Subcategories

  • 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...
  • List of unit options?

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    TheDogT
    If you have not already. Download the map from High Quality> The Pact of Steel Visit this site when it works http://www.starlords3k.com/XOB.html
  • add image to Politics Pop-up

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    No one has replied
  • option name="unitPresence" value="Unit" count="0"

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    ebbeE
    @rogercooper thanks for all feedback: this is the current trick I use.... but I like to free some space in the purchasing panel...
  • Custom Label for Part of a Turn?

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    Jason Green-LoweJ
    @thedog That's interesting with the serial numbers. I tried changing my code to use serial numbers, but I'm still having the same problem. Any other ideas? @wc_sumpton <delegate name="initDelegate" javaClass="games.strategy.triplea.delegate.InitializationDelegate" display="Initializing Delegates"/> <delegate name="tech" javaClass="games.strategy.triplea.delegate.TechnologyDelegate" display="Research Technology"/> <delegate name="tech_activation" javaClass="games.strategy.triplea.delegate.TechActivationDelegate" display="Activate Technology"/> <delegate name="battle" javaClass="games.strategy.triplea.delegate.BattleDelegate" display="Combat"/> <delegate name="move" javaClass="games.strategy.triplea.delegate.MoveDelegate" display="Combat Move"/> <delegate name="place" javaClass="games.strategy.triplea.delegate.PlaceDelegate" display="Place Units"/> <delegate name="purchase" javaClass="games.strategy.triplea.delegate.PurchaseDelegate" display="Purchase Units"/> <delegate name="endTurn" javaClass="games.strategy.triplea.delegate.EndTurnDelegate" display="Turn Complete"/> <delegate name="endRound" javaClass="games.strategy.triplea.delegate.EndRoundDelegate" display="Round Complete"/> <delegate name="placeBid" javaClass="games.strategy.triplea.delegate.BidPlaceDelegate" display="Bid Placement"/> <delegate name="bid" javaClass="games.strategy.triplea.delegate.BidPurchaseDelegate" display="Bid Purchase"/> <delegate name="politics" javaClass="games.strategy.triplea.delegate.PoliticsDelegate" display="Politics"/> <step name="germansPolitics" delegate="politics" player="Germans"/> <step name="germansTech" delegate="tech" player="Germans"/> <step name="germansPurchase" delegate="purchase" player="Germans"/> <step name="germans0CombatMove" delegate="move" player="Germans"> <stepProperty name="resetUnitStateAtStart" value="true"/> </step> <step name="germans1CombatMove" delegate="move" player="Germans" display="Naval Penetration Move"/> <step name="germansBattle" delegate="battle" player="Germans"/> <step name="germansNonCombatMove" delegate="move" player="Germans" display="Non Combat Move"/> <step name="germansPlace" delegate="place" player="Germans"/> <step name="germansTechActivation" delegate="tech_activation" player="Germans"/> <step name="germansEndTurn" delegate="endTurn" player="Germans"/>
  • 0 Votes
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    Jason Green-LoweJ
    @wc_sumpton Well, yes, I agree that the way I'm creating the feature is far from ideal. I've got a cleanup trigger that resets the canBeMovedThroughByEnemies back to false at the end of each combat move. I would indeed prefer to have a supportAttachment, but my understanding is that those wouldn't work right now with the existing code, and I think tripleA is short enough on developers right now that it's not practical to request special features just for my map. I tried switching from directExclusion to (directPresence + invert), and that did the trick. Thanks again for the help!
  • 1 Votes
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    TheDogT
    Just in case you have you not tried; Game> User Notification> Show Trigger/condition Chance Roll Failure (UnTick) and for Success, but you have to do this manually and for each map. As Ebbe has asked above it would be great if the map maker could set this.
  • Roll a die and activate different triggers based on the result?

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    Jason Green-LoweJ
    @wc_sumpton Lol, yes, you've found the problem. There's nothing wrong with the code, but I put the enemy ships in Sea Zone 127 while I was testing, instead of Sea Zone 126. If I put the ships in the correct zone, everything works exactly as intended. Anyway, thanks again for all the support.
  • Suicide Units don't fire if not accompanied by non suicide units

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    Jason Green-LoweJ
    @thedog That worked, thanks!
  • Can a condition check a player's total income?

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    Jason Green-LoweJ
    @wc_sumpton This is great, thanks! I think it will work well.
  • Multiple Objectives Tabs?

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    Jason Green-LoweJ
    @wc_sumpton Thank you for the suggestion, but unfortunately the only effect seems to be that the single objective tab takes on the last name assigned. So I can rename the tab 'VPs', but I can't get a second tab this way.
  • Can a condition check how many units were built?

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    wc_sumptonW
    @rogercooper Bloodbath Rules Cheers...
  • Reference the PU Value of a Territory in Triggers?

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    B
    @jason-green-lowe sweet never seen it on triplea before. Nice job. Look forward to checkin it out

Recent Posts

  • @BouncingGoat In the XML file, you can use "display" for any text in a "step". For example,

    <step name="GrayZombiesCombatMove" delegate="move" player="GrayZombies" display="Zombie Attack!"/>

    However, I don't get the joke. Easter Eggs in the Greek turn should be in Greek.

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  • Hello.
    I make a mod for the 1941 scenario with more nations (Fins, Greeces, Siamese, DanubeAxis, Egypts, NeutralAxis, NeutralAllies, NeutralNations, Baltics - Vichy France is replaced by NeutralAxis, south and central america by NeutralAllies) and i try to a Easter Egg in the game Sequence of Greeces:
    the combat move action must be renamed by the finnish words 'veturinkuljetaja kieriskelee pinaatissa' (it describes an railwayman that rolling in spinach), but i don't know, how.
    i think, with the actionstext.properties it works, but i don't know how i can make the keys for this.

    have one of you a idea for that problem?

    A totally beginner

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  • @TheDog This is about being able to place sea mines in any sea zone as a player. My solution was to make a territory adjacent to every sea zone in the game, but that inadvertently made blockade sea zones also adjacent to these territories, allowing you to blockade every player with one blockade zone.

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  • @VictoryFirst

    Hi victory!

    I agree with you, its unfortunate but it is what it is!

    Thanks a lot for your time!👍

    ~Ramon

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