Subcategories

  • AI and Neutral Relationship (was Japanese vs Russians)

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    @rogercooper As a alternative to the Feudal Japan approach a custom game property RUS AI can be set manually if Russians are to be played by the AI. <property name="RUS AI" value="true" editable="true"/> "movementRestrictionTerritories" is a player "RulesAttachment", a trigger can overwrite the value. <attachment name="rulesAttachment" attachTo="Russians" javaClass="RulesAttachment" type="player"> </attachment> <attachment name="conditionAttachmentRus1" attachTo="Russians" javaClass="RulesAttachment" type="player"> <option name='gameProperty' value='RUS AI'/> </attachment> <attachment name="triggerAttachmentRus1" attachTo="Russians" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentRus1"/> <option name="when" value="before:russianPurchase"/> <option name="playerAttachmentName" value="RulesAttachment" count="rulesAttachment"/> <option name="playerProperty" value="movementRestrictionTerritories" count="India:15 Sea Zone"/> <option name="playerProperty" value="movementRestrictionType" count="disallowed"/> <option name='uses' value='1'/> </attachment> I'm only testing the trigger once based on "RUS AI". To apply/clear movementRestrictionTerritories based on the ownership of India, I think you would need 2 opposite triggers based on conditionAttachmentRus1. If RUS_AI: trigger1 (set movementRestrictionTerritories) else: trigger2 (clear movementRestrictionTerritories).
  • Random Starting Set Ups

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    SchulzS
    @zaroph I've just learned and decided to use another method which randomize unit distributions instead set ups; Example; <variable name="DervishConscript"> <element name="Eritrea"/> <element name="Cibuti"/> <element name="Aksum"/> <element name="Dessie"/> <element name="Adama"/> <element name="Gondar"/> </variable> <attachment name="conditionAttachmentr1" attachTo="Germany" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="rounds" value="1"/> </attachment> <attachment foreach="$DervishConscript$" name="triggerAttachmentDervishConscript@DervishConscript@" attachTo="Dervish" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentr1"/> <option name="placement" value="@DervishConscript@:conscript" count="1"/> <option name="players" value="Dervish"/> <option name="chance" value="1:2"/> <option name="when" value="before:germanyCombatMove"/> </attachment>
  • Underscores in XML

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  • Removing "X Convoy Center" texts from convoy zones

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    @schulz yea I don't think you can have the values without the text. At least you couldn't a few years ago. Kind of a bummer. I asked about trying to get em to show with just hover or add to the bottom bar, but that idea wasn't accepted.
  • Multiple Canals

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    SchulzS
    @thedog Thank you. Worked now. <attachment name="canalAttachment4" attachTo="SZ 67" javaClass="games.strategy.triplea.attachments.CanalAttachment" type="territory"> <option name="canalName" value="Dardanelles Canal"/> <option name="landTerritories" value="Constantinople:Bursa"/> </attachment> <attachment name="canalAttachment4" attachTo="SZ 84" javaClass="games.strategy.triplea.attachments.CanalAttachment" type="territory"> <option name="canalName" value="Dardanelles Canal"/> <option name="landTerritories" value="Constantinople:Bursa"/> </attachment> <attachment name="canalAttachment5" attachTo="SZ 84" javaClass="games.strategy.triplea.attachments.CanalAttachment" type="territory"> <option name="canalName" value="Bosphorus Canal"/> <option name="landTerritories" value="Constantinople:Bursa"/> </attachment> <attachment name="canalAttachment5" attachTo="SZ 88" javaClass="games.strategy.triplea.attachments.CanalAttachment" type="territory"> <option name="canalName" value="Bosphorus Canal"/> <option name="landTerritories" value="Constantinople:Bursa"/> </attachment>
  • EndTurnNoPU delegate not working

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    @beelee Idk if you can change the display or not but POS2 just has "Turn Complete" <delegate name="endTurnNoPU" javaClass="games.strategy.triplea.delegate.NoPUEndTurnDelegate" display="Turn Complete"/> Doesn't have "...No PU" in it I first tried it with "Turn Complete but it didnt work so it was something I changed to see if it did work. However it seems that ive solved it now. I changed <step name="bloodelvesEndTurnNoPU" delegate="endTurnNoPU" player="BloodElves"/> to <step name="bloodelvesEndTurn" delegate="endTurnNoPU" player="BloodElves"/> And it seems to work now. Seems weird to me that they have to have the same name even tho they are different things.
  • Trigger Not Firing Correctly

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    wc_sumptonW
    @beelee The problem might be with the conditions/'when'. I think control of a territory after battle is not changed until 'endTurn' so checking 'after:japanCombat' will always be false. By removing the 'when' the trigger is checked at 'endTurn' and fires. Cheers...
  • LandMine Image

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    @hepps Right On ! That's Awesome ! Canada can give them to their Peacekeepers. Keep em safe at night Thanks [image: Rock On !!!.png]
  • trigger question - unit with hit

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    @numetalfan I would try using "unitPresence" and"directPresenceTerritories" instead . Something like <option name="directPresenceTerritories" value="53 Sea Zone" count="1"/> <option name="unitPresence" value="battleship" count="1"/>
  • Step Name Withdraw

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    @trevan ahh...I remember that now. Idk if they're related or not, but the cause in this case is different. The reason the error threw, was because I moved some units in edit into combat as an engine workaround. When i went to retreat the air units, there was still an edited unit alive and it didn't know where it came from is my guess. I thought maybe I needed a withdraw step up by Purchase, CombatMove etc..
  • Support Attachment Question

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    @beelee well I sent an arty and inf against 2 inf and it had 48% success rate. I sent 1 tank and 1 inf and it had 51% success. Both had same attack power. I guess it's just not gonna pick that Guard unit until all the other supported units are dead. Bummer. I can't really think of any way to hack around it. Even if I could make a trigger work somehow, doubtful, if a Guard and arty were present in same TTy, it would negate the first attachment and I could use a second one for Guards only, It'd negate all the battles with artillery. Unless I could specify each TTy. As I said, I'm doubtful of that idea.
  • Attempted Merging Values Error

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    I've also discovered it happens specifically when rolling history backwards between the American Combat and Non-Combat phases. Don't know if that's important.
  • Using -reset- To Change Original Owner

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    @general_zod Right on ! <attachment name="triggerAttachmentNormandyOriginallyNeutral" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="NormandyOriginallyNeutral"/> <option name="territories" value="Normandy Bordeaux"/> <option name="territoryAttachmentName" value="TerritoryAttachment" count="territoryAttachment"/> <option name="territoryProperty" value="originalOwner" count="Neutral_Allies"/> <option name="uses" value="1"/> <option name="when" value="after:changerCombatMove"/> </attachment> Thanks General
  • HP repair question

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    @torpedoa Maybe by a trigger with uses = 5 the condition would be a unit in the country or in a sea zone next to it. However this might cause fifo, first in first out, which means the first 5 units would be repaired. For the next round you would need another trigger. Not an ideal solution, but maybe one that works
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    @themaster42 Rename the folder with your mod. You'll need to rename the xml as well.
  • sleeping nations trigger function

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    wc_sumptonW
    @Numetalfan You are probably right. I was thinking collect income, which is done at endTurn. Cheers...
  • REPAIR AND LOADING ISSUES

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    ubernautU
    @ebbe it's interesting i kinda like the way it is tho
  • territory Property error

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    wc_sumptonW
    @Numetalfan I am sorry for being unclear. The attachment name 'territoryEffectrussinawinter' may be causing the problem: <!-- <attachment name="territoryEffectrussianwinter" attachTo="russian_winter" javaClass="TerritoryEffectAttachment" type="territoryEffect"> --> <attachment name="territoryEffectAttachment" attachTo="russian_winter" javaClass="games.strategy.triplea.attachments.TerritoryEffectAttachment" type="territoryEffect"> <option name="noBlitz" value="armour:mobile_artillery"/> <option name="combatOffenseEffect" value="armour" count="-1"/> </attachment> You are creating an attachment for 'russian_winter'. Cheers...
  • map.yml - file

    Moved
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    RogerCooperR
    @lafayette I agree, an automated system would be better.
  • Simple ancient battle concept idea and questions

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    TorpedoAT
    @TheDog I use dice 6 Commanders add support +1 for 10-20 units No terrain effects I use max combat value at 4 for normal battle, then with 2 different/stacking support attachments, some units can reach 6 for combat, like Legionaries e.g. to represent the strongest units. Here the list which i think about atm. I extended it again because i have a great variety of units. (air values = ranged) (normal values = melee) shortbowmen (2/3) (1/1) longbowmen (3/4) (1/1) light javelin infantry (2/2) (2/2) medium javelin infantry (1/1) (3/3) -> 2 HPs heavy javelin infantry (1/1) (4/4) -> 2HPs light spearmen (0/0) (2/3) heavy spearmen (0/0) (3/4) -> 2HPs horsearchers (2/3) (2/1) light javelin horsemen (3/2) (3/2) medium javelin horsemen (2/1) (3/2) -> 2HPs heavy horsemen (0/0) (4/3) -> 2HPs war chariots (4/3) (2/1) -> 2HPs war elephants (1/1) (4/3) -> 2HPs All horses and chariots are 2 movement and can scramble. Elephants only move 1. Eventually you can just take the list and change what you think would be proper values. And of course your rough cost values. Dont need to be super precise. As you can see, i put horses, chariots and elephants as offensive powers, and bowmen and spearmen the defensive ones overall and there are a great number of 2HP units, because i have healer units. Thanks for your thoughts

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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