making a map, and I require some asisstance.

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    VictoryFirstV
    Re background music I suggest you have a soundtrack of your background music that is as long as possible, and use it for game_start, then I'm fairly sure it will play throughout the whole game. I don't think it should have that much effect on the download time if you compress it. However such a sound might be annoying for people as the sound will just continue even if you close the game. Only when you close TripleA the sound will stop.
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    RogerCooperR
    That is the Pacific mod. You should be able to upload the file changes directly to that folder.
  • Change roundels in actionstext?

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    @victoryfirst ah yea. First time I copied some game notes I ended up with a massive wall of text lol
  • Center-point screen with Capitals at turn start

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    @ebbe You also need tech development turned on or it won't center on anything
  • what ratio/ballance various Navy should be?

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    ebbeE
    @rogercooper so: adapted balanced proposal: for every battleship max produced 2 carriers 5 cruisers 10 destroyers 10 submarines 10 transports
  • 🤯tooltips.properties supports colored text, who knew

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    wc_sumptonW
    @thedog Very cool! Cheers...
  • Gives Movement = 0

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    @wc_sumpton heh heh no apologies necessarry Rock On [image: 1725047603273-rock-on.png]
  • A char at index 19 Error

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    wc_sumptonW
    @ebbe Thank you!! Cheers...
  • No battle against AA guns

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    VictoryFirstV
    @wc_sumpton You are right, I just noticed I had isAA for the fighters when it did not work, and it is missing when it did work, so isAA caused the issue (I changed a lot of parameters so that's why I didn't know what fixed it). I will try to remember not to use the options you mentioned because they indeed cause a lot of trouble. Thanks!
  • Axis & Allies: North Africa

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    wc_sumptonW
    @rogercooper said in Axis & Allies: North Africa: The sophisticated supply rules of AANA are at the heart of the game and are not supported by TripleA. It would require a significant addition to the engine to support the supply rules. Such might be desirable, as the rules are good and could be applied to other situations This "supply" requirement is almost the same as Axis & Allies World War I 1914 "Infantry" requirement, and could be handled in about the same way with unitSupportAttachment. Thus, armor/artillery etc.. have an attack/defense value of 0/0 and can only attack/defend with the presences of the supporting unit, supply/infantry. These unitSupportAttachment are strait forward, with the exception of the bonusType stacking rules, which at present are quite funky in their workings. (This is why I don't suggest this for WWI '14.) "supply" cannot move and can only be transported by the truck, which cannot move during combat movement. "supply" could utilize the specialCombatMove to allow these units to enter combat. This would require the attacker calculate the number of "supply" to move. Just some thoughts.. Cheers...
  • Condition based on player's income

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    VictoryFirstV
    @wc_sumpton Thanks for your answer. That's unfortunate to hear. I have a LOT of territories in my game so keeping track of how many territories have been lost will be very hard for the players to manage. An income level would be much easier because it is directly displayed in the "Players" tab.
  • Can't get changeOwnership to work.

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    wc_sumptonW
    @victoryfirst Yes. Triggers, like conditions, need to have unique names. Cheers...
  • How to make AA guns fire at units multiple times

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    VictoryFirstV
    @wc_sumpton Thank you WC for you answer
  • Remove SBR damage limit?

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    @VictoryFirst That made me laugh lol In case you're not aware, v2 changes some other stuff too. Technology tokens i think. Maybe some other stuff. Can't remember
  • How to limit Factory/Facility Placement

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    VictoryFirstV
    @wc_sumpton I believe I finally found out the issue... I was searching online for the answer and I couldn't find it at first, until I finally came across a thread where someone had a similar problem, and the solution was to add the property Damage From Bombing Done To Units Instead Of Territories. That for some reason makes the canProduceXUnits to work.

Recent Posts

  • @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.

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  • @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...

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  • @Panther @beelee
    Thanks!

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