Subcategories

  • Keeping areas very realistic in Mercator projection

    13
    2
    0 Votes
    13 Posts
    4k Views
    LaFayetteL
    Slightly off topic, but I thought y'all might enjoy this read: https://www.mapbox.com/blog/adaptive-projections
  • Aggression 1942 Map Upload

    1
    1 Votes
    1 Posts
    439 Views
    No one has replied
  • Question about Convoy Centers

    2
    0 Votes
    2 Posts
    1k Views
    C
    @schulz Yes: set the original owner to the nation and the owner initialize to the enemy.
  • battleType

    1
    0 Votes
    1 Posts
    368 Views
    No one has replied
  • Changing a productionFrontier

    8
    0 Votes
    8 Posts
    2k Views
    N
    @wc_sumpton That's it. Now it works. Thx
  • "whenHitPointsDamagedChangesInto"

    1
    0 Votes
    1 Posts
    433 Views
    No one has replied
  • 1 Votes
    3 Posts
    2k Views
    SchulzS
    @cernel "Russia" territory in vX series not only represent Moscow, it represent all the areas between Moscow and Ural Mountains v3 actually proved that Manchuria-Moscow distance can be increased but in the expense of making Japan incredibly strong to keep game balance. It actually changed nothing since it is still amost always better to go Atlantic only as USA. Plus there is still no reason to not attack Russia and Japan and take almost all Siberia. If there is a Hawaiian factory and Germany can be reasonably countered without USA (like in Big World or WaW), a Pacific war is a guarantee thing but expense of (unhistorically) lack of significant US presence in Europe. But we would still have no two ocean going USA. It is easy to make Pacific an active front, hardest thing is making the actual US approach in WWII (%80 Atlantic-%20 Pacific) is a good choice rather than going only Atlantic and Pacific. I think the issue is actually based on having naval units too expensive compared to ground units and lack of more defense oriented sea units hence making a Pacific war worthless investment as USA.
  • offset round="0"

    5
    0 Votes
    5 Posts
    1k Views
    B
    @lafayette right on yea I wanted to have a "map option" activate which rd the game would start for games that have multiple scenarios with different start dates. That way I could keep it all in 1 xml and not have to update multiple ones. Only way I know of, is to make a trigger for each instance that would need adjusting, which is a lot. I thought if it was possible to only do a couple code lines and bingo, it would be sweet lol
  • How to place units in allied or major/minor territory?

    11
    0 Votes
    11 Posts
    3k Views
    U
    @thedog said in How to place units in allied or major/minor territory?: I would try creating more units, the indian units will need to end with say; Indian units Infantry_in Tanks_in factory_in These units must specify the factory they can be produced from with <option name="requiresUnits" value="factory_in/> British units Tanks_br Fighter_br factory_br These units must specify the factory they can be produced from with <option name="requiresUnits" value="factory_br"/> Then the two factories can produce only their national units. In your idea you will get units produced by the faction on its own factory located in its own territory? If "yes", then, sorry, your idea is not relevant to this topic.
  • How to calculate TripleA Political Allied Victory?

    4
    0 Votes
    4 Posts
    663 Views
    RogerCooperR
    @thedog Take a look at these objectives from Global <attachment name="objectiveAttachment_Italians_3_North_Africa" attachTo="Italians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="objectiveValue" value="5"/> <option name="alliedOwnershipTerritories" value="Alexandria:Morocco:Algeria:Tunisia:Tobruk:Libya" count="6"/> </attachment> <attachment name="objectiveAttachment_Italians_4_Control_Iraq_Or_Persia_Or_Northwest_Persia" attachTo="Italians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="objectiveValue" value="2"/> <option name="directOwnershipTerritories" value="Iraq:Persia:Northwest Persia" count="each"/> </attachment> Attachment 3 counts the number of territories held by Italy and the other Axis powers. Although this is an objective attachment, it could just as easily be a triggered victory. Attachment 4 counts only the territories held by Italy ("directOwnership").
  • placement/removeUnits Question

    Moved
    23
    0 Votes
    23 Posts
    9k Views
    N
    @thedog now everything works!
  • How to represent cliffs and rocky shores?

    4
    1
    1 Votes
    4 Posts
    858 Views
    ubernautU
    @thedog lookin good
  • error message - StringIndex

    9
    1
    1 Votes
    9 Posts
    1k Views
    N
    @beelee I have only comment no ..close with comment
  • IsDestroyer

    13
    1 Votes
    13 Posts
    2k Views
    TorpedoAT
    @numetalfan No. Its just my personal modded game based on NWO 5 Nations map. But i think there are some maps out there which are using negative and positive support attachments. What do you need exactly? More details about how to structure a support attachment based rock scissor paper element into a game? Feel free to ask. I will do as much as i can to help you with anything i am able to do.
  • objectiveAttachment neutral countries

    8
    0 Votes
    8 Posts
    2k Views
    B
    @numetalfan said in objectiveAttachment neutral countries: unfortunately it does not display the objective result for the player in the game, ... You mean it doesn't show up in the Objectives tab with the other Objectives ? If so you need to add it to the "objectives.properties" Also, when you collect income, it will mention it and record it in History
  • 0 Votes
    7 Posts
    1k Views
    RogerCooperR
    @zlefin Yes, you could create a trigger like that. You would check against "directPresence" and change control to a neutral player.
  • 1 Votes
    2 Posts
    475 Views
    TheDogT
    I had <option name="canBeDamaged" value="true"/> <option name="canDieFromReachingMaxDamage" value="true"/> <option name="maxDamage" value="2"/> To stop the error add the following to the same unit <option name="isConstruction" value="true"/> <option name="constructionType" value="Recruit"/> <option name="maxConstructionsPerTypePerTerr" value="1"/> <option name="constructionsPerTerrPerTypePerTurn" value="1"/>
  • What software do you use to make reliefTiles ?

    12
    1
    1 Votes
    12 Posts
    3k Views
    C
    @thedog Actually the physical map was the primary goal, I learned GIMP to make that first and then afterwards started working on the TripleA version. The TripleA map was relatively quick/simple because I'd already had the physical version of the map with all of the territory borders created using vectors. So effectively I just scaled it down and hit the trace button on the borders vectors and was done.
  • 0 Votes
    9 Posts
    2k Views
    TorpedoAT
    Found the problem. I cannot even use this with land units. Only in sea zones i can enter in noncombat move phase. Whole idea worthless. <!-- Subs Can End NonCombat Move With Enemies allows submarines to end their noncombat movement in a sea zone containing any enemy units, including enemy subs --> <property name="Subs Can End NonCombat Move With Enemies" value="true" editable="false">
  • Question about canMoveThroughEnemies and its tactical consequences

    3
    0 Votes
    3 Posts
    748 Views
    TorpedoAT
    @thedog Thy. And just now i found a breaking flaw in my idea. Land units cannot do this at all. Only sea units. <!-- Subs Can End NonCombat Move With Enemies allows submarines to end their noncombat movement in a sea zone containing any enemy units, including enemy subs --> <property name="Subs Can End NonCombat Move With Enemies" value="true" editable="false">

Recent Posts

  • @Ramon said:

    -can i make tech dice basically hit every time (so they hit at 1 or higher, basically you pay 20 ipcs for guarenteed tech unlock)

    Hi

    The answer is yes but I can't find an example at the moment. Roger, The Dog or the Master wc will clue you in most likely 🙂

    but it has something to do with "rolls" and "chance' if i remember right.

    From POS2

    Screenshot from 2026-09-18 08-49-37.png

    so something like that

    read more

  • found the marine!

    <option name="isMarine" value="true"/>

    sometimes it can be so easy

    read more

  • @wc_sumpton

    Hi WC!

    Thanks a lot for your time and effort!

    If i understand correctly you can basically give conscripts 1 attack, and make every unit (except trenches) debuff them with 1?

    I have 2 more questions:

    -can i make tech dice basically hit every time (so they hit at 1 or higher, basically you pay 20 ipcs for guarenteed tech unlock)
    -for a unit such as a marine can i give it +1 amphibious attack?

    ~Ramon

    read more

  • @Ramon said:

    Is there a mechanic or attachment that allows a 0 attack unit to destroy a 0 defense construction?

    The "trench", a 0 defense construction unit, could give the "conscript", a 0 attack unit, a plus 1 attack using support attachments. The problem with this is that the support should be applied only when the "trench" is defending and only the "conscript" is attacking.

    <attachment name="supportAttachment_Trench" attachTo="trench" javaClass="UnitSupportAttachment" type="unitType"> <option name="faction" value="enemy"/> <option name="unitType" value="conscript"/> <option name="side" value="defence"/> <option name="dice" value="strength"/> <option name="bonus" value="1"/> <option name="number" value="1"/> <option name="bonusType" value="Trench"/> <option name="players" value="$All-Players$"/> </attachment>

    To do this a plus and minus support attachment would have to be created for every attacking/defending land unit to create a counter to the "trench".

    <attachment name="supportAttachment_InfantryAttack" attachTo="infantry" javaClass="UnitSupportAttachment" type="unitType"> <option name="faction" value="allied"/> <option name="unitType" value="conscript"/> <option name="side" value="offence"/> <option name="dice" value="strength"/> <option name="bonus" value="1"/> <option name="number" value="-1"/> <!-- All positive supports are "Trench" --> <option name="bonusType" value="Trench"/> <option name="players" value="$All-Players$"/> </attachment> <attachment name="supportAttachment_InfantryAttackDebuf" attachTo="infantry" javaClass="UnitSupportAttachment" type="unitType"> <option name="faction" value="allied"/> <option name="unitType" value="conscript"/> <option name="side" value="offence"/> <option name="dice" value="strength"/> <option name="bonus" value="-1"/> <option name="number" value="-1"/> <!-- All negative supports are "Debuf" --> <option name="bonusType" value="Debuf"/> <option name="players" value="$All-Players$"/> </attachment> <attachment name="supportAttachment_InfantryDefend" attachTo="infantry" javaClass="UnitSupportAttachment" type="unitType"> <option name="faction" value="enemy"/> <option name="unitType" value="conscript"/> <option name="side" value="defence"/> <option name="dice" value="strength"/> <option name="bonus" value="1"/> <option name="number" value="-1"/> <!-- All positive supports are "Trench" --> <option name="bonusType" value="Trench"/> <option name="players" value="$All-Players$"/> </attachment> <attachment name="supportAttachment_InfantryDefendDebuf" attachTo="infantry" javaClass="UnitSupportAttachment" type="unitType"> <option name="faction" value="enemy"/> <option name="unitType" value="conscript"/> <option name="side" value="defence"/> <option name="dice" value="strength"/> <option name="bonus" value="-1"/> <option name="number" value="-1"/> <!-- All negative supports are "Debuf" --> <option name="bonusType" value="Debuf"/> <option name="players" value="$All-Players$"/> </attachment>

    It can get slightly complicated.

    Cheers...

    read more