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

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    @wc_sumpton heh heh no apologies necessarry Rock On [image: 1725047603273-rock-on.png]
  • A char at index 19 Error

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    @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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    @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.
  • Can't get changeOwnership to work.

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    @victoryfirst Yes. Triggers, like conditions, need to have unique names. Cheers...
  • How to make AA guns fire at units multiple times

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    VictoryFirstV
    @wc_sumpton Thank you WC for you answer
  • Remove SBR damage limit?

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    @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

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    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

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    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?

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    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
  • Why are the territory names so small

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    TheDogT
    View> Map Font & Colour Change the Font Size to 12 or more
  • Self-made map won't load

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    VictoryFirstV
    Never mind, I figured out the issue. The mapWidth and mapHeight in the map.properties file were both set to 256 for some reason...
  • Trying to get foreach to work

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    @victoryfirst well thanks to wc the paratroopers auto deploy now. Guess I need to do another update lol
  • Change control of naval mine (AA unit)

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    VictoryFirstV
    @wc_sumpton Thank you, it works now! Awesome!
  • Russian Revolution

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    @victoryfirst "foreach" is a writing convention. Instead of writing 10 block of code, write 1 and the engine creates the 10 blocks. To see how this works, first load your map. In the menu in the upper left corner there is Export and under that is Export game.xml File (Bata). After saving open the file and you should see: <attachment name="conditionAttachmentRTOLivonia" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="alliedOwnershipTerritories" value="1:Livonia"/> </attachment> <attachment name="conditionAttachmentRTOKarelia" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="alliedOwnershipTerritories" value="1:Karelia"/> </attachment> <attachment name="conditionAttachmentRTOBelarus" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="alliedOwnershipTerritories" value="1:Belarus"/> </attachment> <attachment name="conditionAttachmentRTOUkraine" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="alliedOwnershipTerritories" value="1:Ukraine"/> </attachment> <attachment name="conditionAttachmentRTOTatarstan" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="alliedOwnershipTerritories" value="1:Tatarstan"/> </attachment> <attachment name="conditionAttachmentRTOPoland" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="alliedOwnershipTerritories" value="1:Poland"/> </attachment> <attachment name="conditionAttachmentRTOSevastopol" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="alliedOwnershipTerritories" value="1:Sevastopol"/> </attachment> <attachment name="conditionAttachmentRTOKazakhstan" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="alliedOwnershipTerritories" value="1:Kazakhstan"/> </attachment> <attachment name="conditionAttachmentRTOFinland" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="alliedOwnershipTerritories" value="1:Finland"/> </attachment> <attachment name="conditionAttachmentRTOMoscow" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="alliedOwnershipTerritories" value="1:Moscow"/> </attachment> So, the engine creates the difference condition. Cheers...

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