Subcategories

  • Place Changes on Prereleases

    1
    2
    2 Votes
    1 Posts
    528 Views
    No one has replied
  • No attachment for owned territory

    39
    2 Votes
    39 Posts
    6k Views
    B
    @victoryfirst Idk how it got turned off lol Edit I'm real happy now @Panzerstahl-Helm-0 see Victory's post above if still having trouble
  • Placing a damaged unit at game start?

    4
    0 Votes
    4 Posts
    893 Views
    B
    @victoryfirst yea unfortunately it only works on setup. You can't trigger it with a condition.
  • Hello. I am making a map, and I require some asisstance.

    24
    2 Votes
    24 Posts
    7k Views
    VictoryFirstV
    Re background music I suggest you have a soundtrack of your background music that is as long as possible, and use it for game_start, then I'm fairly sure it will play throughout the whole game. I don't think it should have that much effect on the download time if you compress it. However such a sound might be annoying for people as the sound will just continue even if you close the game. Only when you close TripleA the sound will stop.
  • 2 Votes
    22 Posts
    6k Views
    RogerCooperR
    That is the Pacific mod. You should be able to upload the file changes directly to that folder.
  • Change roundels in actionstext?

    10
    1
    1 Votes
    10 Posts
    2k Views
    B
    @victoryfirst ah yea. First time I copied some game notes I ended up with a massive wall of text lol
  • Center-point screen with Capitals at turn start

    5
    1 Votes
    5 Posts
    1k Views
    B
    @ebbe You also need tech development turned on or it won't center on anything
  • what ratio/ballance various Navy should be?

    3
    1 Votes
    3 Posts
    1k Views
    ebbeE
    @rogercooper so: adapted balanced proposal: for every battleship max produced 2 carriers 5 cruisers 10 destroyers 10 submarines 10 transports
  • 🤯tooltips.properties supports colored text, who knew

    2
    2
    4 Votes
    2 Posts
    1k Views
    wc_sumptonW
    @thedog Very cool! Cheers...
  • Gives Movement = 0

    27
    1 Votes
    27 Posts
    5k Views
    B
    @wc_sumpton heh heh no apologies necessarry Rock On [image: 1725047603273-rock-on.png]
  • A char at index 19 Error

    Moved
    6
    0 Votes
    6 Posts
    1k Views
    wc_sumptonW
    @ebbe Thank you!! Cheers...
  • No battle against AA guns

    10
    2
    0 Votes
    10 Posts
    2k Views
    VictoryFirstV
    @wc_sumpton You are right, I just noticed I had isAA for the fighters when it did not work, and it is missing when it did work, so isAA caused the issue (I changed a lot of parameters so that's why I didn't know what fixed it). I will try to remember not to use the options you mentioned because they indeed cause a lot of trouble. Thanks!
  • Axis & Allies: North Africa

    2
    5 Votes
    2 Posts
    3k Views
    wc_sumptonW
    @rogercooper said in Axis & Allies: North Africa: The sophisticated supply rules of AANA are at the heart of the game and are not supported by TripleA. It would require a significant addition to the engine to support the supply rules. Such might be desirable, as the rules are good and could be applied to other situations This "supply" requirement is almost the same as Axis & Allies World War I 1914 "Infantry" requirement, and could be handled in about the same way with unitSupportAttachment. Thus, armor/artillery etc.. have an attack/defense value of 0/0 and can only attack/defend with the presences of the supporting unit, supply/infantry. These unitSupportAttachment are strait forward, with the exception of the bonusType stacking rules, which at present are quite funky in their workings. (This is why I don't suggest this for WWI '14.) "supply" cannot move and can only be transported by the truck, which cannot move during combat movement. "supply" could utilize the specialCombatMove to allow these units to enter combat. This would require the attacker calculate the number of "supply" to move. Just some thoughts.. Cheers...
  • Condition based on player's income

    3
    1 Votes
    3 Posts
    668 Views
    VictoryFirstV
    @wc_sumpton Thanks for your answer. That's unfortunate to hear. I have a LOT of territories in my game so keeping track of how many territories have been lost will be very hard for the players to manage. An income level would be much easier because it is directly displayed in the "Players" tab.
  • Can't get changeOwnership to work.

    6
    1 Votes
    6 Posts
    997 Views
    wc_sumptonW
    @victoryfirst Yes. Triggers, like conditions, need to have unique names. Cheers...
  • How to make AA guns fire at units multiple times

    4
    1 Votes
    4 Posts
    917 Views
    VictoryFirstV
    @wc_sumpton Thank you WC for you answer
  • Remove SBR damage limit?

    7
    1
    0 Votes
    7 Posts
    2k Views
    B
    @VictoryFirst That made me laugh lol In case you're not aware, v2 changes some other stuff too. Technology tokens i think. Maybe some other stuff. Can't remember
  • How to limit Factory/Facility Placement

    8
    1 Votes
    8 Posts
    2k Views
    VictoryFirstV
    @wc_sumpton I believe I finally found out the issue... I was searching online for the answer and I couldn't find it at first, until I finally came across a thread where someone had a similar problem, and the solution was to add the property Damage From Bombing Done To Units Instead Of Territories. That for some reason makes the canProduceXUnits to work.
  • Multiple combat phases

    4
    2 Votes
    4 Posts
    2k Views
    board 3659B
    @victoryfirst oh I remember some games having a second non-movement phase so should be possible
  • How do I auto-damage units at the end of a player's turn?

    16
    0 Votes
    16 Posts
    3k Views
    cameronC
    @wc_sumpton actually, that makes them heal less... when i tried: <property name="Units Repair Hits Start Turn" value="true" editable="false"> <boolean/> </property> <property name="Units Repair Hits End Turn" value="false" editable="false"> <boolean/> </property> then: units healed 0 HP at end of their Turn Complete phase units healed 0 HP at end of other players Turn Complete phase units healed 1 HP at start of their Combat Move phase when i tried: <property name="Units Repair Hits Start Turn" value="true" editable="false"> <boolean/> </property> <property name="Units Repair Hits End Turn" value="true" editable="false"> <boolean/> </property> then: units healed 1 HP at end of their Turn Complete phase units healed 0 HP at end of other players Turn Complete phase units healed 1 HP at start of their Combat Move phase when i tried: <property name="Units Repair Hits Start Turn" value="false" editable="false"> <boolean/> </property> <property name="Units Repair Hits End Turn" value="true" editable="false"> <boolean/> </property> then: units healed 1 HP at end of their Turn Complete phase units healed 1 HP at end of other players Turn Complete phase units healed ? HP at start of their Combat Move phase [always fully healed before this point but one assumes 0] EDIT: corrected lazy copy/paste errors

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...

    read more

  • @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 🙂

    read more

  • 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!

    read more

  • @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