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Recent Posts

  • @wc_sumpton Hej man, thanks again for thinking along;
    yes, sometimes it is confronting when I want to implement something
    but still lack the coding skills and knowledge to fix it... tried hard to get a grip on your suggestion, the switch element gave an error...
    I tried for 3 hours but unfortunately without the hoped result..
    till I wanne give it another try.... **anyone sees a way out? **

    -What doesn't work yet:
    -the supplies should be 1 less each turn if Stalingrad is besieged..
    ( now it only uses 1 supply 1 time and next turn stops) - -
    and I want the out of supply Token and disabled factory to be
    placed only after last supplies are used..
    . for this I thought to use a check with <option name="unitPresence" value="supply" count='0'/> but that
    doesn't seem to do the job.... hmmmmm

    anyone a sharp eye on this? ( yes I am asking a lot of you all 😉 )

    <attachment name="CA_StalingradSurroundedByAxis" attachTo="Russians" javaClass="RulesAttachment" type="player"> <option name="Players" value="$AllAllies$"/> <option name="alliedOwnershipTerritories" value="Rostov:Volgograd:West Kazakhstan" count="0"/> <option name="uses" value="99"/> <option name="invert" value="true"/> </attachment> <attachment name="CA_StalingradAlliedControlled" attachTo="Russians" javaClass="RulesAttachment" type="player"> <option name="Players" value="$AllAllies$"/> <option name="alliedOwnershipTerritories" value="Stalingrad" count="1"/> <!--<option name="invert" value="true"/>--> </attachment> <!-- Run out of supplies check --> <attachment name="CA_StalingradRunOutOfSupplies" attachTo="Russians" javaClass="RulesAttachment" type="player"> <!--<option name="Players" value="$AllAllies$"/>--> <option name="unitPresence" value="supply" count='0'/><!-- Run out of supplies check Doesn 't seem to work--> </attachment> <!-- remove 1 supply per turn--> <attachment name="TA_UseSupplyStalingradIfSurroundedByAxis" attachTo="Russians" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="CA_StalingradSurroundedByAxis"/> <option name="removeUnits" value="Stalingrad:supply" count="1"/> <option name="uses" value="99"/> <option name="when" value="after:russiansNonCombatMove"/> </attachment> <!-- disable factory and place Outof supply penalty--> <attachment name="TA_BesiegedStalingrad" attachTo="Russians" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="CA_StalingradSurroundedByAxis"/> <option name="placement" value="Stalingrad:out_of_supply" count="1"/><option name="placement" value="Stalingrad:factory_disabled" count="1"/><option name="removeUnits" value="Stalingrad:factory" count="1"/> <option name="notification" value="StalingradBesieged"/> <option name="when" value="after:frenchNonCombatMove"/> </attachment>

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  • W

    @ebbe

    Maybe try a switch and a condition:

    <!-- The switch --> <attachment name="CA_StalingradBesiegedByAxisSwitch" attachTo="Germans" javaClass="RulesAttachment" type="player"> <option name="switch" value="true" /> </attachment> <!-- The inverted condition --> <attachment name="CA_StalingradBesiegedByAxisInvert" attachTo="Germans" javaClass="RulesAttachment" type="player"> <option name="conditions" value="CA_StalingradBesiegedByAxisSwitch"/> <option name="invert" value="true" /> </attachment>

    When 'CA_StalingradBesiegedByAxisSwitch' is "true", 'CA_StalingradBesiegedByAxisInvert' will be "false", and vice versa.

    Add the switch to the check condition, with the ability to change the switch:

    <attachment name="TA_PlaceOutOfSupplyStalingradbyAxis" attachTo="Russians" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="CA_StalingradBesiegedByAxis:CA_StalingradBesiegedByAxisSwitch"/> <option name="placement" value="Stalingrad:out_of_supply" count="1"/> <option name="notification" value="StalingradBesieged"/> <option name="players" value="Gremans"/> <option name="playerAttachmentName" value="RulesAttachment" count="CA_StalingradBesiegedByAxisSwitch"/> <option name="playerProperty" value="switch" count="false"/> <option name="when" value="after:frenchNonCombatMove"/> </attachment> <!-- Add the invert to the reset --> <attachment name="TA_RemoveOutOfSupply_StalingradbyAxis" attachTo="Russians" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="CA_StalingradNoLongerBesiegedByAxis:CA_StalingradBesiegedByAxisInvert"/> <option name="removeUnits" value="Stalingrad:out_of_supply" count="99"/> <option name="notification" value="StalingradSiegeLifted"/> <option name="players" value="Gremans"/> <option name="playerAttachmentName" value="RulesAttachment" count="CA_StalingradBesiegedByAxisSwitch"/> <option name="playerProperty" value="switch" count="true"/> <option name="when" value="after:germansNonCombatMove"/> </attachment>

    Also I would also think about using an invert condition to check the lifted logic:

    <attachment name="CA_StalingradNoLongerBesiegedByAxis" attachTo="Russians" javaClass="RulesAttachment" type="player"> <option name="conditions" value="CA_StalingradBesiegedByAxis"/> <option name="invert" value="true"/> </attachment>

    Just some thoughts.💫

    Cheers...

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  • B

    @ebbe hmm...still not 100% certain of what all is going on here but maybe try a "activateTrigger" with the trigger that lifts the siege with the same conditions ? Just name it different. Let em all be uses 1.

    Might need a half dozen or so, depending on how likely it is to reoccur. If it even works. I could be way off base lol

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  • @ebbe

    In the mean time a "special"-unit I wanted allready for long time:

    German Flaktower....

    flakTower copy.PNG

    Not that they were very:
    -Common: only few build in germany and one in Vienna
    -Succesful: I read their impact against allied bombing was minimal
    -Sustainable: they costed a shit load of material and building time

    But still: I just wanted to have one standing in the game...
    3 Hit points offcourse, theses things were very very Bomb-proof...
    AA offcourse but then in a amazing shell of concrete..
    Makes conquering/bombing Berlin just that bit more extra challenging...

    flakTower Berlin.png
    @Hepps *...is this the first Flaktower around in TripleA or
    did you have a bunch allready 😉 ?

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