Subcategories

  • How to convert text document to xml

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    prastleP
    @CrazyG gd stuff c
  • Can someone make a video in which you create a map in github?

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    @Frostion said in Can someone make a video in which you create a map in github?: @Cernel I must say that I dont know 100% what this feature is and what it is for, but if I don't use that overwrite thing, then the files do not seem to upload and replace the old uploaded stuff. Instead an error just occurs and no upload happens. I didn't use that setting for the latest world_at_war update and all seemed to work fine. Anyone knows better?
  • What is Player canBeDisabled Used For?

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    redrumR
    @Frostion @Cernel Alright, thanks for the input. I was just thinking when would someone disable a player vs use Does Nothing AI. I'm planning to leave this option as is for now.
  • Map Making Help - SAXParseException

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    redrumR
    @VonnVary It appears that you potentially started creating the map with an older version of TripleA as you need to make sure in the XML that its "attachment" instead of "attatchment". Here is a list of potentially changes you need to fix when upgrading to TripleA 1.9: https://github.com/triplea-game/triplea/wiki/Upgrade-Maps-Information If you still see errors after fixing that then feel free to post your XML for us to look at.
  • Is there a simple mechanism?

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    HeppsH
    @Cernel I was actually looking to use this as a control mechanism rather than as a method of up-grading a unit.
  • Unit repair no longer working

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    B
    I have found the problem. These are new lines of code that need to be there: <property name="Units Repair Hits Start Turn" value="true" editable="true"> <boolean/> </property> <property name="Units Repair Hits End Turn" value="false" editable="true"> <boolean/> </property> The old ones referring to battleships repairing at start or end don't hurt anything if they are there but they no longer work for units in 1.9.
  • Political Relationship Notifications

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    I will elaborate in more detail: My map has 9 levels of political relationship. All players start neutral to each other and each turn it is possible to either upgrade or downgrade a particular relationship. From neutral you can downgrade to uncooperative, then to unfriendly, then to hostile, and finally to war. Or you can upgrade from neutral to cooperative, friendly, aligned, and finally to allied. Yes, I previously requested a feature whereby when you view political relationships these various stages could be color coded so that it is easier to see exactly where they stand. Right now they show in red when they are hostile or war, and in green when aligned or allied, but gray for everything else. This is because the color is hard set by the arch_relationship in the engine. I have looked at the code and think it would be fairly easy to change it but I'm not a java programmer so I don't know. In any event, that was an earlier thing but the subject of this thread is different: I also have 18 players (countries). My game is a free-for-all, so often I am playing with a lot of AI players. Each turn the human players have to endure a lot of popup messages saying things like "Brazil is annoyed with Russia and has downgraded its relationship to uncooperative", or "Austria and India have improved their relationship to friendly". Unless the message concerns the nation I am playing I usually don't care about it. I realize it would be complicated to tailor it to individual players, so all I'm wanting (hoping is already possible) is at the player level to globally turn on or off all political messages. That way human players can decide if they want to see them or not as the game progresses.
  • Query about the Engine

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    C
    @redrum said in Query about the Engine: I went back and looked at the old forum. The 2 main threads I found talking about features/priorities/etc are: http://tripleadev.1671093.n2.nabble.com/Development-To-Do-list-tp7582044.html http://tripleadev.1671093.n2.nabble.com/Your-Wish-List-for-Top-Two-TripleA-Improvements-tp7588933.html Some of those ideas are in the github issues list: https://github.com/triplea-game/triplea/issues As partially said in the linked post, my first 3 items I wish some developers would do are: Allow for deliberate retreating; in that when you win a battle you get asked how much units you want to consolidate and can somewhat retreat all the others (it is dumb that in dice you cannot retreat if you were "too" lucky or in LL you have to pile up exactly that power to get the "hit-all-but-one" result). Having units that didn't move at all gaining a (settable and unit distinctive on board) defence bonus (related to the above, as it would be silly that if you attack and retreat then all your stack is just as ready to defend as if it stayed there on the ready). Having ammunition consumption; in that you have a "suicide" unit that can actually attack only as long as there is another unit in the same battle, in a 1:1 or more ratio for suicide:suicidator (shells:artillery) units; this should also work that you may require such a "suicide" unit for AA attacks (like your AA guns fire only as long as they have a "shell" unit to use, that suicides). I want to point out that in WW2 the cost of shells was normally much higher than the cost of the artilleries firing them (especially for AA guns) and in medieval times the cost of a warbow was about the same as 24 arrows, which you can loose in a couple minutes. But having a way to deliberately surely strafe in great superiority, without having to play Low Luck in order to be safe to do so, is really almost a fix, as Low Luck basically already allows it, and dice should allow it too. Also, another item would be fully supporting the ability to have units moving faster during non combat than combat move, as that is very important, for realism (already supported and possible, as you can give bonus movement in non combat, but there are a few issues).
  • Error while loading map

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    redrumR
    @thephalanx1453 Np. FYI, most XML editing tools can be used to validate the XML against the "game.DTD" to ensure its valid before trying to start a game: https://github.com/triplea-game/triplea/blob/master/src/main/resources/games/strategy/engine/xml/game.dtd This will often give you hints on what the issue is.
  • 12 sided dice combat

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    T
    Thanks all.
  • Specific unit type attack trigger

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    Z
    I think what needs to be added to the game at some point is "attack animations or cut sequences". These, by default would be on, but could be turned off by a user. Right now the only way to approximate this is in specific scenarios using kamikaze type attacks or pre-programmed choices.
  • Documentation

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    ZjelcopZ
    Roger Cooper is maintaining a huge collection of usefull data. Including a long list of properties: http://axisandallies.wikia.com/wiki/Category:Properties
  • Standalone map creation tools

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    redrumR
    @Zim-Xero That's probably pretty accurate. I think maybe the better question is we have a few different tools and none of them work that well but what are the useful pieces of each one. I think the goal is to decide what needs to be kept and then figure out how to integrate what we have together. Then we can look to hopefully make some significant improvements.
  • Support question

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    theredbaronT
    @CrazyG Remember that MacArthur did this exact thing when he escaped from Corregidor. Just food for thought
  • cannot load a map i created

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    redrumR
    @Idodoappo said in cannot load a map i created: games.strategy.engine.data.GameParseException: MapName: file:/M:/TripleA_1.9.0.0.3453/maps/4chan/games/TumblrChan.xml, Error setting property:victoryCity cause:Attachments: true is not a valid int value Here is the error: games.strategy.engine.data.GameParseException: MapName: file:/M:/TripleA_1.9.0.0.3453/maps/4chan/games/TumblrChan.xml, Error setting property:victoryCity cause:Attachments: true is not a valid int value It appears you are setting the "victoryCity" property to true instead of an int value which is invalid. From pact of steel 2 XML (https://github.com/triplea-maps/the_pact_of_steel/blob/master/map/games/pact_of_steel_2.xml victoryCity - values: a victory city is typically used for victory conditions. Is actually an integer, so you can set it to 0, or 1, or 2, or greater numbers. victoryCity uses an image located in the "misc" folder of a map called "vc.png", and the location is determined in a file called "vc.txt" in the map's root directory
  • Need the units shown itself in a folder

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  • R&D

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    C
    Another example of the sloppyness of using units as pseudo-resources (for tech or whatever) is that, then, the Unit Help tab in the menu becomes not really helping anymore. You can see what I mean if you click on Help/Unit Help in Age of Tribes, and see all the various actual units and develop-units mixed up at random. This would be solved if only a developer would add for conditions the ability to test for resources (still not as good as having a good tech phase for it, but at least better than using units as tech tokens).
  • Can whenCapturedChangesInto turn the unit to a neutral unit?

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  • Question about removing unit placement limit

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    @Kao Right on Kao ! Love it when a plan comes together Cernel is pretty sharp with the xml program
  • How do invisible units work ?

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    @Frostion Hmm...yea that's what I thought. I haven't tried your unit yet, so maybe it'll work. The more I think about it though, I don't think the invisible unit will solve what I'm trying to do. It's good to know how they work though. Basically I need a different players unit be able to allow placement of a another players unit. I thought with nation specific units, it'd work. I probably need to try that again. Anyway, thanks for your help. It's appreciated : )

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.

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