Subcategories

  • Technology Rolls, enabling other technology rolls

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    U
    I've settled on Age of Tribes approach. Very straight-forward.
  • Looking for map feedback!

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    TheDogT
    @ebbe Should change your version to Version 2.1 <connection t1="East China Sea 3" t2="Kagoshima"/> is not a valid connection East China Sea 3 has Kobaya which is not possible to be in deep sea Line 1980ish Construction as a resource is missing Politics phase needs to go in each Clan phase, so when playing PvP its just one session, as Matt suggestion Using TripleA-2.6+14473 in each test game I get this below, sadly this is a first for me, so cannot offer any suggestions and I cannot make it repeat. [image: 1692352426861-screenshot-2023-08-18-092106.png] Searching the forum found this; https://forums.triplea-game.org/topic/1609/triplea-2-0-16244-issues-with-an-unreleased-game @Cernel Did you solve the "battle not displayed" problem?
  • Easier Map Making with Inkscape & reusable art assets

    thedog
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    TheDogT
    I am using a new to me Icon Editor called greenfish icon editor pro its free http://greenfishsoftware.org/gfie.php#apage [image: 1691400704136-937e2587-73a7-4566-aa7c-261624c4c3e3-image.png]
  • Cannot cast TriggerAttachment to RulesAttachment

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    Jason Green-LoweJ
    @wc_sumpton said in Cannot cast TriggerAttachment to RulesAttachment: :1:false:false:false:false Eeey, there we go, that works. Thank you!
  • May move through but NOT remain on territory

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    C
    @ebbe I think this would be a very useful and easy to implement feature request, and I would certainly use or consider using such an option. My suggestion, is adding a territory option like <attachment name="territoryAttachment" attachTo="1" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory"> <option name="isUnoccupiable" value="true"/> </attachment> The "isUnoccupiable" option has the same effects as the "isImpassable" option but allows moving through (yet not retreating into) the territory. I hope such a feature will be added.
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    Z
    Seems it wasnt working because I had the playerattachment for the player underneath all the triggers. Ty for confirming it works, it made me think of trying that.
  • End UserActions phase when action fails?

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    wc_sumptonW
    @jason-green-lowe When the selection "chance" is a success, triggers 'triggerAttachment_Germans_Buy_Mature_Tech_@MatureTechDice@@Technologies@_1' and 'triggerAttachment_Germans_Buy_Mature_Tech_@MatureTechDice@@Technologies@_2' are activated, and one condition is changed: 'conditionAttachmentGermansMayBuyMatureTech'. This is what is causing the userAction not to reappear. To get the same effect from an unsuccessful 'chance', the trigger that changes the condition would need to be activated, so the 'chance' would need to be relocated. Hope this helps! Cheers...
  • What is the purpose of the land units with 2-hex movement?

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    RogerCooperR
    @unternehmer The combined game of Axis & Allies: Europe 1940 & Axis & Allies: Pacific 1940.
  • Combining multiple resource bonus in a trigger

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    wc_sumptonW
    @ebbe There is no way to combine resource/resourceCount, as neither takes a list, and entering either multiple times means one value replaces another. To allow "resource" to accept a count requires some untangling. You could make Feature Request for this. Cheers...
  • Trouble capturing friendly units

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    Jason Green-LoweJ
    @wc_sumpton Thank you, ensuring there was only one playerAttachment per Player did the trick! The Spanish are now truckling under as ordered.
  • issue with upgrading units (consumesUnit & name="constructionType"

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    ebbeE
    @wc_sumpton haha, days of confusion, indeed... ... with all your advice and suggestions I got it working well, so consider the Issue with upgrading units to be closed and solved the exception for North Mino and Sawayama I made as it is a single inland lake: with a harbour one could build warships in there which I do not consider useful as it is isolated and no strategic extra value for amphibious assaults with ships as no extra terr.'s can be reached via the lake.. thanks a lot
  • How to remove multiple unit-types in a trigger?

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    ebbeE
    @ebbe The best questions are the ones that can answered by ones selves ... hahaha... so : <option name="removeUnits" value="all:Kobaya:Sengokubune:Atakebune" count="1"/> was correct: but as I had count="1" it only removed 1 unit , ofcourse... so made it count="99" and it seems to work
  • Objectives tab

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    D
    solved it map name is domination 1898 so needed domination_1898 instead of domination1898 :astonished_face: my bad! lol
  • Updating Maps

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    RogerCooperR
    @beornthebold-0 I sent my e-mail to you in chat.
  • (how to get a) Notification for Trigger with "chance" element

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    wc_sumptonW
    @ebbe The Switch can be very powerful, Grasshopper! OR May The Switch be with you! Cheers...
  • Constructable Canals

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    RogerCooperR
    @beornthebold-0 You could create an actual sea zone for the canal, with prohibited entry until a specific unit is built.
  • Start of turn PUs

    Moved
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    BeorntheBold 0B
    It's actually easy to make this happen. Here is an example in the map file: <step name="AquellaEndTurn" delegate="endTurn" player="Aquella"/> <step name="AquellaUserActions" delegate="userActions" player="Aquella" display="Diplomacy"/> <step name="AquellaPolitics" delegate="politics" player="Aquella"/> <step name="AquellaTech" delegate="tech" player="Aquella"/> <step name="AquellaPurchase" delegate="purchase" player="Aquella"/> <step name="AquellaCombatMove" delegate="move" player="Aquella"/> <step name="AquellaAirborneCombatMove" player="Aquella" display="Airborne Attack Move" delegate="specialCombatMove"/> <step name="AquellaBattle" delegate="battle" player="Aquella"/> <step name="AquellaNonCombatMove" delegate="move" player="Aquella" display="Non Combat Move"/> <step name="AquellaPlace" delegate="place" player="Aquella"/> <step name="AquellaTechActivation" delegate="tech_activation" player="Aquella"/> All I did was change the order of the steps, moving the "endTurn step to the top of the list. It works perfectly. You will have to do it for each player.
  • How to disable automatic elimination of unescorted transports?

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    wc_sumptonW
    @Jason-Green-Lowe From my understanding "Unescorted Transport Dies" no longer does anything and has been deprecated. Try: <property name="Transport Casualties Restricted" value="false" editable="true"> <boolean/> </property> Leave 'editable' equal to true so that you can change it using "Map Properties" on the main screen. Cheers...
  • Lets make a new Map Making Guide

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    O
    @thedog thanks for suggesting me
  • Make submarines pass through destroyers?

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    wc_sumptonW
    @jason-green-lowe If it ends in "xxx...Territories" that is where to look, and count equal to or greater than the number of territories listed to be true. 'direct...Territories', 'allies...Territories' and 'enemy...Territories' take their cues from the 'players' option or 'attachTo' if 'players' is missing (If you use 'players' it is best to add the 'attachTo' player to the list. Some conditions will add 'attachTo', some do not, and those that do clear it out so that there will not be any duplication.). "unitPresence" is what "xxx...Territories" is looking for in each territory listed in "xxx...Territories" value list. The key word here is each, not the group as a whole. PoS2 states that units listed together separated by a colon means "OR", this is incorrect. Colon separated list means cumulative. So in your example you have: <option name="enemyPresenceTerritories" value="@SeaZones@" count="1"/> But there is no "unitPresence" telling "enemyPresenceTerritories" what to look for. PoS2 states: "If missing, then presence needs only 1 of any unit, and excluded needs to be completely devoid of units" Well... I treat "xxx...Territories" like I treat triggers, always have "conditions" and "when". It's not always necessary, but the TripleA engine is very old, and there have been may contributors to the code, that assumptions may not work as desired. So add: <option name="unitPresence" value="ANY" count="1"/> <!-- If you want zero units add invert --> <!-- <option name="invert" value="true"/> --> Hope this helps. Cheers...

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.

    read more