• endTurnNoPU discrepancy - Resolved -

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    MahksM
    This step section is the worst part I have found so far. I think it has been added to and bandaided many times. I've been having a hard time untangling it. It should be one of the simplest sections, just laying out the sequence of steps and options within. <sequence> <step delegate="initDelegate" maxRunCount="1"/> <turn player="Russians"> <step number="1" delegate="tech"/> <step number="2" delegate="purchase"/> <step number="3" delegate="politics"/> <step number="4" delegate="move" combatMove="true" nonCombatMove="false" skipPosting="true"/> <step number="5" delegate="battle"/> <step number="6" delegate="move" combatMove="false" nonCombatMove="true" display="Non Combat Move"/> <step number="7" delegate="place"/> <step number="8" delegate="tech_activation"/> <step number="9" delegate="endTurn"/> </turn> <turn player="Germans">...</turn> ... <step delegate="endRound"/> </sequence> 1039
  • tech_activation step - Resolved -

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    General_ZodG
    @mahks That is correct as it applies to the techs that use the dice interface provided (tech buying/rolling). Which is 99% of maps. The other 1% use triggers to activate techs and triggers to place an x in the technology list.
  • combatMove & nonCombatMove steps - Resolved -

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    MahksM
    Can a developer confirm these are not of use anymore? Are they still required for older maps?
  • stepProperty attribute "Display" - Resolved -

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    General_ZodG
    @mahks That is correct, "display" is only an area to rename the individual steps and delegates. It can be set to anything and you can add "display" to any step that does not have it too. Just add the missing syntax . <step name="britishCombatMove" delegate="move" player="British" display="Pre-Purchase Combat Move"/> [image: 1524913642268-display_example.001.png] Note it only changes the name displayed in bottom right corner, not the name in the action panel.
  • bid explanation - Resolved -

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    General_ZodG
    @mahks Your getting the crash course here. You will have years of xml experience crammed into weeks. btw, finals tomorrow.
  • politics step - Resolved -

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    General_ZodG
    @mahks The diplomatic options during the politics step/delegate are defined by 3 separate methods. relationshipTypes: Defined just by name, these determine what the choices are called. relationshipTypeAttachments: Defined by attributes, these determine the behavior of the choices. politicalActionAttachments: Defined with aid of other condition and triggers, these are the choices, as presented to a player at any given time in the user interface. The logic behind the choices and their interaction is determined here.
  • vps and captureVps - Resolved -

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    RogerCooperR
    @general_zod Just the Pacific_Incomplete scenario. Cumulative scoring of VP's might be a useful feature for other scenarios.
  • Relationships Last Extra Rounds - Resolved -

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    redrumR
    @Mahks So relationship is part of a condition, so if its set to -1 then it means it'll essentially ignore duration unless "Relationships Last Extra Rounds" is set. Essentially this is what the condition checks: (currentRound - roundRelationshipWasCreated - "Relationships Last Extra Rounds") >= numberOfRoundsThisRelationshipMustExistForMinimum So if "Relationships Last Extra Rounds" isn't used then the -1 will make it so the duration check is always true.
  • Terms: AA unit - Resolved -

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    General_ZodG
    @mahks Simplest solution is to just add (first strike units) next to each aagun reference. Not perfect but will be consistent.
  • whenCapturedChangesInto - Resolved -

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    redrumR
    @mahks Here is POS2 XML: whenCapturedChangesInto values: allows a unit to change into a different unit when captured from a specific player to a specific player. "fromPlayer:toPlayer:transferAttributes:unitType:numberOfUnits". accepts "any" instead of a player name. allows multiple. examples: <option name="whenCapturedChangesInto" value="any:any:true:Minor_Factory:1"/> and <option name="whenCapturedChangesInto" value="Russians:Germans:false:gold:3:lumber:1"/> Currently, transferAttributes only transfers hit point and bombing damage from old to new unit.
  • willNotFireIfPresent - Resolved -

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    redrumR
    @Mahks Here is the POS2 XML: willNotFireIfPresent values: a list of unit types for which if they are present in the battle, this aa gun will not fire. So yeah this only affects isAA type attacks.
  • relationshipInitialize - Resolved -

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    MahksM
    Ah, got it, Thanks!
  • maxOperationalDamage - Resolved -

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    redrumR
    @mahks If it isn't set then it operates until destroyed.
  • canalAttachment - Resolved -

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    General_ZodG
    @mahks attachTo typically requires the seazone name. But it will accept a land territory as well for nonstandard use. The land portals @prastle refers to are not done via canals but via hard connections.
  • captureUnitOnEnteringBy - Resolved -

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    General_ZodG
    @mahks But some options can be manipulated in atypical ways. People seem to always figure out new ways upon experimentation.
  • Terms: Produced - Resolved -

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    General_ZodG
    @mahks As purchase, produce and production references go. I would refer to them in same existing way. Anything else would not be accurate imo.
  • Renaming a tech - Resolved -

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    redrumR
    Yeah, my understanding is this is just for display purposes and only relevant to hard coded techs.
  • Terms: unit name vs attribute - Resolved -

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    redrumR
    @mahks Yeah, generally actual attributes should be referenced not "unit names/types" especially since in many cases units can have multiple (act as both a transport and carrier). Some of the challenge is that some "types" like carrier don't have a single unit option so its annoying to have to refer to something like "isSea & carrierCapacity > 0" rather than saying carrier. Here are some common mappings: Transport: isSea & transportCapacity > 0 Carrier: isSea & carrierCapacity > 0 Sub: isSub Land Transport: isLandTransport (can use or not use transportCapacity) Air Transport: isAirTransport & transportCapacity > 0 Destroyer: isDestroyer
  • category - Resolved -

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    redrumR
    @mahks So a tech "category" is essentially a group of techs that includes 0 or more "techs" that is presented to the user for selection during the tech phase. After a user selects a category, they then roll based on tech tokens to see if they get a technology and if there is more than 1 tech in the selected category then it randomly rolls to select which one is researched.
  • transportCost - Resolved -

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    redrumR
    @mahks So "isLandTransport" is a bit unique and here is the excerpt from POS2 XML: isLandTransport values: allows the unit to transport "isLandTransportable" on a one-to-one basis, if you have the mechanizedInfantry technology. If "transportCapacity" is set then use "transportCost" and be able to transport multiple units just like sea transports So essentially land transports can work in 2 different ways: Just like sea/air transports using transportCapacity and transpostCost. Example is Total World War. If "transportCapacity" is not specified on the "isLandTransport" unit then the land transport can transport any "1" unit that has "isLandTransportable" option (ignores any transportCost and can't transport more than 1 unit per land transport). Example is Global 1940 Second Edition.

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