Subcategories

  • balancing around higher number of dice sides

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    RogerCooperR
    @ff03k64 Debuffs would allow units to have roughly constant hit percents, while still allowing tech improvement. Higher tech units could also be cheaper, as it would take fewer soldiers to achieve the same effect.
  • Map not loading correctly.

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    W
    The NoSuchElementException in Java is thrown when one tries to access an iterable beyond its maximum limit. This means that, this exception is thrown by various accessor methods to indicate that the element being requested does not exist . The next() method in Java returns the next element in the iteration or NoSuchElementException if the iteration has no more elements. The solution to this exception is to check whether the next position of an iterable is filled or empty . The following methods are used to check the next position: hasNext() hasMoreElements()
  • Using other TripleA resources

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    F
    @beelee better pissed of than pissed on! Thanks for all the info everyone.
  • new unit with special rules - is it possible?

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    wc_sumptonW
    @Numetalfan Glad to hear everything is now working. I don't use a saved game to test, because the saved game carries a copy of the xml, not the one being tested. I usually use edit mode on a new game to remove units, reset territory ownership and add units to mock up battles to test changes. @beelee "impArtTech" deal with the technology 'improvedArtillerySupport' which if 'true', will double the number of supported units when this technology is received. Cheers...
  • Multiple purchase phases

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    wc_sumptonW
    @ff03k64 Not bad. Looks good here. You are getting the same production for each purchase phase. Its probably the default production that was loaded at the beginning of the xml. This means the engine is not reading the triggers. Please check the properties for the 'Use Triggers' property and its 'true' if its not there then add it: <property name="Use Triggers" value="true" editable="false"> <boolean/> </property> That should do it. Cheers...
  • What are the divisions of "issub" in the new release?

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    T
    @RogerCooper canEvade allows a unit to leave the battle either at the beginning or the end of the round. The property "Sub Retreat Before Battle" indicates whether the units with canEvade will attempt to retreat at the beginning of the round (if the value is true) or at the end of the round (if the value is false). So, it sounds like you want the unit to have canEvade = true and the map to have "Sub Retreat Before Battle" = true
  • 0 Votes
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    Z
    @beelee It seems that with the new update to 2.2, I could preview the issue again. There is an issue with using 13066 to investigate for me because it doesnt seem to like the variablelist in maps and my map uses variables to make things easier. @wc_sumpton This worked exactly as I wanted so thank you so much. I also didnt know about the console option since I havent touched the engine preferences in ages so thank you for informing me of that as well, it will be useful in the future if something like this happens again where I cant check the console via preview.
  • Urgent: AI purchase, placement and amphibious noncombat

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    No one has replied
  • 0 Votes
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    wc_sumptonW
    @RogerCooper Are you saying that you don't have a '<relationshipInitialize>' section? It relationship are not initialize then there is nothing to set. That is why the trigger is falling. I have tried to set a tank unit to transport infantry, but if I didn't set "isLandTransport" then the trigger would fire but nothing would happen. But if I set "isLandTransport" to false then the trigger would change it to true. Hope this is helpful. Cheers...
  • Error loading my new(ish) map

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    RogerCooperR
    @ff03k64 Check this post for how to find the game.dtd I suggest using an editor that specifically supports xml. I use XML Copy Editor.
  • About AI purchase behavior and unit costs

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    TorpedoAT
    One clear example how the AI behaves when it comes to purchase. Germany can build 2 air units from start: For the matter of simplicity, i only state the most important values (attack/defense/movement @ cost) Aircraft A = 2/2/4 @ 9 Aircraft B = 3/3/4 @ 13 In this setup, the AI is purchasing only Aircraft A (dozens of test rounds) If i either increase A to 10 or decrease B by 1, the AI will only purchase Aircraft B. The first thing which irritates me is, that the cost difference between those units seems rather high in comparison to land or sea units in my game, but it was needed to get to the tipping point where the AI recognizes that one or the other air unit is best purchase. Normally i would only up the cost by 2 PUs if a unit gets +1 att/def more. This works ok because the AI will purchase both more or less, but is never totally ignoring a purchase like with those air units i mentioned above. A couple of land and sea units that AI is purchasing both and never ignore it are the following ones: Light Tank = 2/2/2 @ 7 Med Tank = 3/3/2 @ 9 and Destroyer = 2/2/2 @ 12 Cruiser = 3/3/2 @ 14 Those the AI is purchasing both more or less. Do Air units have different AI purchase code/formula than land/sea units?
  • Variant of Global 1940

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    Brent StoudtB
    Thank you both. The polygons represent places on the map. Polygon map showing how it overlays the map.....
  • Custom Technology NullPointerException

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    stalinpashaS
    @wc_sumpton What a hero, fixed!! [image: 1596388950772-3efh.gif]
  • A better word than "infrastructure"

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    C
    How about "appurtenance"?
  • End turn trigger calculation

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    wc_sumptonW
    @beelee I started a new topic for this discussion. Cheers...
  • isLandTransportable for units with 0 movement

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    TorpedoAT
    <property name="Selectable Zero Movement Units" It seems that this only effects the player? Example: <attachment name="unitAttachment" attachTo="Mot.Inf" <option name="attack" value="1"/> <option name="defense" value="2"/> <option name="movement" value="2"/> <option name="canBlitz" value="true"/> <option name="transportCost" value="4"/> <option name="isLandTransport" value="true"/> <option name="createsResourcesList" value="-1:PUs"/> With above isLandTransport unit, AI is able to pick up below isLandTransportable Unit and move it. <attachment name="unitAttachment" attachTo="Infantry" <option name="attack" value="1"/> <option name="defense" value="2"/> <option name="movement" value="1"/> <option name="transportCost" value="2"/> <option name="isLandTransportable" value="true"/> <option name="createsResourcesList" value="-1:PUs"/> But AI seems not be able to pick up following one: <attachment name="unitAttachment" attachTo="FlaK88" <option name="attack" value="2"/> <option name="defense" value="2"/> <option name="movement" value="0"/> <option name="transportCost" value="3"/> <option name="isLandTransportable" value="true"/> <option name="typeAA" value="AA"/> <option name="attackAA" value="3"/> <option name="maxAAattacks" value="1"/> <option name="mayOverStackAA" value="true"/> <option name="isAAforFlyOverOnly" value="true"/> <option name="createsResourcesList" value="-1:PUs"/> Seems its only for the player, and at least thats ok as long only the human player has units with movement=0. But i have a unit which is for all players, so thats problematic as i like to have it at 0 movement while still being transportable by the AI. Is there something i dont know?
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    @Zaroph said in Strange AI behaviour making an "impossible" movement over a canal while landing a unit: Wasnt sure which category to use so posting it here. https://forums.triplea-game.org/topic/1708/how-to-submit-a-bug-report
  • Determine purchase count of a given unit?

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    RogerCooperR
    @Michael-Hoover You can't limit it directly. There are 2 workarounds. You can limit the total number of units of the type available You could have the unit producible only at a specific facility with a limited production capacity
  • Bunker, 1 round battle, stalemate, offense participation next round

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    C
    @TorpedoA Sorry, nevermind. I haven't tested it and remembered "canNotMoveDuringCombatMove" units would never attack, but, apparently, they do. In this case, I think there is not a clean way to have non-attacking units. However, this issue might be tracking the problem (which might be a regression): https://github.com/triplea-game/triplea/issues/7167
  • How to use 'canMoveThroughEnemies' with land units?

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    TorpedoAT
    @wc_sumpton Nevermind 2.0 has a new XML option canRetreatOnStalemate. We can use that to explicitly allow conscripts an option to retreat on stalemate.

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