Subcategories

  • What to do with the game notes?

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    @black_elk Right arm I think the Notes were good where they were. Just a blank space there now
  • Extending Custodianship in Global 1940 derivatives

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    @simon33 That's a good question. Idk. Seems as if it might, although it'd probably be rare but if that's the case, it could happen. Just have to try it. I'd try and get it to work taking the french stuff first and then adjust as needed. But yea, you could have a trigger that changes ownership once France falls. That's kinda how the Vichy rule works now, so I'd think your idea would work.
  • StringIndexOutOfBoundsException

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    VictoryFirstV
    @beelee I got it to work, thanks to your help! It turned out there were two territories still included in the place.txt that I wanted to remove from the module. I thought removing their place boxes would do the job but they actually were still in the place.txt, just without any coordinates. This caused the String Index Out Of Bounds error. Lesson learned!
  • Tank Destroyer Images

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    ubernautU
    @beelee no reason to delete imo some cool images here
  • Trouble with Polygon Grabber

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    wc_sumptonW
    @victoryfirst said in Trouble with Polygon Grabber: I noticed this extra white territory bordering Sokna that shouldn't be there. I tried to remove it but then it fails to grab the polygon again. Is there a way to get rid of that? That little area is what I called "What's This?", and I'm assuming that it is suppose to be part of El Agheila. There seems to be a problem with the border there, and it got created when I tried to clean the map. Go figure. It not that hard to take care of, "What's This?" will need to be edited out of the poly file, then El Agheila can be reselected to include that area. As to the desert zones, the border did not completely touch the bottom of the map, thus cleaning removed that border. The border would need to be redrawn, insuring that it touches the bottom. Then the two area can be reselected. centers.txt polygons.txt These files have split the desert and have "What's This?" removed, but they still contain the other names for the missing areas. Cheers...
  • Flags for units not showing

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    @wc_sumpton yea i get ya, even if you are Lions fan Hopefully Victory First finishes his java class and jumps in
  • Place Changes on Prereleases

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  • No attachment for owned territory

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    @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?

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    @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.

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    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.
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    RogerCooperR
    That is the Pacific mod. You should be able to upload the file changes directly to that folder.
  • Change roundels in actionstext?

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    @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

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    @ebbe You also need tech development turned on or it won't center on anything
  • what ratio/ballance various Navy should be?

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    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

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    wc_sumptonW
    @thedog Very cool! Cheers...
  • Gives Movement = 0

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    @wc_sumpton heh heh no apologies necessarry Rock On [image: Rock On !!!.png]
  • A char at index 19 Error

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    wc_sumptonW
    @ebbe Thank you!! Cheers...
  • No battle against AA guns

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    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

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    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

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    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.

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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