• Bombard Choices

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    S
    It's annoying as is but it isn't very common on maps I play.
  • Prevent units showing in unit help?

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    FrostionF
    I moved this to "ideas and feature requests" and made a request at GitHub. https://github.com/triplea-game/triplea/issues/4496
  • How possible simultaneous rounds in TripleA?

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    SchulzS
    I didn't really understand well how do I do it but for simplification I made all allies nations minor of Britain and all axis nations minor of Germany. Every country has its overlords without overlord no idea how could it work. Also should I also arrange unit stuffs? It would be really awesome if this method could provide simultane rounds. <!-- In turn order --> <player name="Germany" optional="false"/> <player name="VichyFrance" optional="false"/> <player name="DanubeAxis" optional="false"/> <player name="Finland" optional="false"/> <player name="Russia" optional="false"/> <player name="Brazil" optional="false"/> <player name="Japan" optional="false"/> <player name="Manchuria" optional="false"/> <player name="Thailand" optional="false"/> <player name="China" optional="false"/> <player name="Spain" optional="false"/> <player name="Britain" optional="false"/> <player name="Canada" optional="false"/> <player name="ExiledAllies" optional="false"/> <player name="Egypt" optional="false"/> <player name="SouthAfrica" optional="false"/> <player name="India" optional="false"/> <player name="Australia" optional="false"/> <player name="Sweden" optional="false"/> <player name="Italy" optional="false"/> <player name="Usa" optional="false"/> <player name="Turkey" optional="false"/> <alliance player="Germany" alliance="Axis"/> <alliance player="VichyFrance" alliance="Axis"/> <alliance player="DanubeAxis" alliance="Axis"/> <alliance player="Finland" alliance="Axis"/> <alliance player="Russia" alliance="Allies"/> <alliance player="Japan" alliance="Axis"/> <alliance player="Manchuria" alliance="Axis"/> <alliance player="Thailand" alliance="Axis"/> <alliance player="China" alliance="Allies"/> <alliance player="Britain" alliance="Allies"/> <alliance player="Canada" alliance="Allies"/> <alliance player="ExiledAllies" alliance="Allies"/> <alliance player="SouthAfrica" alliance="Allies"/> <alliance player="India" alliance="Allies"/> <alliance player="Australia" alliance="Allies"/> <alliance player="Egypt" alliance="Allies"/> <alliance player="Italy" alliance="Axis"/> <alliance player="Usa" alliance="Allies"/> <alliance player="Spain" alliance="Neutral"/> <alliance player="Sweden" alliance="Neutral"/> <alliance player="Turkey" alliance="Neutral"/> <alliance player="Brazil" alliance="Neutral"/> <!-- Bidding Phase --> <step name="gameInitDelegate" delegate="initDelegate" maxRunCount="1"/> <step name="germanyBid" delegate="bid" player="Germany" maxRunCount="1"/> <step name="germanyBidPlace" delegate="placeBid" player="Germany" maxRunCount="1"/> <step name="germanycEndTurn" delegate="endTurn" player="Germany" maxRunCount="1" display="Digging Trenches"> <stepProperty name="skipPosting" value="true"/> </step> <!-- Normal Game Sequence --> <step name="finlandcEndTurn" delegate="endTurnNoPU" player="Finland" display="Reconnaissance Missions"> <stepProperty name="skipPosting" value="true"/> </step> <step name="danubeaxiscEndTurn" delegate="endTurnNoPU" player="DanubeAxis" display="Reinforcing"> <stepProperty name="skipPosting" value="true"/> </step> <step name="vichyfrancecEndTurn" delegate="endTurnNoPU" player="VichyFrance" display="Counter Intelligence Operations"> <stepProperty name="skipPosting" value="true"/> </step> <step name="germanyTech" delegate="tech" player="Germany"/> <step name="germanyPolitics" delegate="politics" player="Germany"/> <step name="germanyCombatMove" delegate="move" player="Germany"/> <step name="germanyBattle" delegate="battle" player="Germany"/> <step name="germanyNonCombatMove" delegate="move" player="Germany" display="Non Combat Move"/> <step name="germanyPurchase" delegate="Purchase" player="Germany"/> <step name="germanyPlace" delegate="place" player="Germany"/> <step name="germanyTechActivation" delegate="tech_Activation" player="Germany"/> <step name="germanyEndTurn" delegate="endTurn" player="Germany"> <stepProperty name="skipPosting" value="true"/> </step> <step name="vichyfrancePurchase" delegate="Purchase" player="VichyFrance"/> <step name="vichyfrancePlace" delegate="place" player="VichyFrance"/> <step name="vichyfranceEndTurn" delegate="endTurn" player="VichyFrance"> <stepProperty name="skipPosting" value="true"/> </step> <step name="danubeaxisPurchase" delegate="Purchase" player="DanubeAxis"/> <step name="danubeaxisPlace" delegate="place" player="DanubeAxis"/> <step name="danubeaxisEndTurn" delegate="endTurn" player="DanubeAxis"> <stepProperty name="skipPosting" value="true"/> </step> <step name="italyPurchase" delegate="Purchase" player="Italy"/> <step name="italyPlace" delegate="place" player="Italy"/> <step name="italyEndTurn" delegate="endTurn" player="Italy"> <stepProperty name="skipPosting" value="true"/> </step> <step name="japanPurchase" delegate="Purchase" player="Japan"/> <step name="japanPlace" delegate="place" player="Japan"/> <step name="japanEndTurn" delegate="endTurn" player="Japan"> <stepProperty name="skipPosting" value="true"/> </step> <step name="manchuriaPurchase" delegate="Purchase" player="Manchuria"/> <step name="manchuriaPlace" delegate="place" player="Manchuria"/> <step name="manchuriaEndTurn" delegate="endTurn" player="Manchuria"> <stepProperty name="skipPosting" value="true"/> </step> <step name="thailandPurchase" delegate="Purchase" player="Thailand"/> <step name="thailandPlace" delegate="place" player="Thailand"/> <step name="thailanEndTurn" delegate="endTurn" player="Thailand"> <stepProperty name="skipPosting" value="true"/> </step> <step name="finlandPurchase" delegate="Purchase" player="Finland"/> <step name="finlandPlace" delegate="place" player="Finland"/> <step name="finlandEndTurn" delegate="endTurn" player="Finland"> <stepProperty name="turnSummaryPlayers" value="Germany:VichyFrance:DanubeAxis:Italy:Japan:Manchuria:Thailand:Finland"/> </step> <step name="brazilCombatMove" delegate="move" player="Brazil"/> <step name="brazilBattle" delegate="battle" player="Brazil"/> <step name="brazilNonCombatMove" delegate="move" player="Brazil" display="Non Combat Move"/> <step name="brazilPurchase" delegate="Purchase" player="Brazil"/> <step name="brazilPlace" delegate="place" player="Brazil"/> <step name="brazilEndTurn" delegate="endTurn" player="Brazil"/> <step name="manchuriacEndTurn" delegate="endTurnNoPU" player="Manchuria" display="Training Troops"> <stepProperty name="skipPosting" value="true"/> </step> <step name="thailandcEndTurn" delegate="endTurnNoPU" player="Thailand" display="Consolidating"> <stepProperty name="skipPosting" value="true"/> </step> <step name="canadacEndTurn" delegate="endTurnNoPU" player="Canada" display="Supporting Britain"> <stepProperty name="skipPosting" value="true"/> </step> <step name="exiledalliescEndTurn" delegate="endTurnNoPU" player="ExiledAllies" display="Organizing Partisan Operations"> <stepProperty name="skipPosting" value="true"/> </step> <step name="egyptcEndTurn" delegate="endTurnNoPU" player="Egypt" display="Preparing Defense"> <stepProperty name="skipPosting" value="true"/> </step> <step name="southafricacEndTurn" delegate="endTurnNoPU" player="SouthAfrica" display="Marching Orders"> <stepProperty name="skipPosting" value="true"/> </step> <step name="indiacEndTurn" delegate="endTurnNoPU" player="India" display="Preparing Ambushes"> <stepProperty name="skipPosting" value="true"/> </step> <step name="australiacEndTurn" delegate="endTurnNoPU" player="Australia" display="Preparing Naval Operations"> <stepProperty name="skipPosting" value="true"/> </step> <step name="britainTech" delegate="tech" player="Britain"/> <step name="britainPolitics" delegate="politics" player="Britain"/> <step name="britainCombatMove" delegate="move" player="Britain"/> <step name="britainBattle" delegate="battle" player="Britain"/> <step name="britainNonCombatMove" delegate="move" player="Britain" display="Non Combat Move"/> <step name="britainPurchase" delegate="Purchase" player="Britain"/> <step name="britainPlace" delegate="place" player="Britain"/> <step name="britainTechActivation" delegate="tech_Activation" player="Britain"/> <step name="britainEndTurn" delegate="endTurn" player="Britain"> <stepProperty name="skipPosting" value="true"/> </step> <step name="canadaPurchase" delegate="Purchase" player="Canada"/> <step name="canadaPlace" delegate="place" player="Canada"/> <step name="canadaEndTurn" delegate="endTurn" player="Canada"> <stepProperty name="skipPosting" value="true"/> </step> <step name="exiledalliesPurchase" delegate="Purchase" player="ExiledAllies"/> <step name="exiledalliesPlace" delegate="place" player="ExiledAllies"/> <step name="exiledalliesEndTurn" delegate="endTurn" player="ExiledAllies"> <stepProperty name="skipPosting" value="true"/> </step> <step name="egyptPurchase" delegate="Purchase" player="Egypt"/> <step name="egyptPlace" delegate="place" player="Egypt"/> <step name="egyptEndTurn" delegate="endTurn" player="Egypt"> <stepProperty name="skipPosting" value="true"/> </step> <step name="southafricaPurchase" delegate="Purchase" player="SouthAfrica"/> <step name="southafricaPlace" delegate="place" player="SouthAfrica"/> <step name="southafricaEndTurn" delegate="endTurn" player="SouthAfrica"> <stepProperty name="skipPosting" value="true"/> </step> <step name="indiaPurchase" delegate="Purchase" player="India"/> <step name="indiaPlace" delegate="place" player="India"/> <step name="indiaEndTurn" delegate="endTurn" player="India"> <stepProperty name="skipPosting" value="true"/> </step> <step name="usaPurchase" delegate="Purchase" player="Usa"/> <step name="usaPlace" delegate="place" player="Usa"/> <step name="usaEndTurn" delegate="endTurn" player="Usa"> <stepProperty name="skipPosting" value="true"/> </step> <step name="russiaPurchase" delegate="Purchase" player="Russia"/> <step name="russiaPlace" delegate="place" player="Russia"/> <step name="russiaEndTurn" delegate="endTurn" player="Russia"> <stepProperty name="skipPosting" value="true"/> </step> <step name="chinaPurchase" delegate="Purchase" player="China"/> <step name="chinaPlace" delegate="place" player="China"/> <step name="chinaEndTurn" delegate="endTurn" player="China"> <stepProperty name="skipPosting" value="true"/> </step> <step name="australiaPurchase" delegate="Purchase" player="Australia"/> <step name="australiaPlace" delegate="place" player="Australia"/> <step name="australiaEndTurn" delegate="endTurn" player="Australia"> <stepProperty name="turnSummaryPlayers" value="Britain:Canada:ExiledAllies:Egypt:SouthAfrica:India:Usa:Russia:China:Australia"/> </step> <step name="spainCombatMove" delegate="move" player="Spain"/> <step name="spainBattle" delegate="battle" player="Spain"/> <step name="spainNonCombatMove" delegate="move" player="Spain" display="Non Combat Move"/> <step name="spainPurchase" delegate="Purchase" player="Spain"/> <step name="spainPlace" delegate="place" player="Spain"/> <step name="spainEndTurn" delegate="endTurn" player="Spain"/> <step name="swedenCombatMove" delegate="move" player="Sweden"/> <step name="swedenBattle" delegate="battle" player="Sweden"/> <step name="swedenNonCombatMove" delegate="move" player="Sweden" display="Non Combat Move"/> <step name="swedenPurchase" delegate="Purchase" player="Sweden"/> <step name="swedenPlace" delegate="place" player="Sweden"/> <step name="swedenEndTurn" delegate="endTurn" player="Sweden"/> <step name="turkeyCombatMove" delegate="move" player="Turkey"/> <step name="turkeyBattle" delegate="battle" player="Turkey"/> <step name="turkeyNonCombatMove" delegate="move" player="Turkey" display="Non Combat Move"/> <step name="turkeyPurchase" delegate="Purchase" player="Turkey"/> <step name="turkeyPlace" delegate="place" player="Turkey"/> <step name="turkeyEndTurn" delegate="endTurn" player="Turkey"/> <step name="endRoundStep" delegate="endRound"/> </productionFrontier> <playerProduction player="Germany" frontier="germanBidProduction"/> <playerProduction player="Italy" frontier="germanMinorProduction"/> <playerProduction player="Japan" frontier="germanMinorProduction"/> <playerProduction player="VichyFrance" frontier="germanMinorProduction"/> <playerProduction player="Manchuria" frontier="germanMinorProduction"/> <playerProduction player="Thailand" frontier="germanMinorProduction"/> <playerProduction player="DanubeAxis" frontier="germanMinorProduction"/> <playerProduction player="Finland" frontier="germanMinorProduction"/> <playerProduction player="Britain" frontier="britishProduction"/> <playerProduction player="China" frontier="britishMinorProduction"/> <playerProduction player="Usa" frontier="britishMinorProduction"/> <playerProduction player="Russia" frontier="britishMinorProduction"/> <playerProduction player="SouthAfrica" frontier="britishMinorProduction"/> <playerProduction player="India" frontier="britishMinorProduction"/> <playerProduction player="Egypt" frontier="britishMinorProduction"/> <playerProduction player="Australia" frontier="britishMinorProduction"/> <playerProduction player="Canada" frontier="britishMinorProduction"/> <playerProduction player="ExiledAllies" frontier="britishMinorProduction"/> <playerProduction player="Spain" frontier="spanishProduction"/> <playerProduction player="Sweden" frontier="swedishProduction"/> <playerProduction player="Turkey" frontier="turkishProduction"/> <playerProduction player="Brazil" frontier="brazilianProduction"/> <playerRepair player="Germany" frontier="repair"/> <playerRepair player="Italy" frontier="repair"/> <playerRepair player="Japan" frontier="repair"/> <playerRepair player="VichyFrance" frontier="repair"/> <playerRepair player="Manchuria" frontier="repair"/> <playerRepair player="Thailand" frontier="repair"/> <playerRepair player="DanubeAxis" frontier="repair"/> <playerRepair player="Finland" frontier="repair"/> <playerRepair player="Britain" frontier="repair"/> <playerRepair player="China" frontier="repair"/> <playerRepair player="Usa" frontier="repair"/> <playerRepair player="Russia" frontier="repair"/> <playerRepair player="SouthAfrica" frontier="repair"/> <playerRepair player="India" frontier="repair"/> <playerRepair player="Egypt" frontier="repair"/> <playerRepair player="Australia" frontier="repair"/> <playerRepair player="Canada" frontier="repair"/> <playerRepair player="ExiledAllies" frontier="repair"/> <playerRepair player="Spain" frontier="repair"/> <playerRepair player="Sweden" frontier="repair"/> <playerRepair player="Turkey" frontier="repair"/> <playerRepair player="Brazil" frontier="repair"/> </production> <!-- Player attachments --> <attachment name="playerAttachment" attachTo="Britain" javaClass="games.strategy.triplea.attachments.PlayerAttachment" type="player"> <option name="retainCapitalNumber" value="1"/> <option name="giveUnitControl" value="Australia"/> <option name="giveUnitControl" value="Canada"/> <option name="giveUnitControl" value="Egypt"/> <option name="giveUnitControl" value="India"/> <option name="giveUnitControl" value="SouthAfrica"/> <option name="giveUnitControl" value="ExiledAllies"/> <option name="giveUnitControl" value="Russia"/> <option name="giveUnitControl" value="Usa"/> <option name="giveUnitControl" value="China"/> <option name="destroysPUs" value="true"/> </attachment> <attachment name="playerAttachment" attachTo="Finland" javaClass="games.strategy.triplea.attachments.PlayerAttachment" type="player"> <option name="giveUnitControl" value="Germany"/> <option name="destroysPUs" value="true"/> </attachment> <attachment name="playerAttachment" attachTo="Germany" javaClass="games.strategy.triplea.attachments.PlayerAttachment" type="player"> <option name="giveUnitControl" value="Finland"/> <option name="giveUnitControl" value="DanubeAxis"/> <option name="giveUnitControl" value="VichyFrance"/> <option name="giveUnitControl" value="Italy"/> <option name="giveUnitControl" value="Japan"/> <option name="giveUnitControl" value="Manchuria"/> <option name="giveUnitControl" value="Thailand"/> <option name="destroysPUs" value="true"/> </attachment> <attachment name="playerAttachment" attachTo="Italy" javaClass="games.strategy.triplea.attachments.PlayerAttachment" type="player"> <option name="giveUnitControl" value="Germany"/> <option name="destroysPUs" value="true"/> </attachment> <attachment name="playerAttachment" attachTo="VichyFrance" javaClass="games.strategy.triplea.attachments.PlayerAttachment" type="player"> <option name="giveUnitControl" value="Germany"/> <option name="destroysPUs" value="true"/> </attachment> <attachment name="playerAttachment" attachTo="DanubeAxis" javaClass="games.strategy.triplea.attachments.PlayerAttachment" type="player"> <option name="giveUnitControl" value="Germany"/> <option name="retainCapitalNumber" value="1"/> <option name="destroysPUs" value="true"/> </attachment> <attachment name="playerAttachment" attachTo="Manchuria" javaClass="games.strategy.triplea.attachments.PlayerAttachment" type="player"> <option name="giveUnitControl" value="Germany"/> <option name="destroysPUs" value="true"/> </attachment> <attachment name="playerAttachment" attachTo="Thailand" javaClass="games.strategy.triplea.attachments.PlayerAttachment" type="player"> <option name="giveUnitControl" value="Germany"/> <option name="destroysPUs" value="true"/> </attachment> <attachment name="playerAttachment" attachTo="Japan" javaClass="games.strategy.triplea.attachments.PlayerAttachment" type="player"> <option name="giveUnitControl" value="Germany"/> <option name="destroysPUs" value="true"/> </attachment> <attachment name="playerAttachment" attachTo="Australia" javaClass="games.strategy.triplea.attachments.PlayerAttachment" type="player"> <option name="giveUnitControl" value="Britain"/> <option name="retainCapitalNumber" value="1"/> <option name="destroysPUs" value="true"/> </attachment> <attachment name="playerAttachment" attachTo="Canada" javaClass="games.strategy.triplea.attachments.PlayerAttachment" type="player"> <option name="giveUnitControl" value="Britain"/> <option name="retainCapitalNumber" value="1"/> <option name="destroysPUs" value="true"/> </attachment> <attachment name="playerAttachment" attachTo="Egypt" javaClass="games.strategy.triplea.attachments.PlayerAttachment" type="player"> <option name="giveUnitControl" value="Britain"/> <option name="destroysPUs" value="true"/> </attachment> <attachment name="playerAttachment" attachTo="ExiledAllies" javaClass="games.strategy.triplea.attachments.PlayerAttachment" type="player"> <option name="giveUnitControl" value="Britain"/> <option name="destroysPUs" value="true"/> </attachment> <attachment name="playerAttachment" attachTo="India" javaClass="games.strategy.triplea.attachments.PlayerAttachment" type="player"> <option name="giveUnitControl" value="Britain"/> <option name="destroysPUs" value="true"/> </attachment> <attachment name="playerAttachment" attachTo="Russia" javaClass="games.strategy.triplea.attachments.PlayerAttachment" type="player"> <option name="giveUnitControl" value="Britain"/> <option name="destroysPUs" value="true"/> </attachment> <attachment name="playerAttachment" attachTo="Usa" javaClass="games.strategy.triplea.attachments.PlayerAttachment" type="player"> <option name="giveUnitControl" value="Britain"/> <option name="destroysPUs" value="true"/> </attachment> <attachment name="playerAttachment" attachTo="China" javaClass="games.strategy.triplea.attachments.PlayerAttachment" type="player"> <option name="giveUnitControl" value="Britain"/> <option name="destroysPUs" value="true"/> </attachment> <attachment name="playerAttachment" attachTo="SouthAfrica" javaClass="games.strategy.triplea.attachments.PlayerAttachment" type="player"> <option name="giveUnitControl" value="Britain"/> <option name="destroysPUs" value="true"/> </attachment>
  • Unit-strength function

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    Captain CrunchC
    this topic is just another example where I find it interesting the difference between "mathematics" and its counterpart "applied mathematics"
  • Expand IsInfra Functionality

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    CrazyGC
    I've also noticed that if a unit is isInfrastructure, it cannot have an targeted attack. You won't get an error, the targeted attack just won't fire.
  • PBFM How to Link

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  • Book of Openings

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    This is what I have for NWO. Very bare bones, but even so, quite long. Pure text, no intention of doing anything else for this. It would need to be printed, and used as a reference document. Good luck memorizing it. Other formats would be less useful. Purpose is stated below. Corrections welcome. Alternate moves are at the discretion of other people. NWO The purpose of this document is to set down the optimum first move for the Germans and Italians, or at least an optimum move. We call this the "classic" move. The main objectives are to seize the maximum amount of territory, kill the maximum number of enemy units, and take the least casualties, but across the board, not necessarily in any given battle, although most battles are resolved in one turn. There are other objectives which are harder to explain, but they might be apparent when looking at the map. This is actually a conservative move. Very few risks are taken, and nothing outrageous is done. The move is deterministic, not probabilistic. Thus, if a unit is to be killed in one round, 6 attack points are sent, to the extent possible. Sufficient of the cheapest units are committed to each battle to absorb all casualties, including from potential counterattacks. The process used to determine the moves was to send the slow units first, starting with situations lacking choice, and then to add fast units as needed. It turns out that there is very little choice overall as to which unit goes where. The reason for writing this down is that it takes quite a long time just to execute the instructions, and much longer to do the move if you had to recalculate it each time. Much remains unstated, even for just the two factions covered, but standard TripleA considerations apply. Even so, this document is already quite lengthy. For the Germans, there is generally enough force available to accomplish all of the primary objectives easily. For the Italians, this is not the case, so their move is less deterministic. Notation: I = Infantry, A = Artillery, T = Tank, C = Armoured Car, B = Bomber, eF = Early Fighter, S = Sub, D = DD, Bt = Battleship. A combat result of "KIA n" means that the target is eliminated in n combat rounds, although in a few cases, that is only the likely result. German turn 1 E. Czech 3IA -> Lvov: KIA 1 W. Czech 6I, E. Czech 3IT -> Krakow: KIA 1 Gdansk 3I2AT -> Koenig: KIA 2 Wroclaw 8IAT, W. Czech 4TeF, Berlin eF -> C. Pol: KIA 1 Rostock 6I, Hamburg 5I, Dresden 3T, Berlin 3T, Bremen I -> Denmark: KIA 1 Bremen 4I2T, Berlin 2T, Koeln 5IT -> Neth: KIA 1 Frankfurt 8IT2eF, Bremen eF, Berlin eF, Muenchen 4I2TeF, Nuernberg 3TeF, Austria 2T -> Metz: KIA 1 6S -> W. Ice: KIA 1 4S -> E. US: KIA 1.67 6SD -> S. Gib: KIA 2 3IA -> Alger: KIA 1 2B2eFBt3D2S -> S. Fin: KIA 1 2I2T -> Fin 2T unused Buy 10 C + truck for France, 2 transport + sub for N. New production infantry cannot reach Paris on turn 3. Naval battles can be a bit tricky. In the presence of enemy subs, at least one DD must survive till the end, otherwise the subs get free shots next round. Also keep in mind that subs don't coordinate with other units; 5 combat factors each of subs and other units may get zero hits. Italian turn 1 Note that the Italians could capture more territory in the Balkans. This is deliberately not done, because the Romanian economy needs to be increased, and they have few expansion opportunities. 3I2AT -> Serbia; fight one round (to help Romania) 4I4T -> Marseille, also 2I2A via sea: KIA 2 Bt2DeFS -> E. Tunis: KIA 1 IT from Albania, also 3I3A -> Tunis: KIA 2 2I2eF -> W. Tunisia: KIA 2? Buy 2 transports at Genova to invade Morocco next turn with 8 units; also fly 3eF to Alger. The rest is not critical.
  • Pie in the sky idea

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    V
    @Cernel said in Pie in the sky idea: Of course, A&A rules refer only to transports, as being the only attack 0 units. So, you could say it would not apply to attack 0 land units (if they would exist), Attack zero units exist, for example, in LotR. Hobbits are 0/1, supportable. Shooters are 0/2, giving support. You can send them into battle by themselves, although I don't know what happens if they alone remain.
  • Variable Turn Sequence

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    Captain CrunchC
    its yet another interesting possible "function" these real time strategy games could have! A variable turn order would be even more relative and generic and clearly not a historical theme/setting that this games maps and mods are about. I think you still have a good idea for an interesting and challenging type of mod so I made a post. My only idea so far for this game was a "learning ai" based on any map where past game moves are recorded and the ai refers to a "number of times capitol captured" file per faction to help it decide on direction of attack type of idea. I could then even add another "number of times territory captured" file and then use a percent chance for the ai factions using the higher statistic to choose which territories and capitols to attack etc. etc. . Interesting you brought up this topic since redrum and the ai devs use a "variable/random" ai when deciding purchases (which also uses a percentage factor which I believe is based on cost efficiency)!
  • Left to Right Scroll

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    C
    @Skoreus2004 Ah, ok, so it is a usability thing, rather than an additional feature request. Some tips: . You know that you can define the "Scroll Zone Size" via Engine Preferences/Map Scrolling? . You can scroll with Arrows keys. . You can scroll with the mouse wheel; also that of a traditional mouse, by keeping Shift pressed. So, if I understand correctly that this would be a suggestion to increase the default value of "Scroll Zone Size", you can try it a bit and tell what is your suggested value.
  • This topic is deleted!

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  • Expand RandomStartDelegate to also include sea units and sea territories

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    General_ZodG
    @Frostion An alternate method involves using bidPlace delegates. If you want to place one sea unit per player turn in a turn order. You will need to place the multiple delegates before the regular sequence begins. The trick here would be to trigger one sea unit to place (during the bidPlace) and additionally trigger an invisible sea unit (owned by nation whos turn it is) into every available sea zone during the bidPlace and remove all of them after the bidPlace. This will allow you to place sea units in sea zones that look empty or unowned. But if you actually require ownership of the seazones to be changed, you need to trigger them as well. Or try assigning each seazone and attachment before hand that has ownership assigned, and see what happens. But I think triggers would still be required here. Maybe try adding production=0 to seazones too, then it should switch ownerships.
  • Expand givesMovement Option To Require Specific Units At Destination

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    redrumR
    @General_Zod Primarily what Frostion laid out here: https://forums.triplea-game.org/topic/1064/expand-randomstartdelegate-to-also-include-sea-units-and-sea-territories
  • Mini (Me) Map options

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    redrumR
    @Frostion Sorry, "alpha" was changed to "saturation" due to a limitation. So you'll want this: smallMap.territory.saturation=0.1
  • damageableAA question

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    W
    @redrum Just having fun thoughts. Thanks for your explanation! Cheers...
  • Support for AA Attacks

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    B
    @redrum thank you
  • Special skills for units

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  • Multiple AA Attachments Per Unit

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    C
    @redrum If you think it can be good to go the way of just manually changing the games for the not very popular options (maybe all of them but only the "isAA", I'd like), and are fine taking a modest chance of bugging some game (I'm not going to playtest them all fully), I can do all the changing part, as long as the matter goes at a good pace (I don't want to be stuck with a lot of pull requests for long), preferably doing it and closing this same month, if possible? I guess I'll have to leave TWW to @Hepps to change, if going this way, or he can review. A minor notice is that option also sets the stack limit for games like Classic. Of course, that would stay in the unit attachments. So, you would end up with an option that creates two different things, if it is Classic rules (I guess it should be fine).
  • Axis & Allies & Zombies & TripleA

    Moved
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    RogerCooperR
    @cernel said in Axis & Allies & Zombies & TripleA: @hepps said in Axis & Allies & Zombies & TripleA: @rogercooper What is a unitKill trigger? I thing @RogerCooper might be misunderstanding the rules, if not the way triggers work. My best guess is that he means adding zombies with triggers for as much dudes were killed in combat in a territory. However, this is not the way it works. The way it works is that the dead rise at the end of each combat round (while triggers fire only before or after phases), so the best way to do this, in my opinion would be expanding the option that changes a unit into another one when damaged to support also: Changing the unit to another one when the unit reaches 0 hitpoints. Defining a new owner for the new unit. I understand the AAZ rules. I don't think that the engine changes required for full support of zombies would be made, but it could be approximated with smaller changes.
  • Player Ranking/Rating System

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    redrumR
    @odor Need to also consider PBEM/PBF which are played offline.

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