• View > Map Font and Color kerning

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  • EWS alleges there's a cheaper way to do bots.

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    @zlefin I think @LaFayette is the one deciding about bots. Sounds too good to be true to me.
  • Dice Bot for TripleA Forum

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    @victoryfirst yea, what I started doing is rolling for all the units and give the first ones to INF, then Arty, Tanks etc so 3 Inf 1 Arty and 2 tanks is 6 dice first 3 are the Inf, 4th is Arty and the last two the tanks
  • Active Units and Move Selection

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    wc_sumptonW
    @thedog said in Active Units and Move Selection: So the menu option only appears if "Selectable Zero Movement Units" is true ? or is it always displayed but greyed out? Good question! It would function more as a replacement, taking its first setting from "Selectable Zero Movement Units" but should otherwise stay active. "Selectable Zero Movement Units", IMHO, is very ineffective as it only checks if a unit's movement is set to greater then 0, and then adds a check for non-combat moving units, whether selected or not. The Active Units window does the same except it starts with unit that have movement left. Neither, I think, present a suitable view of what's able to move. Second, what is filtered by "Selectable Zero Movement Units", or "Filter To-Move Units" are the only units available to be selected with the mouse pointer. So, in the first example the German cruiser, destroyer and transport can be selected even though they cannot move. Cool, no. Cheers...
  • Air Battles Can Be Ignored

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    wc_sumptonW
    @victoryfirst said in Air Battles Can Be Ignored: Yeah so the air battle precedes the land battle but the prompt for ignoring land battles is shown after combat movement and before combat. So when the game asks you to fight in a territory and you click "no", no battle happens. I think it should be possible to extend this to air battles too, so I don't understand why the air battle preceding the land battle is a problem? You are right! With the message coming prior to selecting the order in which to fight battles, it is quite easy to check for the preceding air battle and nix it also. Wow who knew? Cheers...
  • Review of "estimatedResourceProduction"

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    wc_sumptonW
    @thedog said in Review of "estimatedResourceProduction": The property "Economic Victory" This property only checks for ownership of a territory, it does not check for blockade, convoy, convoy routes, contested etc... (Something the engine calls "Can the territory produce?"). @thedog said in Review of "estimatedResourceProduction": Also 1941 GCD industries produce PU each turn, so any units like Oil-Fields and Lend-Lease-Depots should also be taken into account, yes? At this point "no". But I say this with caution, because getting this information is quite easy. It may require a new condition "territoryUnitProduction" created so it is not confusing. Also triggers/objectives cannot be added because triggers/objectives could use the condition. @beelee said in Review of "estimatedResourceProduction": You doing just fine brother. We are who we are at this point. You get high marks from me Thank you both. Cheers...
  • Review of haveResources

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    @wc_sumpton oh yea bummer kinda doesn't make one want to help Be nice if someone would try and help with your work instead of just saying no. idk maybe they do and I'm just reading it wrong. You're good at what you do and more devs are always wanted. idk not enough time for them to teach I guess
  • Allow income levels to be checked in conditions.

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    wc_sumptonW
    @cernel said in Allow income levels to be checked in conditions.: However, it is good to have PUs as default if a resource is not specified. Yes, this is how both conditions would/have been designed. "haveResources" is already set up in this manner. Whatever the other condition would be called would follow. Cheers...
  • haveResources as a condition option

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    wc_sumptonW
    @cernel No, just haven't resubmitted. Cheers...
  • IsAI Condition

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    TheDogT
    @cameron Here is the code from 1941 GCD with a foreach all players <!-- ======================================= GO isAI ======================================= --> <attachment foreach="$All-Players$" name="conditionAttachment_isAI_@All-Players@" attachTo="@All-Players@" javaClass="RulesAttachment" type="player"> <option name="isAI" value="true"/> </attachment> There are lots of examples of its use, search the xml for _isAI_
  • fully amphibious units

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    cameronC
    i'm not sure why you'd want air units to have diff stats over water vs land but if you did couldn't you just give water TTs a terrain effect that gives air units +/- ATT and/or DEF?
  • Enable Damaged Units in Battle Calc

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    @lafayette as far as I've seen in all the games and maps I've played, battle calc ALWAYS takes the hit from multi-hit units first no matter what and even with a casualty list order; unless there's some special casualty list order I'm unaware of that isn't listed on the description text. I just verified the behavior by constructing a test case in the arda map with mordor 6 naz 6 pikemen attacking 12 gondor rangers on a forest in lowluck. It's been that way for as long as I can remember; and it wouldn't have been unreasonable when first implemented since at that time it was the right choice for nearly all maps/situations.
  • units with multiple HP (Hit Points) heal fully

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    @cameron said in units with multiple HP (Hit Points) heal fully: ... whether slowly healing is better or not ... Personally, I like to take a bunch of roids and heal as fast as I can
  • User preference to switch off confirmation message boxes

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    cameronC
    Jam Tomorrow?
  • Air units transportable by naval transport

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    wc_sumptonW
    @victoryfirst Would be easy enough to do, there is a section of code in the engine that takes into account the type of unit, and blocks certain options based on the type, air, sea or land. But as was done with "isStrategicBomber", which was blocked for land units, can cause side effects in the rest of the code. There would need to be a discussion how to treat air units prior to allowing them "transportCost". Cheers...
  • Assign aircraft to aircarft carrier

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    fasthardF
    @cernel Thx for your advise. I forwarded it here: https://github.com/triplea-game/triplea/issues/12677
  • setting up a bot

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  • Technology & Tech Trees - how to make one tech unlock another tech

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    cameronC
    finally got this working. dunno what i did wrong the first time... sometimes you just need to delete it and start again. thanks for the help. <attachment name="conditionAttachmentPlayerAT1" attachTo="Player" javaClass="RulesAttachment" type="player"> <option name="techs" value="ArmouredWarfare" count="1"/> </attachment> <attachment name="triggerAttachmentPlayer_NewTech" attachTo="Player" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentPlayerAT1"/> <option name="availableTech" value="Advanced:MartianTechnology"/> <option name="uses" value="1"/> </attachment>
  • Units tooltips and Units help customization

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    Ok, thank you. @Panther could you please move this post to the Feature Requests & Ideas? Here is my request: Add to the current syntax of the tooltips.properties tooltip.unit.fortress=Requires 3 hits to destroy The option to define different tooltips for the same unit in different scenarios: 1941_Start_Date.tooltip.unit.fortress=Requires 3 hits to destroy 1942_Start_Date.tooltip.unit.fortress=Requires 3 hits to destroy<br/>Can be upgraded in MegaFortress For my second request, I realized that it has already been suggested several times, for example here: https://forums.triplea-game.org/topic/421/add-unithelp-attribute
  • Need 2 Units to Support 1 in Support Attachment

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    wc_sumptonW
    @beelee This really depends on the type of 2-unit support. Combined Arms support: Infantry, Armor and Fighter. Only when all 3 types of units are together will they receive a bonus. <!-- Infantry Combined Arms --> <!-- Support given to all Armor and Fighters --> <attachment name="supportAttachmentInfantryCombinedArmsBuff" attachTo="Infantry" javaClass="UnitSupportAttachment" type="unitType"> <option name="unitType" value="Armor:Fighter"/> <option name="faction" value="allied"/> <option name="side" value="offence"/> <option name="dice" value="strength"/> <option name="bonus" value="1"/> <!-- Very high number is used because all unit can be buffed --> <option name="number" value="999"/> <!-- All Buffs need to have different names so that they can stack --> <option name="bonusType" value="InfantryCombinedArmsSupportBuff" count="1"/> <option name="impArtTech" value="false"/> <option name="players" value="Germans"/> </attachment> <!-- Infantry Combined Arms Debuff --> <attachment name="supportAttachmentInfantryCombinedArmsDebuff" attachTo="Infantry" javaClass="UnitSupportAttachment" type="unitType"> <option name="unitType" value="Armor:Fighter"/> <option name="faction" value="allied"/> <option name="side" value="offence"/> <option name="dice" value="strength"/> <option name="bonus" value="-1"/> <!-- Very high number is used because all unit can be buffed --> <option name="number" value="999"/> <!-- All Debuffs need to have the same name so that they cannot stack --> <option name="bonusType" value="CombinedArmsSupportBuff" count="1"/> <option name="impArtTech" value="false"/> <option name="players" value="Germans"/> </attachment> Armor units have the same type, but only for Infantry and Fighters, and Fighters buff Infantry and Armor. How this works: If only one unit type is in a territory, those unit do not self-buff, so there is no change to their attack. When two different unit types occupy the same territory, they will buff each other, but they also debuff each other, so there is no change to the attack value. But when all three types of units are together, each type will receive 2 buffs, but can only stack 1 debuff. So, each units attack value is increased by one. Helpful? Cheers...

Recent Posts

  • Never-mind.

    I remapped the <menu> key to execute <shift+tab><space><tab><space> sequence, which does a MAX and OK.

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  • Yes, some maps have a factory in every territory that is hidden and max placement limited to territory value. Maps with factory-units for purchase also have placement limits. And some dont.

    Currently, placement requires a CLICK on the territory and a unit placement menu pops-up in the center of the screen. Then a CLICK on MAX button (or other selections), then CLICK on OK. The focus of the selection menu is on the OK button (thus, pressing SPACEBAR selects the OK button and menu goes away).

    When dealing with many units and territory placement limits, this is BRUTAL. Instead, have the selection menu's focus be on the MAX button (make it an option). This way dumping MANY units would require a SPACEBAR to select MAX, then a TAB to move the focus onto the OK button, then SPACEBAR to select OK.

    It leave one hand on the mouse, while the other SPACE/TAB/SPACEs through the territory CLICKs. Thus no mouse movement and FAST.

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  • @GREGOREK

    A Fctry in each TTy. That would be time consuming if you had to place in each one. I'm not familiar with the game, so Idk if that's how it plays or not.

    Does space tab space just cycle you through all of your TTys ?
    I'm not following how this would actually work.

    It wouldn't be needed in the WWII G 40 game I play. Would it be an option ? Or hardwired ? If hardwired, I'd like to see how it affects other maps that wouldn't need that feature.

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  • A hot-key for dropping units did not go over well.

    Instead, change the pop-up window focus to the MAX button instead of OK button. This way it's a SPACE - TAB - SPACE and I dont have to drag the mouse to the center of the screen on a 33" monitor for each territory to litter a hundred units across the board.

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