Subcategories

  • 0 Votes
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    Jason Green-LoweJ
    @wc_sumpton Well, yes, I agree that the way I'm creating the feature is far from ideal. I've got a cleanup trigger that resets the canBeMovedThroughByEnemies back to false at the end of each combat move. I would indeed prefer to have a supportAttachment, but my understanding is that those wouldn't work right now with the existing code, and I think tripleA is short enough on developers right now that it's not practical to request special features just for my map. I tried switching from directExclusion to (directPresence + invert), and that did the trick. Thanks again for the help!
  • preset User Notifications > Show trigger/condition chance roll failure

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    TheDogT
    Just in case you have you not tried; Game> User Notification> Show Trigger/condition Chance Roll Failure (UnTick) and for Success, but you have to do this manually and for each map. As Ebbe has asked above it would be great if the map maker could set this.
  • Roll a die and activate different triggers based on the result?

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    Jason Green-LoweJ
    @wc_sumpton Lol, yes, you've found the problem. There's nothing wrong with the code, but I put the enemy ships in Sea Zone 127 while I was testing, instead of Sea Zone 126. If I put the ships in the correct zone, everything works exactly as intended. Anyway, thanks again for all the support.
  • Suicide Units don't fire if not accompanied by non suicide units

    Moved
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    Jason Green-LoweJ
    @thedog That worked, thanks!
  • Can a condition check a player's total income?

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    Jason Green-LoweJ
    @wc_sumpton This is great, thanks! I think it will work well.
  • Multiple Objectives Tabs?

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    Jason Green-LoweJ
    @wc_sumpton Thank you for the suggestion, but unfortunately the only effect seems to be that the single objective tab takes on the last name assigned. So I can rename the tab 'VPs', but I can't get a second tab this way.
  • Can a condition check how many units were built?

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    wc_sumptonW
    @rogercooper Bloodbath Rules Cheers...
  • Reference the PU Value of a Territory in Triggers?

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    B
    @jason-green-lowe sweet never seen it on triplea before. Nice job. Look forward to checkin it out
  • How to pass on hits with "whenHitPointsDamagedChangesInto"

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    ebbeE
    @beelee yes, that is the way it became... if a multi-hit unit is going solo... it is asking for trouble so in this case it is a defensive structure, which makes a bit sense... when all supporting units are down, it will be more vulnerable ....
  • First time making a map

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    TheDogT
    I assume they are impassable, so I would put them on their own layer. Even if not I think I would put them on their own layer.
  • Flag Display, Tech/Stats window

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    Black_ElkB
    ps. quick follow up Q Does anyone know if it is possible to separate the flag and small flag used by tripleA for the unit flag displays from the images used in the menu displays? Right now TripleA uses the same image for both the stats menu stuff and the unit flag display (if you turn that feature on). But it would be ideal if these could be separate images since their function's are pretty different. If we could use different sized graphics for each we could get the flag display options for the units to be more flexible. Here's another example showing theFrostion roundel pucks for unit "flag display on = large." I sized his puck at 36x52 for the Declaration of War screen (it is upscaling/compressing as mentioned in the post above for the menu type screens) but it would be nice if we could get a separate image for the unit flag display. Some example screens DOW screen 36x58px flags [image: 1676107948670-dow.png] 36x58px Unit Flags on Large, Unit view 100% [image: 1676107955628-ships-and-chips-100.png] 36x58px Unit Flags on Large, Unit view 125% [image: 1676107962804-ships-and-chips-125.png] Small flags in Battle Calc, Unit flag on Large, Unit view 100% [image: 1676109801939-small-flags-in-calc.png] Unit flags on Small [image: 1676110103577-small-flags-on-units.png] Ideally we'd want to pull a different image/size for the flag display options large and small on the units, than the graphics used in the stats and menu windows. Like a smaller puck say. But right now it pulls from the same graphics. I think it was probably to eliminate redundancy when tripleA was first built maybe? Or maybe the image compression thing is similar? but anyway, the file sizes of the images are rather small, and the utility of having more graphics options would be very nice, especially if trying to do a larger map/unit display. Any ideas on how to pull that off?
  • How to create random spawning during the game?

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    wc_sumptonW
    @ebbe
  • Invisible Islands for placement of units :-/

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    TheDogT
    @cernel A few hours later and in 2.5 the missing islands are working as they should, thanks again!
  • Having a player with whitespace in the name

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    No one has replied
  • Chinese view on the world map?

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    B
    yea AK such an important piece for USA. Definitely be Nuking those commie bastards from there lol
  • Basic XML Error/Unpacking/Packing

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    B
    @gunther-s :flexed_biceps: yea idk either seems some of the different OS react differently on some stuff
  • How to modify borders on an existing map

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    Davor PavlićD
    @thedog It worked!
  • What is the polygon grabber?

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    TheDogT
    @conofive Load TripleA Map Creator Tools button Step 2: Map Utilities button Run the Polygon Grabber button
  • Building multiple unit types with productionPerXTerritories?

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    Jason Green-LoweJ
    @wc_sumpton Thank you! This works exactly as intended. I appreciate both the solution and the fact that you took the time to explain what was going wrong and how to fix it! I feel much better now and I should be able to finish my mod.
  • Is the TipleA engine sufficient to run this hypothetical map?

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    LaFayetteL
    @cernel It depends on how much support is provided by Java Swing to render webp. Though, the big gains will be from simplifying the code and not storing in memory images that are unnecessary. The mini-map is stored in memory at full size and is constantly shrunk down to the small mini-map size (that is a large chunk of memory usage right there). So, a better format could have some gains if it is efficiently handled.

Recent Posts

  • @TheDog You might get more bang for your buck by deleting the 'Xmx' and 'Xms' memory settings.

    The lobby window will occupy 4GB and then any game you launch will occupy another 4GB. Each game is its own instance, the memory settings AFAIK carry over.

    Generally Java uses very good defaults, so overriding those defaults can hurt. Specifically 'Xms', which is a minimum, so you're forcing the lobby window and any game to initially take more memory than it would need.

    I would personally set 'Xms' at 500m or remove entirely to let the JVM handle it.

    If we find some really good tunings, we can adopt those settings to be more built in.

    FWIW, Moon-Man was doing some experimentation with JVM settings here: https://github.com/triplea-game/triplea/discussions/14467

    read more

  • @schulz

    I mean, is there any difference between going with 48px and then zooming in on the map vs going with 54px and then zooming out? Because zoomed-out 54px looks better than zoomed-in 48px?

    Politicians answer. My logic goes like this, 2 & 4K screens have lots of pixels and as tech advances they will have more, this means that the standard 48x48px unit gets smaller and smaller on these screens, so now we need to draw the biggest unit icons we can and this is 54px high, width can be lots, lets say up to 96px wide.
    Another current hard parameter is 200% zoom.

    .

    How good is the AI in this map?

    I will make an outrageous claim and say its the best AI you will play against. 🙄 but I would say that wouldn't I.
    This map is written for solo play, Black_Elk & I spent ages play testing against the AI.
    The forum for GCD has 1.8 million views, so players must think its worth looking at. 🙂

    Also I like to think I know how the AI works, if that's possible, see here
    https://forums.triplea-game.org/topic/3743/how-to-make-a-map-ai-friendly

    .

    handling of upkeep

    Resources are calculated at the being of the players turn, thanks to wc_sumpton. This means losses and gains of TT/SZ and no of units is all done at the start of the players turn.

    .

    handling of terrain & weather

    It all appears to work as intended, play it and judge for yourself.

    .

    diplomacy

    Has not changed, its all still random, so 1941 GCD does not have any politics, its all scripted. However for FFA maps 1888A has "get impending winners", a set of triggers that forces the AI players to take a step closer to war/fighting the impending winners.

    read more

  • @Schulz

    Hi Schultz

    I suggest the larger size. This from Elk's UHD map with mostly Frostion units at 52 or 54. I can't remember. Zoom is at 60 so you can still see a good chunk of the map itself

    Screenshot from 2026-06-15 08-48-16.png

    Here zoom at 100

    Screenshot from 2026-06-15 08-49-43.png

    read more

  • @TheDog

    Thank you for your helps.

    I mean, is there any difference between going with 48px and then zooming in on the map vs going with 54px and then zooming out? Because zoomed-out 54px looks better than zoomed-in 48px?

    I'm very impressed with 1941 Global Command Decision. How good is the AI in this map? I used to know it wasn't very good and couldn't recognize even some basic rules beyond simple rule sets. I'm especially wondering about its handling of upkeep, terrain, and diplomacy.

    read more