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    • O

      Maps Need Categories

      Watching Ignoring Scheduled Pinned Locked Moved Development
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      3 Votes
      7 Posts
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      X
      @TheDog this is a sad reason but i get it i have to deal with the same shit at work. We shouldn't please all people in my opinion but this is always hard to do.
    • K

      Flames and Steel (official thread)

      Watching Ignoring Scheduled Pinned Locked Moved Maps & Mods
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      5 Votes
      185 Posts
      464 Views
      V
      @KurtGodel7 That extra bit that’s on the east end of Hungary in your latest version is Ruthenia, which would actually be a good area to carve out as a separate 1 value province (it looks big enough on that map to be viable as one). It was part of Czechoslovakia before the war, given to Hungary when Czechoslovakia was partitioned, and then annexed by the Soviets after the war - now a part of Ukraine today. Budapest should probably just be Hungary since it’s a one province country on your map like Austria or Switzerland. @Schulz said: Berlin should not be closer to Krakow than Warsaw is. Either Silesia should be split, or Neumark and West Prussia should be merged. Upper Silesia (east) and Lower Silesia (west) are the natural divisions if you decide to split Silesia. One more aspect to think about is color palette. The gray on the Pripet Marshes space looks pretty close to Germany’s territory color, it will probably stand out more easily if it’s darkened to a charcoal or ashy gray. Italy in light gray and Germany in darker also don’t have a whole lot of contrast with each other. If you make Italy’s territories a light mauve (something like #ddc2cb), it might help them stand out a bit, since Germany’s gray has a bit of a blue tint.
    • X

      TripleA Mobile!

      Watching Ignoring Scheduled Pinned Locked Moved Development
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      7 Votes
      25 Posts
      257 Views
      O
      @xxXEddieXxx Noice noice
    • TheDogT

      New/Updated Maps added for TripleA download

      Watching Ignoring Scheduled Pinned Locked Moved Player Help
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      4 Votes
      4 Posts
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      X
      Why can't we connect a updated View to the main menu of TripleA ? I made a proposal where i actually managed to connect the app to the map repos. Here is some shit im playing around with (ignore the rest keep an eye to the updates section) [image: image.jpeg] https://github.com/triplea-game/triplea/issues/15113
    • C

      Paratroops not working need help with XML

      Watching Ignoring Scheduled Pinned Locked Moved Player Help
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      2 Votes
      20 Posts
      280 Views
      wc_sumptonW
      @craigviau said: I don't know what you mean by airborne verses paratroopers to me its the same? The airborne is a "techAbilityAttachment" which allows a unit to travel as air without a transporting unit, paratroopers require a transporting unit. @craigviau said: Also on the last 3 two are false so i don't think i need anything and on the other what is the code to set up the attachment? Look for gameProperty with a value set to the property. If there are no attachments with these options, then these properties have been disabled. Since I have no idea what they were designed for there would be no way for me to say they are for. @craigviau said: Sorry i don't pop in here often, No problems take your time. Cheers...
    • R

      Question about trenches domination 1914 no mans land

      Watching Ignoring Scheduled Pinned Locked Moved Map Making
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      0 Votes
      80 Posts
      5k Views
      R
      Hi everyone! I have another question about Seamine placement, How seamines should work: Can be placed on any Sea Zone if there is a friendly warship (requiresUnits:) It shouldnt need a Factory, yet when i playtest it i get an error: "no factory in or adjacent to Sea Zone..." Am i doing something wrong? ~Ramon Seamine unitattachment: <attachment name="unitAttachment" attachTo="seamine" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType"> <option name="isSea" value="true"/> <option name="isAAforCombatOnly" value="true"/> <option name="isAAforFlyOverOnly" value="true"/> <option name="typeAA" value="Landmines"/> <option name="attackAA" value="1"/> <option name="maxAAattacks" value="6"/> <option name="damageableAA" value="true"/> <option name="targetsAA" value="destroyer:transport:battleship:battlecruiser:cruiser:carrier:submarine"/> <option name="isConstruction" value="true"/> <option name="constructionType" value="landmines"/> <option name="constructionsPerTerrPerTypePerTurn" value="1"/> <option name="maxConstructionsPerTypePerTerr" value="10"/> <option name="isSuicideOnDefense" value="true"/> <option name="isSuicideOnHit" value="true"/> <option name="requiresUnits" value="destroyer"/> <option name="requiresUnits" value="cruiser"/> <option name="requiresUnits" value="battlecruiser"/> <option name="requiresUnits" value="battleship"/> <option name="requiresUnits" value="carrier"/> <option name="requiresUnits" value="submarine"/> <option name="destroyedWhenCapturedBy" value="BY:Japanese"/> <option name="destroyedWhenCapturedBy" value="BY:Chinese"/> <option name="destroyedWhenCapturedBy" value="BY:Americans"/> <option name="destroyedWhenCapturedBy" value="BY:British"/> <option name="destroyedWhenCapturedBy" value="BY:Germans"/> <option name="destroyedWhenCapturedBy" value="BY:French"/> <option name="destroyedWhenCapturedBy" value="BY:Austrians"/> <option name="destroyedWhenCapturedBy" value="BY:Italians"/> <option name="destroyedWhenCapturedBy" value="BY:Ottomans"/> <option name="destroyedWhenCapturedBy" value="BY:Russians"/> <option name="destroyedWhenCapturedBy" value="BY:Dutch"/> <option name="destroyedWhenCapturedBy" value="BY:Portuguese"/> </attachment>
    • TheDogT

      11 Rings of Power - Official Thread

      Watching Ignoring Scheduled Pinned Locked Moved Maps & Mods
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      5 Votes
      4 Posts
      46 Views
      ebbeE
      @TheDog Yes, another pleasant cooperation this year with The Dog! resulting in a fine FFA fantasy game.... with the wished variation in setup and a variety of diplomatic status... when it comes to controlling the 11 Rings of Power even old friends become foes... in the end all factions around you might become your enemy I did some extra work with sound files again , just like in our previous projects 1888A and Shogun Advanced for those who appreciate that would be great to receive some feedback for possible future finetuning...
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