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  • Where are the XMLs?

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    Captain CrunchC
    Cernel move this to the Shulz, Frostion, Lafeyette Topic forum please
  • First map; error: Unable to load expected resource: polygons.txt

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    H
    @Cernel thx man, i had to make the reliefTiles map a bit transparent, cut it up with the imagetilebreaker and replaced the old reliefTiles with the new ones. The map is, apart from some balancing basicly ready thanks to you guy. you're legends Hidde2k
  • Population / manpower

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    U
    Dear @redrum and Dear @Hepps, thanks a lot for the advice to look into the Civil War map. There are many good mechanics implemented there.
  • Map/xml with tech system?

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    SchulzS
    https://axisandallies.fandom.com/wiki/Domination_1914_NML_Navalland
  • Trigger when units are present on map?

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    C
    @redrum said in Trigger when units are present on map?: @Frostion Yeah, as @Cernel pointed out not a bad feature request. @Frostion Not a wonderful solution but, for now, one might do this with a limited amount of coding by using "eaches" on the conditions, then having as many same conditions assigned to the trigger as the number of units specified in the conditions themselves, then a condition type equal to the minimum number you want (in your case, 5), if you are following me. However, I'm not sure if it would work, as eaches are normally used to make the trigger firing that many times. EDIT: Nevermind, checked pos2 it says that eaches are just 1s, condition wise.
  • Problem with TriggerAttachment using placement option

    trigger
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    RogerCooperR
    @Cernel Thank you, I will fix it.
  • How do you modify the Map Rules?

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    redrumR
    @RyansPlace You'll need to unzip the map file then go to "\map\games" directory inside it. There you'll see the various game XMLs for that map. Open the one that corresponds to the game you want to edit then find those 2 properties and change them to editable="true".
  • 0 Votes
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    C
    @Cernel If so, I believe this would be the only case in all Axis&Allies history in which I'm forbidden from doing nothing during a movement phase.
  • Variable lists do not seem to work

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    Martin MadueñoM
    @redrum Thanks, i will try with pre-release :grinning_face_with_smiling_eyes:
  • XML code that only plays an mp3 file

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    redrumR
    @Frostion Ah I see. I'd need to see the error details to see why that's happening. Not sure if you have those but if so please post them.
  • Perfect AA system

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    T
    @Cernel For WWII scenarios, and thinking about the way the 88s were used in reality (ignoring their use in the late-model panzers), it would be nice if: AA were treated like any other unit for purchase, movement, etc, except as below: on defense, AA acts as flak/air defense if any attacking aircraft are present, and as anti-tank/inf artillery if no aircraft are present, at start of defensive fire phase (SBR is just a special type of attack, so AA would be 'flak mode'). No input required from defending player. on offense, the attacking player has to specify the default mode of the AA guns (flak vs anti-tank) during combat movement, similar to how bombers have to select 'bomb vs attack' in most current maps (I have no idea how complex the coding would be for this, but existing bomber behavior shows that this is possible). If the Attacker wants some of each, move them in two separate moves, just like we do now with bombers attacking and bombing a single territory today. In 'flak mode', AA hits more rarely (1/6 in most maps), but cherry-picks aircraft only for casualties In 'anti-tank mode', AA behaves like Artillery in most maps, with better hit chance (say 2/6), but allows full defender-choice on casualties. If all defending aircraft are eliminated but attack still underway, then AA is in 'anti-tank' thereafter. So, in effect, AA would just be artillery with a special 'anti-air' mode available. Cost, cargo size, movement rates, and combat strengths would need to be balanced carefully. If a player wants to buy a bunch of AA rather than 'normal' artillery, then it should be an option, but come with a cost premium. I would think that a slightly higher cost and the fact that they would still count as a placement should prevent unreasonable AA unit spamming.
  • Player specific territory effects?

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    HeppsH
    @Frostion The only way I can think if to achieve this (without having a unique Swiss Infantry unit) would be to create another hypothetical unit... call it "Swiss Advantage" (it could even be invisible) This unit could then just support the Swiss infantry units... and you could trigger it to be added and removed each turn based on where Swiss infantry meet the condition of being in a mountain terrain.
  • Two Capitals for One Player

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    prastleP
    @Captain-Crunch snorts in agreement
  • Simple Trigger Help

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    Captain CrunchC
    @all ok glad you mentioned what mod/map this is for ... we been getting lots of threads and questions for questionable "projects" and had you mentioned at the start your mod/map then I would not have wondered! Plus your title "simple Trigger help" also got me suspicious. Sure call me the forum nerd that likes to keep the trolls in check ... if a guy who was on his student council and quarterbacked his highschool and football teams and played Can-Am baseball 10 years is a nerd
  • Discussion about unit costs of WW1/WW2

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    HeppsH
    The value of unit strengths can also be affected by whether the game is meant to be played as Dice or Low Luck.
  • Houserules/mods for fun

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    G
    @wc_sumpton Thanks. You are correct, that works fine.
  • Map Making Error

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    R
    you should use notepad++
  • Can Air Transport be removed from land combat? +other paratrooper Qs.

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    C
    Also pointing out that, in a game like TripleA, where 1 round may be several months, but you can perform 1 single movement with each air unit, that movement is representing a number of going back and forth from the two territories you are landing on (that may be the same if you land where you started), as many as the implied real time would allow, at least in my mind. So, say, if you have 1 infantry and 1 transport, and the transport can transport 1 infantry per turn, that infantry should be the amount that you can transport over the course of the implied real time represented by the round (assuming you have 1 turn per round). Similarly, for example, in a game where "Germany" is a single territory, and you bomb it from "United Kingdom", landing in there too, I see that like those bombers doing that same operation for many times over, in game being simplified by you doing it only once.
  • Unit Placement Question(s)

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    HeppsH
    @Stohrm What exactly is it you are trying to achieve?
  • Receiveing (Gameplay) Sequence errors / issues

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    B
    @Stohrm Right on. I've made many a blurry eyed mistake myself

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