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  • 0 Votes
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    N
    @martymoose 3.X changes: https://forums.triplea-game.org/topic/1181/total-world-war-december-1941-3-0-0-6
  • Any easy way to redraw an existing map

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    RogerCooperR
    @simon33 You can use the "Tile Image Reconstructor' under Map Tools/Optional things. It the changes is minor, you can try editing the polygons.txt file and other files directly.
  • Images disappear when game is published to TripleA server

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    Jason Green-LoweJ
    @cernel OK, that seems to have been the problem. Thank you!
  • Territory effects that apply only to some borders of a territory

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    W
    @Myrd I understand that 'canalAttachment' is used to connect sea zones with land zone restrictions. But it can also be used to connect land zones. One of the first modifications could be to allow the option "landTerritories" to accept sea zone (this might already be allowed), and the uses of a key word like "None". Then all that would need to be done is allow the use of 'territoryEffect' be attached to the 'canalAttachment'. Not simple I understand. Also, a change to the 'territoryEffect' to add a limit to the number of combat rounds. These are my thoughts. Cheers...
  • Any way to create a multi-HP unit that starts off damaged?

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    B
    @myrd Only one I know of is "hitsTaken". <unitPlacement unitType="battleship" territory="97 Sea Zone" quantity="1" owner="Italians" hitsTaken="1"/> but this only works with the auto repair not damaged ones you'd pay for. I just copied how hepps did it in TWW but still need to use edit at the start to get the hitpoint damage right.
  • Low Luck vs Random AA Casualties

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  • How to produce trenches & fortifications without factory?

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    RogerCooperR
    @unternehmer I think everyone here is going for excessive complexity. Professional armies always build field fortifications of a type appropriate for the conflict. There should not be a need to have a separate PU cost or choices about what type to build. Just have the units make the field fortifications for free and use triggers or special attacks to remove excessive numbers of fortifications. Or ignore the entire issue and give the units extra strength on defense.
  • How to: Missile land units Support for Sea units

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    B
    Hi @ebbe So you have a Sea unit that has transport capacity that when the missle unit is on board it gives support to the Sea/Naval unit ? If so, I remember someone wanted something similar a while back but I never followed up on it. I'm not sure if supportAttachment recognizes cargo on a transport. Haven't tried it. I think I was gonna try and use unitPresence, the missile unit in this case, to trigger the support or change the combat values with <option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/> then trigger back if there weren't any present. I never tried it tho. I'll think on it some
  • First strike units not firing first?

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    C
    @cernel To clarify, in v1 submarines should indeed fire separately from other defending units if there are offending air units but together if there are no offending air units. Anyway, the separate step in which only defending submarines fire should not be called as "first strike" or anything like that. I defer to @Panther for confirmation.
  • Is it possible to run a trigger for each unit found via unitPresence?

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    M
    I looked at the engine code around createsUnitsList and it doesn't look like it will work. The relevant code is in EndTurnDelegate.java. } else if (!uaToCreate.getIsSea() && !uaToCreate.getIsAir() && t.isWater()) { toAddLand.addAll(ut.create(createsUnitsMap.getInt(ut), player)); ... if (!toAddLand.isEmpty()) { final Predicate<Territory> myTerrs = Matches.isTerritoryOwnedBy(player).and(Matches.territoryIsLand()); final Collection<Territory> landNeighbors = data.getMap().getNeighbors(t, myTerrs); if (!landNeighbors.isEmpty()) { final Territory location = getRandomTerritory(data, landNeighbors, bridge); createUnits(location, toAddLand, change, endTurnReport); } } So basically, for any land units that would be created at sea, we instead find a random neighboring land territory owned by the player and create the units there. No considerations for transports are given. I suppose engine changes could be done to support different semantics, but given this whole line of thinking is already trying to workaround a different engine limitation - perhaps that one could be addressed directly, i.e. making unitPresence support each (either as a multiplication on top of each on directPresenceTerritories if both are used, or not allowing multiple each values on different options).
  • Any better way to capture the value of the a die roll?

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    RogerCooperR
    @myrd If you are trying to exactly replicate the boardgame, it is going to be complicated and I don't have anything better for you.
  • How to make allies only give back original territories?

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    Jason Green-LoweJ
    @wc_sumpton Thank you, that's exactly what I needed! You solved my problem.
  • Folder Structure in the Repository

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    TheDogT
    @lafayette Is the Pre-Release link below correct ? https://prerelease.triplea-game.org If so then it does not work. FeignException$InternalServerError: [500 Internal Server Error] during [GET] to [https://prerelease.triplea-game.org/maps/listing] [MapsFeignClient#fetchMapListing(Map)]: [{"code":500,"message":"There was an error processing your request. It has been logged (ID d97cbd373f49b787)."}] I tried to add the above, but I don't think I'm authorised, but I think its already covered by; https://github.com/triplea-game/triplea/projects/25#card-74205079
  • File Name Changing with Download

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  • Production Limits & Production Value

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    RogerCooperR
    @wc_sumpton Works perfectly. I plan to have 10% upkeep cost scenarios for all the boardgame conversions.
  • Polygon Grabber refusing to work

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    Trig MabreyT
    @panther Interesting! I'll check that.
  • 0 Votes
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    @thedog said in What for isAA is better suitable: artillery barrage or another attack / defense type?: You can also use <option name="isFirstStrike" value="true"/> for land battles So the order is AA First Strike Basic Atk / Def So maybe you can do what you want like this AA = AA & Indirect Fire First Strike = Direct Fire Anti Tank & direct HE Basic = Infantry fire & close range fire Dear @TheDog, as I have already mentioned, I use the option «isFirstStrike» and moreover I combine this option with «canNotTarget», «canNotBeTargetedBy», «canEvade», «canAirBattle» and «canScramble» for land units. But still there is a problem that «isFirstStrike» can represent the range difference (or the mobile warfare or the sudden strike etc.) but not another attack / defense type like the option «isAA» with its sub-option «targetsAA». It would be great to have such a sub-option like «targetsFirstStrike» but as we currently don’t have such an option you cannot use by your tank unit «isFirstStrike» to attack anti-tank gun and then basic attack against infantry.
  • Table changes not showing in game notes

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  • How to make a Specific Unit not Move to Certain Territories ?

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    B
    @thedog Thank You
  • How do you Change the Color of a Font ?

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    TheDogT
    As a notification you can call a png and have complete control of everything. See ebbe's Oil and Snow game, 2nd post is an in game notification https://forums.triplea-game.org/topic/2700/ww2-oil-and-snow-1st-ed-new-map-release?page=1

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