Recent Posts

  • @wc_sumpton I considered having spy rules but I decided not to do so for the following reasons.

    It would add considerable complexity to the XML.

    The AI would have no idea what to do with spies and would take random user actions.

    The one time I actually played this over the board, each player immediately countered whatever the enemy spy was doing.

    Given that, I just made everything random, so the human and AI players need to adapt to the changing environment.

    Feel free to take my mod and make your own mod from it.

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  • W

    @rogercooper

    Sorry not ignoring you or this map.

    What bothers me is all the "Dice Rolling" before each player's turn. Have you thought about using 'userActions' for some of this? Right now, with the Soviet_Union, I'm able to do 'Spy vs Spy' and 'Spy vs Minor Power'.
    Screenshot 2026-04-18 221442.png
    The Soviet_Union can do this 3 times, with the last one being able to only do 'Spy vs Spy'.
    The next step will be adding the 'Tech' then letting the spy to choose a category to steal from.

    Thoughts and ideas.

    Cheers...

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  • @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

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  • @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.

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