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  • User Action messages

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    @victoryfirst Idk if you can, but you can try adding a image the way you do for notifications. Add a image to doc/images must be a png and then add this to one of the lines in the actionstext and see what happens <img src="YourImageName.png"/> I've have had limited success with sounds. Was able to change them in notifications in 2.5 somewhat but haven't had any success in 2.6. I don't really understand how they work and just copied what Frostion did in Iron War. Added it to the Global 40 game, as I hate the air raid siren lol
  • enemyOwnershipTerritories doesn't exist

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    VictoryFirstV
    @wc_sumpton Thank you! I just checked and it worked correctly with the invert!
  • How to make captured units controlled by another power

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    @victoryfirst said in How to make captured units controlled by another power: I got it to work I added an original owner to each neutral and then did this: Nice! Cheers...
  • Modify movements restrictions out of contested territories

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    LaFayetteL
    A number of properties are listed here: https://github.com/triplea-game/triplea/blob/master/game-app/game-core/src/main/java/games/strategy/triplea/Constants.java (that location is subject to change & that list might not be complete)
  • air units: how to make them not crash

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    VictoryFirstV
    @cameron Omg thank you it worked!! I was spending so much time on this! I completely missed the absence of the forward slash! Lol pretty weird indeed, I just started XML coding yesterday and it has been giving me multiple headaches so far
  • Air units transportable by naval transport?

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    @cameron yea I don't think triplea can do that unless there allied Ftrs being carried as cargo. The Ftrs aren't actually on the CV in triplea. They just fly a endless CAP i guess
  • Territory Effects

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    @beelee The "<!--" that was making the block red was the start of a comment section. You might want to remove the "-->" that marks the end of the comment section, "</territoryEffectList> -->", before it may cause further problems. Cheers...
  • land transport - how to make them work?

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    cameronC
    the Steampunk_Advanced.xml that i've been modding had them like that, as separate entries i mean. this is my first proper mod so it's all rather new to me.
  • How Do I Center a Notification Image

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    No one has replied
  • transport units: how to limit which units can be transported

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    cameronC
    @azimuth transport cost is definitely not the answer i am looking for; which doesn't mean that it can't provide a solution... but i suspect a rather ugly one. the problem is there are rather a lot of units: https://docs.google.com/spreadsheets/d/1NnFVfK3eOrjdNwnmiA4q6ytV6VHLN8mNbgTetywtHm4/edit?usp=sharing am i right in assuming that transport costs must be integers? maybe i'll see what happens if i make them 0.9... otherwise i guess i could just multiply all the other values by 10 and make aviatrix/hero 9... hmm... that would allow one extra hero to be transported on the largest transport but that's prob fine - such an edge case it'll most likely never happen. i really wish my OCD wasn't triggered in such silly ways... edit: so i went with 100x for everything and 99 for the aviatrix and hero. seems to work. i still wonder why only integers. and why we can't just have toggles for everything. thanks, y'all.
  • Units in Combat - can we limit what a nonAA unit can target in combat?

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    cameronC
    @rogercooper said in Units in Combat - can we limit what a nonAA unit can target in combat?: canNotTarget ... i guess i was hoping i could just list the two units i want it to be able to target rather than list every other unit - combination of laziness and desire for less clutter and desire to have less things to update when i invariably end up adding more units...
  • Condition counting the exact number of units in a territory?

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    cameronC
    @azimuth [[laughs]] that sounds like a nightmare. i feel like the objective for it would end up being 80+% of the xml file... (not ALL the territories - just the land ones...) i'll most likely be the only person who ever plays this mod and i tend to ignore victory triggers anyway - i'm a conquer the whole world kinda player.
  • Broken Air battles with 2.6

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    @wc_sumpton Great news! Thank you!
  • Next step on Map-Making - how to collect feedback?

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    @LaFayette Should new maps/games which (quite certainly like this one) will be released after TripleA 2.6 is released avoid having the "mapName" entry in the game (XML) file?
  • Technology - how to make countrys start with techs already researched

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    cameronC
    excellent. that worked perfectly (once i corrected the slight typo at the end (that final '/')). thank you kindly. : ) <attachment name="conditionAttachmentAlwaysTrue" attachTo="Germany" javaClass="RulesAttachment" type="player"> <option name="switch" value="true"/> </attachment> <attachment name="triggerAttachmentScienceForGermany" attachTo="Germany" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentAlwaysTrue"/> <option name="tech" value="Science"/> <option name="uses" value="1"/> <option name="when" value="before:GermanyTech"/> </attachment>
  • Question about bombing damage and repair

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    I actually found a very, very, very dirty trick. But my map is already so heavily modded that it could do the job. Sharing just in case I use the repairPlayers step option, which allows a player to repair for another player. The feature seems to be working ONLY if the main player has anything to repair for himself (which isn't very logic or intuitive). To say it another way, if you want Germans to be able to repare italian factories, you need to have at least one german damaged facility as well, otherwise the phase is skipped. So I created two extra (hidden) players, " Axis" and "Allies". Only those two have the repair frontier. In order to have the repairPlayers feature working (see above), both have a (hidden) fake damaged unit on the map (in Sahara and Himalaya, respectively) that cannot be repaired (no repair frontier). This way, the repair screen doesn't pop-up before regular players purchase phase (as they don't have the frontier). Instead, just after the Place phase of each players, there is a separate "repair" phase, actually lead by the "Axis" and "Allies" players, and using pooled resources. This all just to make sure factories cannot be repaired before placing units...
  • How-To Upscale a Map: World War II v3

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    @black_elk You are a triplea treasure Elkstar
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    Black_ElkB
    Found this too late to be of much use, but yeah I had the same issues a few times when trying to create a place.txt for a couple maps. What happened in my case was that I had accidentally blanked a place, which is fairly easy to do since it's a lot of click/shift click to add or remove entries, but then without any assigned coordinates for a tile it would throw off that error. Another sorta similar error I think can happen if you have a duplicate entry in the text files. like say for a tile that was renamed. The utility also sometimes asks if you want to use the centers or polys, which can reintroduce an old label depending on which order you make the change. I think it happened to me there in a similar situation, like where I had an impassible tile listed twice, Sahara vs Sahara Desert or the like. That was easier to hunt down than the non existent/blanked place since at least I was able to search the txt file. Sucks the you had to go through that to manually delete the text blocks, hopefully you didn't lose too much work. After a couple snafus I started getting in the habit of maybe an extra copy of all the txt files each time I went in to edit them. Just in case something goofed, I'd have an earlier copy to reference. I had almost hosed like a whole weekends worth of placements for the big map, but somehow theDog was able to figure out which lines were different and saved my bacon. Anyhow, glad you figured it out. The map making tools can be really finicky, cause it you have to save it to launch and confirm changes, but usually the way I tend to do stuff, it'll be more than a few entries at a go.
  • What are the possible values for battleType?

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    @azimuth what exactly are you trying todo with SBR ? There may be a way around it, although probably doubtful I've tried tweaking them before without much success
  • Universal Objectives

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    @cameron said in Universal Objectives: Thanks for the replies. Think i might just make special factory type units that spawn the special units. I tried: <attachment name="territoryAttachment" attachTo="Themyscira" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory"> <option name="production" value="1"/> <option name="unitProduction" value="1"/> <option name='createsUnitsList' value='1:amazons'/> </attachment> but i guess those options only work with units? Or did i just miss something. I seem to be constantly missing things... In the line, you are using primes, whereas you should use seconds (also known as double primes) (as TripleA wrongly uses seconds as if they are either primary American English quotation marks or secondary British English quotation marks, also know as double quotes). Yes, that is only for units: just have an "infrastructure" unit creating whatever you need wherever you need it in the starting setup. Is there a list of list of territory attachments like this helpful list? The official reference for game-making is https://github.com/triplea-maps/the_pact_of_steel/blob/master/map/games/pact_of_steel_2.xml

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