• Change Unit Ownership? [Re-opened]

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    SlendyMcTendiesS
    @wc_sumpton I'm confused about what you mean by players only being allowed "one" player attachment. You have two in your code example, yet it worked at the time. @wc_sumpton said in Change Unit Ownership? [Resolved]: @slendymctendies The following seems to work: <!-- Remove Capital Requirement --> <attachment foreach="$AllPlayers$" name="playerAttachment" attachTo="@AllPlayers@" javaClass="games.strategy.triplea.attachments.PlayerAttachment" type="player"> <option name="retainCapitalNumber" value="0"/> <option name="retainCapitalProduceNumber" value="0"/> <option name="giveUnitControl" value="$AllPlayers$"/> <option name="giveUnitControlInAllTerritories" value="false"/> </attachment> <attachment foreach="$Territory$" name="triggerAttachment_Germans_SurrenderTo_Russians_@Territory@_ChangeOwnership" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="trigger" value="conditionAttachment_Germans_SurrenderTo_Russians"/> <option name="when" value="before:germansEndTurn"/> <option name="changeOwnership" value="@Territory@:Germans:Russians:false"/> <option name="uses" value="1"/> </attachment> <!-- change military units canBeGivenByTerritoryTo --> <attachment name="triggerAttachment_canBeGivenByTerritoryTo_GermansToRussians" attachTo="Germans" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Germans_SurrenderTo_Russians"/> <option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/> <option name="unitType" value="$AllUnits$"/> <option name="unitProperty" value="canBeGivenByTerritoryTo" count="-reset-Russians"/> <option name="when" value="after:germansPolitics"/> <option name="uses" value="1"/> </attachment> <!-- Give unit control Germans to Russians --> <attachment name="triggerAttachment_GiveUnitControl_GermansToRussians" attachTo="Germans" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Germans_SurrenderTo_Russians"/> <option name="playerAttachmentName" value="PlayerAttachment" count="playerAttachment"/> <option name="playerProperty" value="giveUnitControl" count="-reset-Russians"/> <option name="when" value="after:germansPolitics"/> <option name="uses" value="1"/> </attachment> <!-- Give give captured units Germans to Russians --> <attachment name="triggerAttachment_GiveUnitControlInAllTerritories_GermansToRussians" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="trigger" value="conditionAttachment_Germans_SurrenderTo_Russians"/> <option name="when" value="after:germansPolitics"/> <option name="playerAttachmentName" value="PlayerAttachment" count="playerAttachment"/> <option name="playerProperty" value="giveUnitControlInAllTerritories" count="true"/> <option name="uses" value="1"/> </attachment> Cheers... So what do you mean by players only having one player attachment?
  • How are the map files kept current in TripleA after downloading?

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    PantherP
    @poptech Once a map has been updated on the server, you usually will notice it by the "Updates Available" register to be found when you hit "Download Maps". You can then start the update from there. This applies to current pre-release versions of TripleA. I haven't used the old stable for a while, but here IIRC the updated maps are represented by the map name showing in italics. Hit that name and a button to start the update will appear. Note that savegames always run with the map-status at the time the game has been started. In other words: Updates of maps do not affect existent games.
  • UPDATED: Alexander 350BC

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    NinjaWolfHybridN
    @ted-self that's great. I don't mind. Today I noticed a missing connection between South China Sea and Arafura Sea. Modern canals (Egypt, Panama) were removed from 350BC, fyi.
  • New World Order

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    RogerCooperR
    @mrquadratic Checkout "New World Order Variants", which has neutrality as an option. You could also place a bunch of bunkers on the frontier, and then remove them when you are ready to fight.
  • Set Territory as Unclaimed? [RESOLVED]

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  • 0 Votes
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    wc_sumptonW
    @slendymctendies All Cheers...
  • Hi Is there a way to print out a map?

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    SlendyMcTendiesS
    @rufy-0 In game under the "Export" tab, you can export a full board image "Export Gameboard Picture"
  • Remove building AA? (Factory, Airfield, Harbour) [Solved]

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    SlendyMcTendiesS
    @wc_sumpton Yeah, I initially wanted to figure out how to remove AA when disabled, but then I figured removing the AA capabilities of buildings would incentivize purchasing AA guns to protect them. I initially tried using "isAA" = "false", but this has the side-effect of making the game think it was an actual combat unit and therefore players could use them as sacrificial pawns and immediately deny the enemy their spoils if facing an overwhelming force, which was something I definitely didn't want either. You understood the original post correctly. I just decided to take a different route a day or two after posting.
  • World At War - V2.1.1 or 3.0 ? Game Unplayable

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    Falkon PowersF
    @falkon-powers Disregard, game as intended, I was mistaken V2 rather than V3 ruleset. Rusty memory on this map, been a few years... cheers!
  • PvP Scenario Review Thread

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    TheDogT
    @mattbarnes and others Any more reviews?
  • Middle Earth, Oil Wars, Forty Thousand

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    NinjaWolfHybridN
    @thedog I made a new map, thanks for the encouragement. It's called Alexander350 (world conquest set in 350BC). .zip in Maps & Mods, tell me what you think. It does use modern region names (Oil Wars map), and units from Middle Earth with only minor tweaks.
  • Added Relationship Types

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    TheDogT
    The PoliticalStateOverview.java file has the color coding for the three relationship archeTypes, meaning this functionality could be added but of course its not accessible from the mapmaking point of view. As there is no Devs working on TripleA at the moment this will not change any time soon.
  • d12 alagaesia

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    C
    @thedog tooltips.properties is what I was missing. I'll have to review that map further. Looking right off, arena has a very accessible xml file. Thanks for the welcome and help!
  • v6 connection error

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  • Stuck units due to relation types

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    RogerCooperR
    @beornthebold-0 This is the whole logic of being unable to move to someone's territories. It means that you can't move to someone's territories. You are not going to be able to get TripleA to move in some directions and not others. You could use triggered events to simulate the evacuation of a specific base, but it would be difficult to do this on a large scale.
  • Trigger on condition if player is AI?

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    RogerCooperR
    You need to set the information in the game options, it does not automatically determine AI status.
  • 0 Votes
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    O
    @cernel Was there ever a way? Anyway then I guess a second version of at least the two most common maps would be hugely appreciated for us who like tech (2nd Version and 3rd Balanced)
  • Certain Maps don't seem to work

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    E
    Thanks. I'll give that a shot!
  • Big World Rise of Axis - kamikaze bug

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  • I want to make a map

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    board 3659B
    @beelee yeah I'll do that

Recent Posts

  • Special Units
    Special units cannot be purchased with PUs. Each Advanced Production Center (APC) you own produces one special unit a turn. You must research tech to be able to build APCs in the first place. Also, you must research the tech for the units you would like to build.

    In the above lists, heavy tanks, Panthers, King Tigers, early jets, jets, Superfortresses, and flying wings are all special units. Superfortresses and flying wings take 2 turns to build.

    Whose tank tech tree is the best? That all depends on what you want. If your focus is on building tanks with PUs, Britain's tank tech is probably the best. Its Comet tank tech adds +1 to the attack and defense of British tanks. (A Comet was rather similar to a Firefly.) If your focus is on special unit tanks, Germany's King Tiger tech allows you to build the best special unit tank in the game. With the right tech, each German APC can produce a free Panther each turn in addition to its normal production. Expect late game German armies to have their share of Panthers, and the occasional King Tiger. The Soviet player has access to good tank tech. He or she can research the ability to buy tanks at reduced cost. The IS-2 tech gives an upgrade to Soviet heavy tanks. Japan is the odd man out. At the start of the game it can build light tanks only (no medium tanks). It can research tank tech to let it buy normal tanks. But no heavy tanks for Japan.

    As if to make up for this, Japan's Yamato battleships are the most expensive and the most powerful in the game. A Yamato battleship gives you more bang for the buck than a normal battleship would.

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  • Sticky Hits

    Sticky hits are a deliberate nerf to units with multiple hitpoints. Once a unit has taken one hit, additional hits are automatically assigned to that unit until it is dead, or until combat ends.

    My goal was to make units with multiple hitpoints more common. Hence the need for the nerf.

    Light tank: 1 hitpoint
    Tank: 2 hitpoints
    Heavy tank or Panther: 4 hitpoints
    King Tiger: 6 hitpoints

    Fighter: 2 hitpoints
    Dive bomber: 2 hitpoints
    Torpedo bomber: 2 hitpoints
    Medium bomber: 2 hitpoints
    Strategic bomber: 3 hitpoints
    Advanced fighter: 3 hitpoints
    Early jet: 3 hitpoints
    Jet: 5 hitpoints
    Superfortress: 5 hitpoints, does 13 PUs of damage for strategic bombing
    Flying wing: 7 hitpoints, does 6 PUs of damage for strategic bombing

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  • Research system

    Most nations have between 1 - 3 research centers. For each research center, you select an area of primary and secondary focus. Each turn, every research center achieves a breakthrough. There is a 40% chance of it being in the center's primary focus, a 20% chance of it being in the research center's secondary focus, and a 40% chance of the advance being chosen at random, from among the tech categories you have not yet completed.

    Technologies are associated with dull grey stars. Each time you get an advance, a dull grey star becomes a bright yellow star. Once you replace the last dull grey star with a bright yellow star, you unlock the tech. New techs are unlocked at the end of your turn.
    image.jpeg

    In this example, Britain's first research centre has a primary focus of piston aircraft, and a secondary focus of surface ships. Its second research centre has a primary focus of jets and a secondary focus of tanks.

    This is Britain's first turn. Note that even before it's done any research, it already has one star towards jet tech, and two stars towards radar. These represent Britain's technological achievements in those areas as of June 1941. Also, jets are special units. (More on that later.) Jets do not replace piston aircraft. Late game, expect to have lots of piston aircraft with some jets mixed in. Piston aircraft research is a good choice for Britain.

    image.jpeg

    Research results are now in. Center 1 got a star towards extended range. Fighters, dive bombers and torpedo bombers start off with a range of 3. But once you get extended range, that increases to 4. Britain's research center 2 got a random tech advance: one star towards industry. Industry tech adds +2 to the unit placement capacity of your factories. The underlying territory must be worth at least 2 to qualify for the bonus.

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  • Hello, I'm back. So uh idk if I'll do much but probably will do something like maybe get a game set up (idk if like via forum or online depending on time constrants).

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