Subcategories

  • AA Question

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    @hepps heh heh : ) well having different dice sides for defense and offense seems to work. It was hitting at 1 out of 6 so i made it 1 out of 12 since it's getting 2 shots. My limited understanding says this should be the same probability of a hit, but I'm not completely sure about that. Anyway...Rock on : ) Edit yea I thought my math was flawed. Here's a couple cool sites that explain and compute it in case anyone is interested: http://www.edcollins.com/backgammon/diceprob.htm http://www.geteasysolution.com/44-is-what-percent-of-144 Still wasn't able to do exactly what I wanted but it came out pretty close. Ended up with two shots at a 1 in 10 on which gives the DD a 19% chance of a hit as opposed to 16.7% with a 1 in 6 and also gives it a 10% chance of a hit when the sub tries to sneak by
  • How to Update a Map YAML on GitHub

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    @beelee kk ty
  • Helpful GitHub Video

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  • Map starting does nothing

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    M
    @redrum thank you very much for your quick response. Everything works fine now. And thanks for the Tip with the pre-release, I'll definetly have a look!
  • Map Making Noob Requesting Help

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    B
    @beelee ok got it sorted out. Must've got a little bleary eyed last night : )
  • Not seeing "notifications.properties" changes

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    StohrmS
    Just did (used the search function), found it, changed it and rezipped the folder. Tahdah, now it's working. Many, many thanks.
  • Solved: Game fails to start: No data of type centers for territory

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    redrumR
    @jim-parker Yeah, the zip, folder, and mapName property all have to line up. Glad you got it working!
  • Unit image creation

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    @hepps hehe digs for a laughing MamMoth
  • Auto spawning units

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    D
    In order to make the subs able to attack, I had to place them after the American non combat move (<option name="when" value="after:americanNonCombatMove"/>). I could not place them attached to americanPlace or americanEndTurn because that created an immobile sub the first turn.
  • Restrict movement of unit

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    redrumR
    @general_zod Good idea. That should make it so you can create a ring of territories with the territoryEffect preventing movement around the 10 or so you want them to be able to move to.
  • Remove tech using triggers

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    General_ZodG
    @prussia The method you are trying to use by switching the tech on and off has a terrible side effect. Anyone that uses the battle calculator won't get accurate outcomes while the tech is off. So advance planning will be very difficult.
  • Sub XML Properties

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    redrumR
    @hepps Yeah the ww2v2 and ww2v3 will pretty much have to be code investigation as no one really has a grasp on what they control and it isn't documented any where.
  • DestroyedWhenCapturedBy is not working

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    redrumR
    @rogercooper Yeah, I'd like to eventually get rid of some of the properties as they are really unnecessary. Only benefit they provide is if you want to allow them to be editable game options and the map works well both ways but honestly that is pretty rare.
  • Non-amphibious Transports Confuse AI

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    RogerCooperR
    @hepps The area-movement WW2 game Blitz had an air-only connection across the English channel. I don't see how you could even do that in TripleA.
  • Unable to View Error Log

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    redrumR
    I created an issue to track addressing this: https://github.com/triplea-game/triplea/issues/2538
  • Need Some Advice...

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    I
    Ha! That's the stuff. It works. Thanks, guys.
  • map properties file

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  • Cernel's 8 Colours Rainbow

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    Captain CrunchC
    @Cernel what a nice guy!
  • Kamikaze Suicide Tokens Don't Work

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  • Why does this place.txt file not work?

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    FrostionF
    @sammysleeth I used the one that is built into the Triplea program. You find it here: Engine Preferences - Run the map creator - Step 2: Map Utilities - Run the Automatic Placement Picker. If you need tips about how to use it, just ask

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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