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  • 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: 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?
  • 0 Votes
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    C
    @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.
  • How to only block Subs with Destroyers

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    C
    Moved to Map Making.
  • isAAforFlyOverOnly for Air units and Low Luck

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    B
    @TorpedoA yea it's that they'll give scramble ability to other planes now even if a normal AB isn't there. isAirBase values: allows units with canScramble and requiresAirbaseToIntercept function from a territory with this unit
  • 0 Votes
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    wc_sumptonW
    @LaFayette I would give YAML a try, gives me a chance to learn something new. (Been trying JAVA, just can't seem to get this old head around it.:anguished_face: ) Cheers...
  • I like to share a NWO mod of mine in a fast simple way, but how?

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    B
    Hi @TorpedoA If you wanna add as a separate map here is Frostion's guide: https://docs.google.com/document/d/1FfF7N0srp9QG0_if5D-c1d1Aa1QTttdhxgm1GBh3pI4/edit
  • Editing an HML

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    C
    @DominicVenditti said in Editing an HML: The XML file is named the exact same as the original code and its in the exact same place inthe directory as well. Anybody have any clue what I'm missing here? Thanks You are supposed always to rename the game, when you modify it in any way, unless you intend to update the original, in which case you should upgrade the version number for it. Doing this will also assure you are looking at the right one.
  • 0 Votes
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    C
    @LaFayette said in Polygon grabber tool issues with islands inside a single territory: The SZ name in territory is used as part of: territory click detection relief image breaker center picker placement picker That list is not fully exhaustive, it gets pretty complex to go down the tree of everything that uses that functionality and then everything that relies on that and so on.. It's a mess that the name of a territory is used at all to determine the territory type, in particular because it is not consistently done in that manner either. Right, that is why I said "mapmaking utilities aside". So, once you have made the map, the only one of these points that matters is the "territory click detection" one, which is the only one I'm aware of, as well, if that comprises hovering the cursor to get information, as well.
  • UPDATING OLDER MAPS FOR 2.1

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    LaFayetteL
    There is a DTD, doc type definition that does enforce which XML entities and properties are allowed. I was thinking you meant an XML property as opposed to a TripleA <property> tag. In XML, a property is typically a value after a tag, eg: <tag property=123> When parsing in an enforcing mode the DTD defines which properties are valid and which are not. Though you are right about property name values. An unrecognized one would go unused. EG: <property name='not-recognized'>
  • assigning paratrooper tech

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    Marc SarziM
    @wc_sumpton actually, adding the techTokens made my earlier approach work (in my first attach .xml file) so no need for triggers!

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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