Subcategories

  • Movement Restrictions

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    TheDogT
    @beelee Not sure this will help but... Make the unit unique, say Infantry_us then use territoryEffect to aid, block, hinder the movement? https://forums.triplea-game.org/topic/2892/how-i-am-using-movementcostmodifier
  • Activate Trigger

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    B
    Unfortunately i have a bigger problem now. When having more than 1 trigger, they will both fire sometimes. I've tried multiple combinations with "when" and without it. Tried changing the trigger"true:true:false:false" to different combinations. No joy. This is my latest attempt <attachment name="triggerAttachment_USA_Loses_Marianas_Pacific_Expanded_Turn2andON" attachTo="Americans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Americans_ControlMarianasInvert:conditionAttachmentTurn3"/> <option name="resource" value="PUs"/> <option name="resourceCount" value="-1"/> <option name="uses" value="1"/> <option name="when" value="before:americansEndTurn"/> </attachment> <attachment name="triggerAttachment_USA_Loses_Marianas_Pacific_Expanded_Turn2" attachTo="Americans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Americans_LoseEXPMarianasTurn2:conditionAttachmentTurn2"/> <option name="resource" value="PUs"/> <option name="resourceCount" value="-1"/> <option name="uses" value="1"/> <option name="when" value="after:americansNonCombatMove"/> <option name="activateTrigger" value="triggerAttachment_USA_Loses_Marianas_Pacific_Expanded_Turn2andON:1:true:true:false:false"/> </attachment> I have the same trigger for Paulau Island. Named differently of course. What I want, is to have the "activate trigger" trigger fire only after the trigger that activates it fires. What happens is, the USA takes Marianas from JPN. This activates a PU boost. USA gets it. Next rd, Turn 2, JPN takes Marianas. They now get the PU boost and the USA receives a negative PU boost. This activates the trigger which has Turn 3 as a condition for it to fire, but it fires anyway, even though it's still turn 2. So when USA takes over Marianas they get a PU boost. When JPN takes it back, the USA gets a negative one. This works correctly. I want the USA to continue to receive a negative bonus until they take it back. This is not working. I use "battle" in the conditions for the first trigger, then "directOwnership" invert for the trigger to activate. Meaning Rd1 USA takes Marianas and gets a PU boost. Then if USA loses control the next turn, which is JPN attacking USA and having a battle <option name="battle" value="Japanese:Americans:any:2-3:Marianas"/> it will activate the trigger which should then fire on turn 3 if USA doesn't control Marianas. So condition Turn 3 and InvertOwnership, that way it would still get the negative bonus without a battle on turn 3. Hmm ... I don't like how I explained this but I'll just leave it for now.
  • Keeping areas very realistic in Mercator projection

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    LaFayetteL
    Slightly off topic, but I thought y'all might enjoy this read: https://www.mapbox.com/blog/adaptive-projections
  • Aggression 1942 Map Upload

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  • Question about Convoy Centers

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    C
    @schulz Yes: set the original owner to the nation and the owner initialize to the enemy.
  • battleType

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  • Changing a productionFrontier

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    N
    @wc_sumpton That's it. Now it works. Thx
  • "whenHitPointsDamagedChangesInto"

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  • 1 Votes
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    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"

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    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?

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    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?

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    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

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    N
    @thedog now everything works!
  • How to represent cliffs and rocky shores?

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    ubernautU
    @thedog lookin good
  • error message - StringIndex

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    N
    @beelee I have only comment no ..close with comment
  • IsDestroyer

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    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

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    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
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    RogerCooperR
    @zlefin Yes, you could create a trigger like that. You would check against "directPresence" and change control to a neutral player.
  • 1 Votes
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    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 ?

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    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.

Recent Posts

  • @BouncingGoat In the XML file, you can use "display" for any text in a "step". For example,

    <step name="GrayZombiesCombatMove" delegate="move" player="GrayZombies" display="Zombie Attack!"/>

    However, I don't get the joke. Easter Eggs in the Greek turn should be in Greek.

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  • Hello.
    I make a mod for the 1941 scenario with more nations (Fins, Greeces, Siamese, DanubeAxis, Egypts, NeutralAxis, NeutralAllies, NeutralNations, Baltics - Vichy France is replaced by NeutralAxis, south and central america by NeutralAllies) and i try to a Easter Egg in the game Sequence of Greeces:
    the combat move action must be renamed by the finnish words 'veturinkuljetaja kieriskelee pinaatissa' (it describes an railwayman that rolling in spinach), but i don't know, how.
    i think, with the actionstext.properties it works, but i don't know how i can make the keys for this.

    have one of you a idea for that problem?

    A totally beginner

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  • @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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