• Map Zoom past 100%

    zoom map scale map zoom view
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    RogerCooperR
    @cernel Note that Ultimate World uses a size of 50% for units, which is too small for good legibility. 75% for units and 125% for that map would probably be good.
  • Drop 'Bot' column in lobby

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    C
    @lafayette I confirm it gives very little value. When it was made, I opposed veqryn, saying that it was not good to make an additional column for no good reasons, but I was the only one not liking it, even tho now I'll admit it is not as totally useless as I thought. I cannot give the link to the discussion where veqryn presented this feature to the community, since it was in the old WarClub. A minor thing to take into consideration is that, without that, I could feign my host to be a bot, by calling it with a name starting with "Bot" and putting "automated_host XX" in comments.
  • hitPointsBonus option for techAbilityAttachment

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    W
    @cernel I understand what you are saying. I would be nice if the selection was read from the player selection menu. I know that using the userActions is a 'hack', then again a lot of hacks are used. And in five years, if the AI is changed, another 'hack' may need to be developed. @Frostion asked how I accomplished the task. It just gave him some quick feed-back to his question. But then again as you have stated, there are times that I think that the AI should be using the userActions for some things as in IW to give aid to another ally. So I agree and to some point disagree. Cheers...
  • Allow users to de-select objectives when starting games

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    @alkexr much better way then I've been doing it. This is all i can find on "gameProperty" in POS2. gameProperty values: can be set equal to the exact string of any boolean game property option, including custom made up ones. Maybe it could be updated with your example for uneducated people like myself
  • Unit Icons Added By Conditions

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    @crazyg Here is the properties file: 0_1531246712359_unit_icons.properties And here are the icons (courtesy of @Hepps ) 0_1531246998068_unitIcons.zip I have made some slight changes to my xml (testing ideas) and you may need to edit the properties file (I combined Pikemen and Musketmen into a single condition) there may be other name differences but mostly it should work. (I changed the file name in there to House_of_Habsburg_0.7 which is what I think you are calling it) Hope this gets you started!! Cheers...
  • TripleA plans to remove Easy AI - my computer will die!

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    redrumR
    @rogercooper Yeah, that is one of the other conditions to retire it. Essentially creating a 'semi-random' version of FastAI (not just a really bad AI that's actually trying).
  • WW II v5 1942 2nd Edition

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    LaFayetteL
    @cernel This option sounds potential the most straight forward: 1- Having a default pointless (always passable) canal and closing/opening it, with triggers. TBH a more rigorous inspection of the code would be needed to really weigh each option. It looks like given the options we could do something if we committed to it.
  • Unit Experience Enhancements (destroyedTUV)

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    CrazyGC
    @cernel said in I Get it, I got it, I know its good. The experience I got you wish you could.: Also, let's not forget that how it works is not how it should work, by intended rules (casualties are supposed to be agreed amongst all defending players or chosen by the attacker). We aren't creating a Larry Harris game anymore. The intended rules are whatever the mapmaker wants.
  • Air Battle Dice

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    prastleP
    @beelee NO Features for U!
  • Add Unit Count and Damage Display Outline

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    C
    @hepps said in Add Unit Count and Damage Display Outline: @redrum It all looks so good I can hardly bear it. As far as a default it hard to say... I normally use between 16 - 24. But now with the outline making the numbers more distinctive I might be inclined to reduce them down. I've it at 24 most of the time, as I said, and I actually think that after the addition of the outline it is even more opportune to have it at 24 or so. Since the outline has to be 1 pixel, having the size smaller than 24 makes the outline on the number look dirty (to me), in some cases, because of the much too visible pixellated effect. So, just wanted to say that I like this change, but it surely doesn't push me to use smaller numbers, since the outline evidences the pixelated effect, you inevitably have when getting too small (but 24 looks great). However, as far as distinctiveness goes, this is an improvement anyways.
  • Zero Luck Option

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    N
    @wirkey It would be a burocratic nightmare to use edit for this system.
  • Game Options

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    alkexrA
    @beelee I revived a thread that has long been dead. Now it is an undead thread.
  • Thank You Developers

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  • Blitz more like amphibious attacks?

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    HeppsH
    @schulz I feel like the first sentence of this comment means it should end with something like... "This message has been brought to you by the party against single blocker units".
  • Blitz in non-combat

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    C
    @schulz This is partially a duplicate of (or at least much overlapping) this other topic: https://forums.triplea-game.org/topic/657/blitz-more-like-amphibious-attacks
  • Hide Unused Options From Default Tooltips

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    C
    @general_zod Yeah. I considered this too. There are a bunch of other reasons, as well; for example, customized tooltips don't work with technology (if you have a map where a unit may get better for a tech, you can't really customize its tooltip).
  • More design info

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    MahksM
    After sleeping on it, I think the credits should be left to the HTML notes. So the proposed info tag could just be : <info name="Age of Tribes: Primeval" version="1.0.7" created='2016.03.06' updated='2018.01.02'/>
  • This topic is deleted!

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  • Victory Points

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    prastleP
    @hepps then once a map had a system the results could be standardized.
  • Resource System Assessment and Improvements

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    General_ZodG
    @cernel Yeah I do something similar in my "Bad-Ass 4-Nation FFA" tech tokens are purchased during the purchase phase. One could add resources there in addition to PUs cost. But the level of luck hat a typical technology model uses, ruins the game imo. There should be very little luck, if any at all, when the often typical game changing, overpowered and unbalanced technologies are involved. Tackling all resource related improvement in one shot, sounds like a big job. I would be very happy with the simple fixes which I proposed above as first intermediate steps. @general_zod said in Resource System Assessment and Improvements: This method is not only ideal for userAction and politcalAction, but would definitely reduce the amount of code needed as compared to checking conditions and making triggers to replicate what is already elegantly achieved. (currently with "costPU" method). This being said, I am still, all for a separate option, with the ability to check resources in separate conditions which can be used anywhere (non userAction/politcalAction areas ideally). And if this method turns out to update resources instantly, I guess doing things the long way will be better than not doing them at all.

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