• 25
  • 1
  • 6
  • 22
  • 472
  • 17
  • 7
  • 17
  • 31
  • 3
  • 5
  • 6
  • 55
  • 40
  • 4
  • 22
  • 4
  • 2
  • 6
  • 14

Recent Posts

  • @thedog said in Jurassic v2.0:

    Is there a way to convert/change a unitType into a Resource?

    Thinking more on this, on death of a unit, you could change into a none moving unit, say 5:meat.

    This would give 5:meat every turn. So you would need a trigger to remove these meat units after the players endTurn

    read more
  • @gregorek

    <option name="removeUnits" value="all:infantry" count="1"/>

    This mean in all territories with infantry remove 1 of them in each territory.

    .

    Is there a way to convert/change a unitType into a Resource?

    No, trigger only.

    .

    random units across the MAP, seems to require separate CHANCE triggers for EACH territory

    No, chance needed.
    You need to use
    <delegate name="randomStartDelegate" javaClass="games.strategy.triplea.delegate.RandomStartDelegate" display="Pregame Nation Placements"/>

    <step name="setupRandomStartDelegate" delegate="randomStartDelegate" maxRunCount="1"/>

    Lots of heldUnits, these are distributed randomly one to each none owned territory
    <heldUnits unitType="Flag" player="Orc" quantity="5"/>
    <heldUnits unitType="Flag" player="Goblin" quantity="5"/>
    <heldUnits unitType="Flag" player="Undead" quantity="5"/>

    and
    <property name="Territories Are Assigned Randomly" value="true" editable="false"> <boolean/> </property>

    weather conditions
    It sounds like you need a none/dummy player to be a weather system like rain/monsoon. This weather system would be at war with all players, and its units called say monsoon would attack only say isAir, by using

    <option name="canNotTarget" value="$All-Land$"/>
    so it cannot attack land units.

    read more
  • G

    Working on random drops (items/units) and hitting some barriers.

    <option name="removeUnits" value="all:infantry" count="1"/>

    Does this trigger option remove ONE infantry from the MAP, or from EACH territory?
    and only owned by the PLAYER the trigger is attached to?

    also... Is there a way to convert/change a unitType into a Resource? (without using a trigger)
    [whenCapturedChangesInto] does not allow PUs, only unitTypes.

    <option name="whenCapturedChangesInto" value="Russians:Germans:false:gold:3:lumber:1"/>

    also... creating random units across the MAP, seems to require separate CHANCE triggers for EACH territory!

    The existing maps dont create in random locations or convert the units dropped into resources. Only singular artifacts that are retained and not mass collected and transformed. I have a path to accomplish mass randoms for a hunter-gatherer feature, but the removeUnits might require a PER TERRITORY check for all items/units collected to be converted to PUs. Hopefully I missed something simple; otherwise, this is going to get ugly.

    In terms of weather conditions....
    Via Relations and Treaties can player A & B fight even though they are both Allied with C & D who are also fighting each other? It would allow surface Units to fight while another battle rages over head with weather Units. The weather Units would also need to have effects (like territory) on the surface Units even though allied. In this way, two games can be played simultaneously on the same Map with some interaction between like planes unable to fly through hurricanes and rain preventing canBlitz movement.

    read more
  • B

    @wc_sumpton said in World War 1914 Larry Harries Does Not Work Plus Question:

    Why doesn't this map work>? It used to years ago.

    exactly ๐Ÿ™‚

    read more