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    • Black OrderB

      Issues Loading New Map: Avatar

      Watching Ignoring Scheduled Pinned Locked Moved Map Making
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      redrumR
      @black-order I'd probably recommend putting the huge map on pause and create a much smaller map either version of avatar or something else. That way you can learn the map making process end to end and many of the gotchas that can be very difficult to change once you get to a certain point in the map making process. That way you can make sure you do the giant Avatar map the right way and not realize half way through that you need a bunch of rework that would be incredibly painful at that huge scale.
    • R

      I am unable to login

      Watching Ignoring Scheduled Pinned Locked Moved Player Help
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      S
      @hungry-coyote you mean you can play offline or you can join an existing bot and play, you just cant be the host of a bot?
    • R

      Question about trenches domination 1914 no mans land

      Watching Ignoring Scheduled Pinned Locked Moved Map Making
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      VictoryFirstV
      @Ramon I ran into the same problem for the North Africa game. You need to make sure a land territory is adjacent to every sea territory using canal attachments. <attachment foreach="$SeaZones$" name="canalAttachmentSeaMine@SeaZones@" attachTo="A-B" javaClass="CanalAttachment" type="territory"> <option name="canalName" value="Sea Mine @SeaZones@"/> <option name="landTerritories" value="A-B"/> <option name="excludedUnits" value="none"/> </attachment> The code above makes sure every sea zone gets canal attached to the territory A-B, which is a territory belonging to a special player that deals with the mines. This way, this player is able to place sea mines in every territory. For your game, you would need to do this for every player in your game. You should attach the canal to a territory that is likely to be owned by that player for the entire game. I believe it doesn't need to be adjacent to a factory. If you make the sea mine a construction and have the relevant properties at the correct settings, I think you can get away with it. You can create canal attachments to every sea zone and every player using a nested foreach: <attachment foreach="$SeaZones$^$Territories$" name="canalAttachmentSeaMine@Territories@@SeaZones@" attachTo="@SeaZones@" javaClass="CanalAttachment" type="territory"> <option name="canalName" value="Sea Mine @Territories@ @SeaZones@"/> <option name="landTerritories" value="@Territories@"/> <option name="excludedUnits" value="none"/> </attachment> You also need one attached to the territories: <!-- NOTICE THAT THIS ONE SAYS attachTo="@Territories@" --> <attachment foreach="$SeaZones$^$Territories$" name="canalAttachmentSeaMine@Territories@@SeaZones@" attachTo="@Territories@" javaClass="CanalAttachment" type="territory"> <option name="canalName" value="Sea Mine @Territories@ @SeaZones@"/> <option name="landTerritories" value="@Territories@"/> <option name="excludedUnits" value="none"/> </attachment> and variable lists (this should be below diceSides at the top of the XML): <variableList> <variable name="SeaZones"> <element name="Sea Zone 1"/> <element name="Sea Zone 2"/> <element name="Sea Zone 3"/> ... <variable name="Territories"> <element name="Algiers Convoy UK"/> <element name="Algiers Convoy US"/> <element name="Atlantic Ocean Convoy"/> ... SeaZones should be a list containing all sea zones in the game. Territories should contain one territory for every player in the game that acts as the "sea mine base". If this territory is controlled by that player, they should be able to place sea mines in any sea zone. It can be a land-locked territory. You could for example put every player's capital territory in the list Territories, as if the capital is taken you cannot produce units anyway. Also, you need to specify connections between the territories and every sea zones in the connection list: <connection t1="A-B" t2="Sea Zone 1"/> <connection t1="A-B" t2="Sea Zone 2"/> <connection t1="A-B" t2="Sea Zone 3"/>
    • RoiEXR

      Website Improvements

      Watching Ignoring Scheduled Pinned Locked Moved Development
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      80 Posts
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      B
      Thank You Triplea Couldn't find the previous thank you thread so...been a while and just wanted to say I really appreciate what redrum, Roix, Dan Van Atta, ssloff ( haven't seen you in a while hope all is good ). You guys been kicking ass. Thanks to prastle, panther, cernel, hepps and well... there's a whole bunch of you Thanks for making triplea cool. It makes a few people happy and they then make more people happy Peace Out Rock On TripleA
    • bayderB

      Revised Tournament of Champions (ToC 16)

      Watching Ignoring Scheduled Pinned Locked Moved Revised Tournament Of Champions
      78
      2 Votes
      78 Posts
      56k Views
      E
      today epinikions allies won lucky versus bayders axis (+9 full africa bid) in round 1 by decision of dice gods (battles in ukr rus 1 and sz 15 ger1). Thanks to all players in TOC 16 and last not least to bayder, who organized this tournament very well. epi
    • redrumR

      Cold War 1965 - Official Thread

      Watching Ignoring Scheduled Pinned Locked Moved Maps & Mods
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      1 Votes
      76 Posts
      40k Views
      D
      @redrum Thread for Cold War 1965 version 2: https://forums.triplea-game.org/topic/4201/cold-war-1965-version-2-0-official-thread
    • I

      New Map: World War 1 End of Empires

      Watching Ignoring Scheduled Pinned Locked Moved Maps & Mods
      76
      2 Votes
      76 Posts
      34k Views
      I
      I am changing battleships to be unbuildable and 1-hit. I thought that this would lead to a lot of battleships being destroyed too quickly, but after a few playthroughs with the AI it seems like I was wrong.
    • SchulzS

      Axis Ascension

      Watching Ignoring Scheduled Pinned Locked Moved Maps & Mods
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      2 Votes
      75 Posts
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      TheDogT
      @Schulz It has to be 3. Transports/Convoy move 10knots-ish Other military ship move faster, so 3 or 4. So 3
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