Subcategories

  • 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)
  • AA Question

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    B
    @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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    prastleP
    @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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    prastleP
    @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!

Recent Posts

  • @BouncingGoat In the XML file, you can use "display" for any text in a "step". For example,

    <step name="GrayZombiesCombatMove" delegate="move" player="GrayZombies" display="Zombie Attack!"/>

    However, I don't get the joke. Easter Eggs in the Greek turn should be in Greek.

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  • Hello.
    I make a mod for the 1941 scenario with more nations (Fins, Greeces, Siamese, DanubeAxis, Egypts, NeutralAxis, NeutralAllies, NeutralNations, Baltics - Vichy France is replaced by NeutralAxis, south and central america by NeutralAllies) and i try to a Easter Egg in the game Sequence of Greeces:
    the combat move action must be renamed by the finnish words 'veturinkuljetaja kieriskelee pinaatissa' (it describes an railwayman that rolling in spinach), but i don't know, how.
    i think, with the actionstext.properties it works, but i don't know how i can make the keys for this.

    have one of you a idea for that problem?

    A totally beginner

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  • @TheDog This is about being able to place sea mines in any sea zone as a player. My solution was to make a territory adjacent to every sea zone in the game, but that inadvertently made blockade sea zones also adjacent to these territories, allowing you to blockade every player with one blockade zone.

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  • @VictoryFirst

    Hi victory!

    I agree with you, its unfortunate but it is what it is!

    Thanks a lot for your time!👍

    ~Ramon

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