Subcategories

  • Questions about Sea Zones

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    FrostionF
    I moved this topic to the "Map Making" category since it concerns map making.
  • Air battles in out of factory territories

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    FrostionF
    I moved this topic to the "Map Making" category since it concerns map making.
  • Air Base Movement

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    @beelee i found it. This is what i was thinking of link text
  • typeAA question

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    @redrum right on thank you
  • attackAA question

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    @redrum Well it's working now. Setting it to "0" was one of the first things I tired. I thought "this should be easy". : ) Anyway I obviously had something else off. At least it made me research the new AA support : ) Thanks again guys
  • Victory Trigger Not Working

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    redrumR
    @RogerCooper The victory value needs to be a key for the notifications.properties file not the actual string you want to display. Here is the POS2 XML: victory values: the string message from notifications.properties to be displayed if the condition is true. victory can be used to play sounds as well. victory will use victory value + "_sounds" as the key in notifications.properties file, and then will use "defeat_" or "victory_" + the notifications.properties value as the new key to look for in the sounds.properties file.
  • Chance in triggers

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    redrumR
    @RogerCooper You have the wrong phase name in the "when" condition. Replace the when condition in all the triggers with this: <option name="when" value="before:americanEndTurn"/>
  • Map colors in map.properties

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    RobbyPantsR
    @Cernel said in Map colors in map.properties: @RobbyPants Another suggestion may be that you search in internet for free fantasy maps, so you can draw it shadowing that, then use that map as the base for the relief thereafter, that can achieve very good results at relatively modest graphical skills. For my, my concern is more the time it would take to make the tiles and being able to make a map that's "good". I'm not so worried about the difficulty of it. The thing I like about the Classic and Revised WWII maps is that they have some natural choke points, and the value of certain territories leads the factions into fighting over them. I kind of like looking at the differences between the two maps because of that. I want to make sure that any map I make would be interesting to play and not come off like a chessboard in the middle of an ocean.
  • Linux and Windows Have Different Behaviour In Objectives Properties

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    @redrum Uggh...thanks for looking at it. I see where I fckd up now. Rookie mistake sorry to waste your time
  • Give and remove trigger added “unitProperty”?

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    FrostionF
    Thank you @redrum for the explanation, and the "-reset-" worked
  • Maps on tripleA web and maps "downloadable" in game

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    H
    Thank you all, you've answered/solved all my problems and allowed me to play happily.
  • Understanding alliancesCanChainTogether

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    RogerCooperR
    @Cernel A common request has been the ability to have countries join alliances. I wonder if the chaining property works that way (except for the display screen).
  • World War II Global - Map fix: Fortress Greenland

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  • Help with a random placement trigger system

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    FrostionF
    @Redrum @Cernel Thanks for the help guys! I have chosen to just use the last set of conditions and triggers made by Redrum. They seem to work as intended. I must admid though that I don’t really grasp the technical process happening in those triggers. Maybe if I studied them for some days, I could realize how they work
  • Negative Support Attachment Does Not Work

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    RogerCooperR
    @Cernel Thanks for the help. This is working <attachment name="supportAttachmentFighterAllied" attachTo="fighter" javaClass="games.strategy.triplea.attachments.UnitSupportAttachment" type="unitType"> <option name="unitType" value="infantry:artillery:armour"/> <option name="faction" value="allied"/> <option name="side" value="offence"/> <option name="dice" value="strength"/> <option name="bonus" value="-3"/> <option name="number" value="99"/> <option name="bonusType" value="air"/> <option name="impArtTech" value="false"/> <option name="players" value="British:Americans"/> </attachment> <attachment name="supportAttachmentFighterEnemy" attachTo="fighter" javaClass="games.strategy.triplea.attachments.UnitSupportAttachment" type="unitType"> <option name="unitType" value="infantry:artillery:armour_ge"/> <option name="faction" value="enemy"/> <option name="side" value="offence"/> <option name="dice" value="strength"/> <option name="bonus" value="-3"/> <option name="number" value="99"/> <option name="bonusType" value="air"/> <option name="impArtTech" value="false"/> <option name="players" value="British:Americans"/> </attachment> <attachment name="supportAttachmentBomberAllied" attachTo="bomber" javaClass="games.strategy.triplea.attachments.UnitSupportAttachment" type="unitType"> <option name="unitType" value="infantry:artillery:armour"/> <option name="faction" value="allied"/> <option name="side" value="offence"/> <option name="dice" value="strength"/> <option name="bonus" value="-3"/> <option name="number" value="99"/> <option name="bonusType" value="air"/> <option name="impArtTech" value="false"/> <option name="players" value="British:Americans"/> </attachment> <attachment name="supportAttachmentBomberEnemy" attachTo="bomber" javaClass="games.strategy.triplea.attachments.UnitSupportAttachment" type="unitType"> <option name="unitType" value="infantry:artillery:armour_ge"/> <option name="faction" value="enemy"/> <option name="side" value="offence"/> <option name="dice" value="strength"/> <option name="bonus" value="-3"/> <option name="number" value="99"/> <option name="bonusType" value="air"/> <option name="impArtTech" value="false"/> <option name="players" value="British:Americans"/> </attachment>
  • Occupation Penalty

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    CrazyGC
    @Schulz There is a territory in Russia. If Russia holds it, Russia gets 6. If Germany,Italy, or another enemy take it, they only earn 3. You have two ways The territory's production is set to 6. You create a national objective for all enemy nations that generates -3 PUs if they control this territory. The territory's production is set to 3. Russia has a national objective that gives an extra 3 PUs if it holds that territory. Look at the Pact of Steel 2 XML to see examples and how to make national objectives.
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    PantherP
    @Cernel said: ... Maybe @Panther can check this, as I've scarce interest in tech, but I believe the only ruleset that allows getting more than 1 tech per turn is Classic (v1). That's correct.
  • How to diversify USA strategies in WWII maps?

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    Depends on how you value territories. Strategic/geographical and morale boosting to a countries people can(usually is) be a determination of value also. Obviously, from a raw material stand point, midway islands are not worth anything. From a strategic point, quite a bit. Just depends on how you want to do it. "World in Flames" is supposed to be the best WWII game for realism. Sadly, I've never played it and last I checked, no longer an online option.
  • How do I prevent infantry from hitting aircraft?

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    C
    Moved to Mapmaking, as, while there is a map reference, I think this is more of a general matter, that may apply to various maps.
  • How to get error messages?

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    Moving to mapmaking.

Recent Posts

  • @Ramon said:

    As i understand it, this should make each sea zone worth 1 PU? That doesn't seem to happen in my map, so im wondering if this might be related to the issue?

    This is a condition statement and is checking if player owns a sea zone.

    Cheers...

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  • @Ramon

    For a new TTy you will need the correct xml info and then do the centers poly thing as well as drawing the new TTy.

    I forget the specifics but I'd pick a TTy and follow it through the xml adding the new name next to it. You can add the connections later but it shouldn't hurt to do it now either.

    Once the xml is up to date, follow Elk's guide step by step. @thedog probably more up to date on it than I 🙂

    If need be, we'll bring in reinforcements if you get stuck 🙂

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  • Hi, @TheDog

    I noticed the top line:

    <attachment foreach="$All-Players$^$All-SZ$" name="conditionAttachment_SZ_@All-Players@_@All-SZ@" attachTo="@All-Players@" javaClass="RulesAttachment" type="player">
    <option name="DirectOwnershipTerritories" value="@All-SZ@" count="1"/>
    </attachment>

    As i understand it, this should make each sea zone worth 1 PU? That doesn't seem to happen in my map, so im wondering if this might be related to the issue?

    I dont know honestly, but thanks for all the help! Let me know if you somehow find a fix!

    Another question regarding map creater tool.

    I'm editing a map right now (domination 1914 NML).

    and following this guide: https://forums.triplea-game.org/topic/3432/a-brief-guide-to-the-map-creator-tools-utilities

    Splitting territories in two has worked for me, but creating new territories (islands as example) works differently? I cant get it to work, i assume its different from dividing excisting territories but how does this work?

    Same goes for sea zones, does that also work different?

    Thank you!

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  • @ramon

    I think the condition that activates the trigger/condition has to come before the trigger/condition.

    Also, other things will still work but depending on where they're listed, will affect how they show up in the purchase window for example.

    Support attachments as well but I don't remember the specifics. WC clued me in on it. I need to look it up again.

    read more