Subcategories

  • Funny Error message in new bata release 9220

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    wc_sumptonW
    @hepps @General_Zod after further checking I found that it was an installation problem. After I removed another JAVA product, everything started to run fine. Thanks for all your help!! P.S. @Hepps yes the default is 1 when not used. Cheers...
  • Air Transports

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    @general_zod yea clarification in Notes is a good thing. i always try and do that if something seems confusing or is unexpected behavior to me. So will do a Note thingy for the Paras : )
  • Making a map

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    FrostionF
    @alkexr I also used the map making tools, but I would not use them now. I think they make buggy and unusable xmls. But they also helped me a lot
  • New property for units: Number of turns to complete

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    H
    @redrum sounds good then... limiting.... but a good stand alone feature.
  • How to share new maps

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    LaFayetteL
    @BeorntheBold if you can get the map repo: https://github.com/BeornTheBold/another_world, to have all needed files (looking something like: https://github.com/triplea-maps/the_pact_of_steel), then map admins can take it from there. Let us know how it goes @BeorntheBold
  • Cant remove more than player has of resource

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    wc_sumptonW
    @redrum That all I do is guess. With the resource bar enhancement, I was just checking one against the other to ensure thing updated as planned. Thanks again for your time. 'If you throw it against the wall and it sticks. Somethings wrong take it down an try again!' Cheers...
  • Different requirements for AI players vs human players

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    redrumR
    @beornthebold You can use a system like Greyhawk wars to have a technology that indicates whether the player is AI or human then use conditions/triggers to turn it on/off: https://raw.githubusercontent.com/triplea-maps/greyhawk_wars/master/map/games/Greyhawk_Wars.xml You can then change either set different production frontiers or even trigger consumeUnits on/off.
  • User Actions

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    alkexrA
    @redrum said in User Actions: Yeah, its on my radar already to allow any resource for user action costs That would be cool to have, I'm planning to use that feature in Fallen Empire @Hepps Greyhawk Wars uses user actions, if I recall correctly.
  • Relationship Upkeep Usage?

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    @hepps Np ill shush
  • attackAAmaxdieSides

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    B
    @general_zod right on. Thanks I usually don't use the calc too much or I use it with a grain or two of salt anyway. I just kinda look at it and go : )
  • This topic is deleted!

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  • Map Making Reference Guide (POS2 XML)

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    redrumR
    Updated POS2 XML description to not refer to SourceForge anymore: https://github.com/triplea-maps/the_pact_of_steel/pull/5
  • IsLandTransport Question

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    HeppsH
    @redrum Yup, that is why I said "currently". My faith in you has never once wavered. I wasn't trying to add any pressure. I knew we had discussed it.... but you have your dirty little fingers in so many dirty little pies.... I figured this was on a "to be considered later" list somewhere.
  • xml error "attachment" must match "(option)+"

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    redrumR
    @general_zod (option)+ stands for the XML constraint that is being broken. It essentially says that you can only have "1 or more option elements inside attachment". Which pretty much means you either have some other invalid element like in this case or misspelled one of them.
  • Graphic Limitations & Specifications

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    General_ZodG
    @stohrm Not sure, but if you really need to know. I suggest you test it out by creating a 48x48 image and set the graphics app to display at 100%(actual size), and then change display resolutions to see what it looks like. From there you can adjust things as you like.
  • Main Map Focus

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    StohrmS
    @zjelcop said in Main Map Focus: @stohrm It only works for the nations you are playing yourselves, not when the AI is playing. So for Germany and Italy the focus should shift to the capital at the beginning of the turn and for me it does. When it's the AI turn it will not do that. Yes, it does focus on the Capital automatically if you're playing that Nation; but I was hoping for a command that could be put into triggers and such. For example: in the Tutorial game you don't start with a capital and it doesn't focus automatically to where your (only) unit is. Granted, that portion of the tutorial teaches you how to focus and such; but it'd be nice to have the ability to direct one's focus via triggers.
  • Need Feedback - Map Maker Documentation - Where to consolidate?

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    LaFayetteL
    In general I agree, pinned posts here is pretty ideal. Looking at the content in question: https://github.com/triplea-game/triplea/tree/master/docs/map_making, posts keep seeming not appropriate. I would not want to be the author of that post and on the hook for tracking update suggestions and making sure things stay updated. Content like that needs a wiki or some way that the full community can edit. A suggestion for it, we could create a forum post called "map making guides" and then include the above link to help people find the documents.
  • Is there other points in a turn to activate triggers?

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    HeppsH
    @redrum Ok. Wasn't sure, but that is what I figured. Thanks.
  • Simple clarification needed.

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    HeppsH
    @redrum @alkexr Thanks guys.
  • Customizing a Objectives window

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    HeppsH
    @alkexr All you need to do is to rename the objective tab inside the objectives file. Simply insert this on the fist line in the file... Objectives.Panel.Name=Technologies (Of course you would obviously want a name that would put a smile on Mr. Tolkiens face)

Recent Posts

  • @Ramon said:

    Is there a mechanic or attachment that allows a 0 attack unit to destroy a 0 defense construction?

    The "trench", a 0 defense construction unit, could give the "conscript", a 0 attack unit, a plus 1 attack using support attachments. The problem with this is that the support should be applied only when the "trench" is defending and only the "conscript" is attacking.

    <attachment name="supportAttachment_Trench" attachTo="trench" javaClass="UnitSupportAttachment" type="unitType"> <option name="faction" value="enemy"/> <option name="unitType" value="conscript"/> <option name="side" value="defence"/> <option name="dice" value="strength"/> <option name="bonus" value="1"/> <option name="number" value="1"/> <option name="bonusType" value="Trench"/> <option name="players" value="$All-Players$"/> </attachment>

    To do this a plus and minus support attachment would have to be created for every attacking/defending land unit to create a counter to the "trench".

    <attachment name="supportAttachment_InfantryAttack" attachTo="infantry" javaClass="UnitSupportAttachment" type="unitType"> <option name="faction" value="allied"/> <option name="unitType" value="conscript"/> <option name="side" value="offence"/> <option name="dice" value="strength"/> <option name="bonus" value="1"/> <option name="number" value="-1"/> <!-- All positive supports are "Trench" --> <option name="bonusType" value="Trench"/> <option name="players" value="$All-Players$"/> </attachment> <attachment name="supportAttachment_InfantryAttackDebuf" attachTo="infantry" javaClass="UnitSupportAttachment" type="unitType"> <option name="faction" value="allied"/> <option name="unitType" value="conscript"/> <option name="side" value="offence"/> <option name="dice" value="strength"/> <option name="bonus" value="-1"/> <option name="number" value="-1"/> <!-- All negative supports are "Debuf" --> <option name="bonusType" value="Debuf"/> <option name="players" value="$All-Players$"/> </attachment> <attachment name="supportAttachment_InfantryDefend" attachTo="infantry" javaClass="UnitSupportAttachment" type="unitType"> <option name="faction" value="enemy"/> <option name="unitType" value="conscript"/> <option name="side" value="defence"/> <option name="dice" value="strength"/> <option name="bonus" value="1"/> <option name="number" value="-1"/> <!-- All positive supports are "Trench" --> <option name="bonusType" value="Trench"/> <option name="players" value="$All-Players$"/> </attachment> <attachment name="supportAttachment_InfantryDefendDebuf" attachTo="infantry" javaClass="UnitSupportAttachment" type="unitType"> <option name="faction" value="enemy"/> <option name="unitType" value="conscript"/> <option name="side" value="defence"/> <option name="dice" value="strength"/> <option name="bonus" value="-1"/> <option name="number" value="-1"/> <!-- All negative supports are "Debuf" --> <option name="bonusType" value="Debuf"/> <option name="players" value="$All-Players$"/> </attachment>

    It can get slightly complicated.

    Cheers...

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  • @TheDog You can create a support attachment that gives a bonus to the enemy.

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  • @Ramon
    The AI will have difficulty with a 0 Atk unit.
    A 0-1-1 unit will be AI classified as a defensive unit so trying to get it to attack, will be hard.
    AI wise better to have it as 1-1-1 unit.

    Have you considered increasing the dice to d8 instead of d6 ?
    Many of my maps are d8, so that very weak & weak units can be Atk/Def 1 and 2.

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  • @wc_sumpton

    Hi!

    Thank you for your response!

    The trench is designed to have 2 hit points for balancing purposes, its a defensive unit.
    To be honest i dont know either why trenches have isSuicide, this map im currently working on is inspired by domination 1914 no mans land and i copied their trench design. I think i can just delete that part.

    ~Ramon

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