Subcategories

  • Using -reset- To Change Original Owner

    4
    1 Votes
    4 Posts
    548 Views
    B
    @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

    5
    1 Votes
    5 Posts
    849 Views
    N
    @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
  • 0 Votes
    5 Posts
    748 Views
    B
    @themaster42 Rename the folder with your mod. You'll need to rename the xml as well.
  • sleeping nations trigger function

    10
    0 Votes
    10 Posts
    2k Views
    W
    @Numetalfan You are probably right. I was thinking collect income, which is done at endTurn. Cheers...
  • REPAIR AND LOADING ISSUES

    8
    0 Votes
    8 Posts
    2k Views
    ubernautU
    @ebbe it's interesting i kinda like the way it is tho
  • territory Property error

    10
    0 Votes
    10 Posts
    929 Views
    W
    @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
    7
    1 Votes
    7 Posts
    1k Views
    RogerCooperR
    @lafayette I agree, an automated system would be better.
  • Simple ancient battle concept idea and questions

    5
    1 Votes
    5 Posts
    699 Views
    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
  • Questians about creating map skin

    1
    0 Votes
    1 Posts
    255 Views
    No one has replied
  • GLOBAL WWII OIL & SNOW -Project

    99
    2
    3 Votes
    99 Posts
    38k Views
    ebbeE
    [image: 1615550588417-hilltype2y.png] Okej, managed to adapt the hills relief; personally I think better than the previous one, but still not completely satisfied..... anyway, back to coding; this is acceptable in the mean while....
  • Map Making 2.6 Change Summary

    15
    1 Votes
    15 Posts
    2k Views
    LaFayetteL
    No map maker should be relying on the engine to generate any of these files for them. That behavior will go away, it's only there so that players do not need to redownload maps. These are not that many changes necessarily, but the explanation has been too complex.. Game notes, map.yml and description.html are the only new things.
  • Question about an optional trigger

    8
    0 Votes
    8 Posts
    984 Views
    W
    @Schulz Sorry, none that I am aware of. You can set the Player to AI with 'defaultType="AI"'. This can be selected by the player at the start of the game. Cheers...
  • Imperfect 1-movement land/air hybrid kamikaze scramble unit

    2
    2
    2 Votes
    2 Posts
    563 Views
    HeppsH
    @torpedoa Nice solution though.
  • updating an old map

    4
    1
    0 Votes
    4 Posts
    776 Views
    R
    @rogercooper Thank you very much. I plan on starting work on this again this weekend. I tested it and it works. Thank you for your kindness.
  • Simulating naval boarding in ancient times

    7
    0 Votes
    7 Posts
    983 Views
    TorpedoAT
    @hepps Oh yes. Thats a point. I will try that.
  • Alternate flags for map makers

    1
    7
    2 Votes
    1 Posts
    298 Views
    No one has replied
  • Resizing flags with minimal quality lose

    5
    0 Votes
    5 Posts
    582 Views
    SchulzS
    @thedog Thank you.
  • Some results of dozens of hours of searching unit images

    4
    20
    0 Votes
    4 Posts
    670 Views
    TorpedoAT
    I definitely have too much time. You can notice that by the variety on some unit images with no purpose. [image: 1614506771499-warriortemp-kopie-2-kopie-kopie-kopie.png] [image: 1614506771480-warriortemp-kopie-2-kopie-kopie-kopie-kopie.png] [image: 1614506771466-unbenannt.png] [image: 1614506771437-thor-kopie.png] [image: 1614506771402-templatese-kopie-3.png] [image: 1614506771340-templatese-kopie-2.png] [image: 1614506771309-templatese-kopie-kopie.png] [image: 1614506771297-templatese-kopie-kopie-2.png] [image: 1614506771282-principes_o.png] [image: 1614506771268-elephantes.png]
  • RFC: Map Rating to Replace Map Categories

    27
    1 Votes
    27 Posts
    7k Views
    RogerCooperR
    @TheDog I am glad you enjoy my postings. Note that I avoid numerical ratings, as my tastes may differ from others. I suspect that most users download the boardgame conversions and I think that they should have their own category. I don't think there is any place for broken maps in the repository. If a developer is having a problem with a map, they can zip it up and post it to Google drive where the community can download and help. Even if the map is basically meant as a resource, such as 100 x 100 hex grid, it takes little effort to create a simple scenario to use the resource.
  • A well known concept idea, eventually just for fun.

    4
    16
    4 Votes
    4 Posts
    873 Views
    djabwanaD
    @TorpedoA Oh yes! it was very fun. But now I don't have time to play it, because it was happening 24/7 and so you had to plan raids at specific times regardless of your personal schedule Now that I have a job and kids I can't do it any more. Since TripleA supports different resource types, I really like this idea of a building-heavy game where the buildings themselves produce different resource types (wood, wheat, iron, etc.) which can be used to build the units (and then the fancier buildings can produce fancier upgraded units), more like Tribal Wars, Age of Empires, etc. instead of the typical- territories = money, money buys units. Very clever!

Recent Posts