TOTAL GLOBAL WORLD WAR II- fusion & clean-up PROJECT
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@ff03k64 : it is a tribute to and fusion of Total War and Global... based on an advanced global map and with some Total War mechanics... I wanted a simple gameplay, but still have oil and terrain types be included...
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@Schulz : hmm, I started from the Axis Allies-roundels' boardgames sphere.... I reconsider the flags , but for next month I focus on game mechanics... later I finish the map layout and so.. thnxs for your remarks...
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@Hepps you mean a land and sea border match? hmmm I saw this often in the maps I started from: I kept this "mirrored borders" them as a way to limit flying limits, otherwise aircraft would have really far and sometimes historically impossible flying ranges...
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Solved the impassable territories fly over, as strategically and historically it should be possible flying over for example the sahara.. but not entering or passing it with land units. Created a virtual "onlyFlyover" player who allows air sorties passing over due to Cooperative relationship with all players.....

Now starting with bigger challenges like: finding a solution for a WINTER season system more unit-type related than in Total war..., solving my issue that AI doesn't recognize rebuilding Refinery ( for oil supply) as a target after conquering an oil region and by this get short on oil, and I like to have scramble for fighters without Airbase .... I give it a try but likely will call out for HELP soon... ; ) all tips and clues are welcome...
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Okej TripleA Community: HELP-REQUEST for introducing an alternative WINTER-SEASON ( other then running in Total War and Big World 2 games )
I like to have a Nordic Winter on all continents affecting all units attack and defense and movement. And have variations on that (like say T34 better winter-proof) I have allready the winter signs coming for a arctic and later nordic winter, followed by its removal in spring but fail to attach the negative units bonus
I could to this by making a terrain type WINTER, specifify for each unit type the impact, but then I have to switch between 2 TERAINTYPES LISTS: A winter and non-winter one ( like one can switch in production connected with turns...that workins well ) WOULD THAT BE POSSIBLE? : A trigger on the total TERRAIN attchment switching between 2 types? Or maybe easier: 2 types of winter terrain attachments : one with penalties and one without .... And if possible how would that look like in coding? If somebody has a clue ... or another aproach to solve this ? would save me lot of time and frustration as this goes beyond my skills ; )
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Thanks @ wc_sumpton for feedback and suggestion on alternative Winter implementation!
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This is what I see:
<!-- A winter territoryEffect --> <attachment name="territoryEffectAttachment" attachTo="Winter" javaClass="games.strategy.triplea.attachments.TerritoryEffectAttachment" type="territoryEffect"> <option name="noBlitz" value="whateverUnit:and more"/> <option name="combatOffenseEffect" value="infantry" count="-1"/> <option name="combatDefenseEffect" value="infantry" count="-1"/> </attachment> <!-- The conditions to apply the Winter attachment --> <attachment name="conditionAttachmentWinter" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="rounds" value="28:32"/> </attachment> <!-- I don't understand the reason for this trigger but left it alone --> <attachment name="triggerAttachmentWinter" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentWinter"/> <option name="frontier" value="germansRumanianT25Production"/> <option name="when" value="before:germansPurchase"/> </attachment> <!-- The attaching trigger --> <attachment name="triggerAttachmentAddWinterToTerritories" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentWinter"/> <!-- Needs the list of territories affected by winter ie: Berlin:Moscow:etc --> <option name="territories" value="ListOfTerritories"/> <option name="territoryAttachmentName" value="TerritoryAttachment" count="territoryAttachment"/> <option name="territoryProperty" value="territoryEffect" count="Winter"/> <option name="when" value="before:germansCombatMove"/> </attachment>Make sure you give a list of territories separated by colons in the above trigger.
Cheers...
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@wc-sumption: WINTER-Implementation via TerrainEffects List: after spending some time on variations of this suggestionmy current conclusion: I don't get it working: ( no bug report either so that is ok ) Winter effect is not "added" as feature in a "trigger-listed territory" by this trigger... it works fine if I add Winter effect as territoryEffectAttachment and add it to a specific territory "hardcoded" but not by trigger.... Thanks for your support... if you or anyone else might have an idea for another option please let me know... plan B was to see if it is possible to add a negative battle bonus on a Dummy-players' Unit ( winterSign) and try to get a general penalty but that would be pretty rough.... and not best option ( especially to support more winter-proof units as Soviet T34's etc )
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Slow progress solving and testing oil refineries change/damage/disabled options, and strategic bombing of all structures.... one question popped up:
IS THERE A LIST/OVERVIEW WITH ALL ELEMENTS/OPTIONS supported by the latest triple A version ??? it would help me a lot !
thnxs...!!!

empty winter front after 2 harsh battle rounds...
refineries at East Poland damaged after conquest or in full production in Rumania... oil will be central theme besides terrain types.... short of oil? than allways possible to buy extra but that drains your units-purchasing... -
@ebbe not sure if this is what you're looking for or not but it's pretty handy if you're not already aware of it.
http://www.starlords3k.com/XOB.html
For the new stuff
https://triplea-game.org/release_notes/
look for Map XML.I thought I remembered seeing some stuff on Git somewhere that listed everything, new anyways, but I could be wrong.
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Thnxs Belee... I dive into it soon....

now working on some notifications with historical pics to get some flavour...
anyway... I take a break posting in this forum besides essential questions.... -
You could also use photoshop for unhistorical notifications, it would be very enjoyable.
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@Schulz good idea.....
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@Schulz: Okej it took me 1,5 day but original country flags look good too...

-also worked on waves that feel bit real but not too distracting.. and coast / border shades...... So I return to the coding and send out some HELP requests concerning some matters I have a hard time to solve.. enjoy your weekend! <br>!!
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Sea zones and coasts look awesome. TripleA really needs a basic tutorial how to make sea zones and coastlines like that.
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Hi @ebbe Got your message. Can you explain exactly what it is that you're trying to do again ?
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@beelee : Thnxs: I want to implement Winter Season ... like in Hepps' WWII TOTAL, but then impactspecified for each unit type... like with Terrain Effects..
I tried with Terrain Effect implementation but failed...then WcSumption was so kind to give me a possible way to solve it,
14 days ago in this forum, it but I don't get it working...
.and it takes away too much precious time for ; )......And I am determined to **have Oil/Fuel, Terrain Types and Winter season together ** in this scenario: As I think these were essential elements in WW2...
... I made a 2 step winter.. first Arctic and then more general Nordic winter... they dissappear the opposite way again in spring...
but fail on the terrain effect connection..
I have limited skills in coding unfortunately... more like Copy Adapt Paste Copy Error error fix .. 
wc-sumptions' idea:
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@ebbe post your xml of what you currently have. Another map that uses oil is "Iron War". Idk if it has weather. Might give you some more ideas.
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@Belee: I send you the XML code ( still under construction) Winter implementation-attempt at -> 7394-7688 thnxswwIIglobal41_1st_edition@Belee.xml
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