Subcategories

  • How would you improve the convoy system in maps?

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    Moving to Mapmaking.
  • The irreversibilty issue of losing side

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    C
    So, guess moving this to mapmaking, as I understand it is more of a discussion about how to make games in some ways, so I suppose it belongs to the development part of the forum.
  • 0 Votes
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    FrostionF
    I am moving this thread to the Map Making category as the thread essentially is about how to make a map/mod with the discussed player setup.
  • notepad++

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    @beelee upper right corner of any Windows window
  • Changing the cost of units

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    @Stonewall571 Hi Stonewall Not hard to change, but as cernel says, you have to make a separate mod to the existing map. Which isn't that hard either. Which map are you trying to change ?
  • Starting Unit Positions

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    redrumR
    @CrazyG Well mostly the good habits are the opposite of the bad ones But I think the key tends to be that there are a lot of options so you get a good variety of moves/buys turn 1 and the map plays differently every game. You want some randomness as well but not huge 50/50 battles that end up deciding the game the first round. Generally having some interconnected threaters of war helps make it so each player has different options on what to focus on. Many maps don't actually do this very well and most of the moves are no brainers. NWO/WaW/TRS are examples of really bad initial unit/factory placements as the first 3-4 turns play out almost the same way every time to the point I've seen players take a save at say the start of turn 3 and just play from that again and again. Probably TWW and Civil War have maybe the most interesting initial setup options as they tend to play out pretty differently every play through and almost every player has a different preferred opening. Once you get to UK1 in TWW, things can have played out pretty differently and the UK has tons of options on what to focus on (pressure France vs pressure Scandinavia vs support Egypt/Med vs support Southeast Asia) as well as what to build.
  • Git Question

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    @redrum right on thank you.
  • How to make commonwealth nations autonomous?

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    FrostionF
    I have moved this topic to general map making and xml editing, as the answer/solution is not map specific and could be helpful for other map projects. @Schulz I hope you get it to work
  • github update trouble

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    @simon33 yea It's working now. I just didn't realize it had updated when it did. Usually took an admin to approve.
  • The Neutral Player

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    HeppsH
    @CrazyG But you may be able to use a trigger that controls ownership based on the Territory name... EG. Trigger a change on ownership of "OuterMongolia".
  • Trying to Make New Players?

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    HeppsH
    @beelee and @Lincoln-Russell If you are working on Windows and editing an XML I might suggest NotePad++ . It is a much better tool.
  • XML Error "y"

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    @beelee well took a while but I see my issue was searching for y instead of "y" Tried space y and y space but yea ... the line error was the last line in the document so ... anyway just posting the resolution in case someone stumbles across this in the future : )
  • How to make a naval unit that can produce units?

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    HeppsH
    @CrazyG You could make a trigger for the ship that has the ability to make mines then have those ships automatically produce 1 invisible unit at the end of the NCM turn phase. Then you could make the purchasable mine unit consume the invisible unit. Then simply have all the (unused) invisible units removed from the map at the end of the current players turn. I think you could even deal with the invisible unit generation be handled by the unit attachment of "canProduceXUnits" instead of a trigger. But this is all just a suggestion. I have not tested any of this. So I am not sure what complications might arise.
  • Trying to fix some typos

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    Does the "capitols.txt" file have any function? I moved the capitol for one of the factions in the XML file, but not in the "capitols.txt" file. No errors happen, and the new capitol seems to function correctly.
  • Creating baseTiles from polygons.txt

    basetiles sea areas polygons.txt
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    RogerCooperR
    @Cernel It works perfectly. Thanks for the help.
  • Air battles not working

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    SchulzS
    I had the same problem; Probably need this one; <property name="Damage From Bombing Done To Units Instead Of Territories" value="true" editable="false"> <boolean/> </property>
  • Units Folder Question

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    @hepps Right on thanks again
  • What is command to not show VC images via map.properties?

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    @frostion @redrum Ok I got it. Manually editing the vc.txt file worked. But need to have it in the correct format. As shown, rather than name of image and coordinates, need name of territory and coordinates. For some reason, not sure exactly why, the mapmaker was not able to do this (in desired locations). Or maybe I just don't know how to. Germany (1159,383) United Kingdom (869,277) Eastern United States (223,496) Western Europe (979,416) Southern Europe (1088,673) Russia (1719,256) Karelia S.S.R. (1318,258) India (1931,917) Philipine Islands (2531,1001) Western United States (3493,443) Japan (2715,537) Kwantung (2412,805)
  • I need help for to fix the error

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    SchulzS
    I've looked most likely there is no way to get error message in the current version. Is there any way to detect mistakes of xml besides getting error messages. Also I have tried to download older version. Neither this nor old version did work when I downloaded the older one. So I did delete the older one.
  • Strategic Bombing Clarification

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    @ssoloff If it was in 1.9.0.0.2772, it should have been documented here: https://github.com/triplea-game/triplea/wiki/Upgrade-Maps-Information I guess you'll have to reupgrade all your maps having this property again @RogerCooper.

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