Subcategories

  • Image Help Needed

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    @lafayette yea so i have pinta and I can do some stuff but trying to change the whole thing/color usually doesn't work unless it's gray ( forget what it's called ) and I can use those for Germans.
  • limiting production of a unit for the whole game

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    @numetalfan Not to hard. I would use a 'switch' condition to insure that only one player received the captured unit, and a limited 'resource' to build that captured unit. <!-- Add to the resourceList --> <resourceList> ... <resource name="CapturedMountainTroops"/> </resourceList> <!-- Add to production --> <production> ... <productionRule name="buyCapturedMountainTroops"> <cost resource="PUs" quantity="4" /> <cost resource="CapturedMountainTroops" quantity="1"/> <result resourceOrUnit="Mountain troops" quantity="1"/> </productionRule> ... </production> <!-- The 'switch' trigger --> <attachment name="conditionAttachmentCapturedMountainTroops" attachTo="Switzerland" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="switch" value="true"/> </attachment> <!-- If Germany captures the factory --> <attachment name="triggerAttachmentGermanyCapturesSwisFactory"attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <!-- Add 'switch' conditions --> <option name="conditions" value="...:conditionAttachmentCapturedMountainTroops"/> <!-- Give Germany 3 resources --> <option name="resource" value="CapturedMountainTroops"/> <option name="resourceCount" value="3"/> <!-- Change 'switch' to false --> <option name="playerAttachmentName" value="RulesAttachment" count="conditionAttachmentCapturedMountainTroops"/> <option name="playerProperty" value="switch" count="false"/> </attachment> Because every player should check the same 'switch' once its false it will block all other players and the resource will insure only a certain amount of units will be built. Next... Cheers...
  • How do you embed a hyperlink/url in the XMLs CDATA section?

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    LaFayetteL
    @thedog Most maps are set up to work with 2.6 This could be an example: https://github.com/triplea-maps/age_of_tribes Note the 'description.html' file: https://github.com/triplea-maps/age_of_tribes/blob/master/description.html Note the extracted game notes files (*.html): https://github.com/triplea-maps/age_of_tribes/tree/master/map/games
  • AI doesn't place units

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    @numetalfan heh heh : ) Make sure you can still place as many dudes as you want in France and aren't limited in case you get liberated and they Power up. Rare but ... : )
  • Island bunkers

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    N
    @beelee all problems solved - indead, it was the tech tested those bunkers, everything works now, very well
  • How to do Land- and Airtransport with more than one unit?

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    DerSchnelleHeinzD
    FUTURE WARS I was looking into your map right now... My feedback for you: I give you one thumb up for the work you did in the .xml - what will not only help me. And I won't give u my other thumb down - so I hack my hand off. But unfortunately I am a WWII man, so I am not really into "Lord of the Rings meets today's military" - to say it like I see it. But I like your fields turning into that green if you have captured them - that looks kinda fresh. I guess because the whole map doesn't belong to anybody - except that circles. And that makes a nice contrast. And about intellij - if you say you're using notepad++ the picture you posted is from notepad++? If so, please let me know how to turn it into that black style. Thankxxx
  • Winter

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    @rogercooper ahh... gotcha ya
  • Is Air/Land Transportable

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    B
    @thedog right on so sea transport won't work on 99 plus ? I guess I gotta do some math for the Land and Air boys then : ) Thanks
  • how I am using "movementCostModifier"

    thedog
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    TheDogT
    @rogercooper As "movementCostModifier" is part of territoryEffectAttachment is is very limited to what else you can do. However if each unit type has its nationality/faction built into the unit like "infantry-usa" or "roman-infantry" then you can target who gets the benefit or not. I think that might be as good as is gets.
  • one directional territory connections?

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    SchulzS
    I'd like this feature as well. It could work great to mimic Brest-Litovsk agreement more realistically without using triggers or Communists. For example CP occupies all these territories but unables to advance more deeper while Russia (Whatever tsarist, democratic or communist) can retake these teritories if CP doesn't defent them properly. So CP will need to tie significant forces to keep these territories.
  • great accurate resource for map making!

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    ebbeE
    @rogercooper said in great accurate resource for map making!: 40480105 Thank you Spy!
  • map submission date

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    B
    @pact_of_plastic yea just when it tells you theres a new one. Idk. i guess it doesn't really matter. So you're on the 2.5 stable ? Edit just saw your other post so yea 2.5.
  • How to limit the territory to just 1 Town, 1 Fort & 1 Castle?

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    TheDogT
    @beelee ++Good! It works, thanks
  • How to use the rim of a circular territory?

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    TheDogT
    @wc_sumpton ++Good That looks so much better! Thanks for the quick reply.
  • Error when Loading Scenario

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    @General_Zod I was surprised also by the absent of a line number in the error. Also notepad++ did not find the error until I checked for Artillery " (note the space before the ending quote). Checking for Artillery (note no quote sign after the space) did not find the error. Mostly it was luck when I found it. :astonished_face: Cheers...
  • isConstruction for sea zones

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    General_ZodG
    @beelee Should be possible. Try placing a construction with isSea attributes and also give it production attributes. But confirm that your current settings allow for construction placement without factory otherwise will need to build next to a factory. Heres a few to check and or use. refer to POS2.xml for complete lists canProduceUnits values: allows a unit to be a factory, without all the other things that come with being a factory (like capturable, land, non-combat, etc). So if you want flying factories, go ahead. Just don't complain if you get errors. isConstruction values: allows the unit to be placed in territories that don't contain factories. Only "constructionsPerTerrPerTypePerTurn" contructions of "constructionType" may be placed per territory per turn. May have only "maxConstructionsPerTypePerTerr" constructions Total per territory with/without a factory unless you enable "More Constructions with/without Factory", which will allow up a total number of up to the territory value. "Unlimited Constructions" game property allows unlimited constructions total in a territory. constructionType values: is just a unique string which identifies what kind of construction this, if two or more constructions have the exact same constructionType (and the same PerType rules), then they will follow the same rules for placement. example: if you have little_bunker and big_bunker both as type "bunker", with constructionsPerTerrPerTypePerTurn=2, then you could place 2 littles, or 2 bigs, or 1 little and 1 big in a territory If you do not want this unit to be effected by the global properties "More Constructions with/without Factory" and "Unlimited Constructions", then make sure the type ends in "structure". example: "harbour_structure" constructionsPerTerrPerTypePerTurn values: is how many of this type you can place in a territory every turn maxConstructionsPerTypePerTerr values: is how many max of this type may be in a territory. this must be greater than constructionsPerTerrPerTypePerTurn if "More Constructions with/without Factory" = true, then the minimum will be either maxConstructionsPerTypePerTerr or the PU value of the territory (whichever number is greater) in territories with/without factories if "Unlimited Constructions" = true, then this number becomes 10000 Also @wc_sumpton is correct the sezone may need production values.
  • How to mimic "fog of war" if there is a way?

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    TheDogT
    @butterw A quick thought, the unit count for human players could be; Traffic lighted, eg. Green(low numbers), Amber(medium numbers), Red(high numbers) Ideally the above bandings would not be fixed, but would be dynamic, based on the largest stack on the current map for the current turn, although this might not be possible. If it was fixed then some maps with low unit count might never get to the higher banding. Whatever you decide, put me down for giving feedback.
  • Having failed offensives as viable tactics.

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    in ww2 air units couldn't effectively be stopped by naval units and torpedo/dive bombers did have the ability to directly target capital ships.
  • AAguns having Area of effect

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    ubernautU
    @ebbe i like it
  • Request for new Blockade.png

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    TheDogT
    @beelee I downloaded the Windows version of Pinta and it worked with a few clicks, impressive. It coped easily with the resizing of the image and the opacity of the blockade.png.

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