@Frostion Good to hear. My general advice is that you should make sure that all triggers specify "when" otherwise I think you can sometimes get strange behavior and are relying on some magic trigger defaults on when they fire.
Also, I'm guessing you are using SupportAttachments for the items instead of just having them increase the base values as there are multiple items that could increase the AA strength for heroes?
Well it's working now. Setting it to "0" was one of the first things I tired. I thought "this should be easy". : )
Anyway I obviously had something else off.
At least it made me research the new AA support : )
Thanks again guys
@RogerCooper The victory value needs to be a key for the notifications.properties file not the actual string you want to display. Here is the POS2 XML:
victory values: the string message from notifications.properties to be displayed if the condition is true. victory can be used to play sounds as well. victory will use victory value + "_sounds" as the key in notifications.properties file, and then will use "defeat_" or "victory_" + the notifications.properties value as the new key to look for in the sounds.properties file.
@Cernel said in Map colors in map.properties:
@RobbyPants Another suggestion may be that you search in internet for free fantasy maps, so you can draw it shadowing that, then use that map as the base for the relief thereafter, that can achieve very good results at relatively modest graphical skills.
For my, my concern is more the time it would take to make the tiles and being able to make a map that's "good". I'm not so worried about the difficulty of it.
The thing I like about the Classic and Revised WWII maps is that they have some natural choke points, and the value of certain territories leads the factions into fighting over them. I kind of like looking at the differences between the two maps because of that. I want to make sure that any map I make would be interesting to play and not come off like a chessboard in the middle of an ocean.
@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
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.
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.