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    TOTAL GLOBAL WORLD WAR II- fusion & clean-up PROJECT

    Scheduled Pinned Locked Moved Map Making
    155 Posts 10 Posters 85.2k Views 10 Watching
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    • B Online
      beelee @ebbe
      last edited by

      @ebbe wow where did it go ? I saw it earlier when I skimmed through but it's not here now

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      • B Online
        beelee
        last edited by

        I skimmed through this a bit. The only thing that jumps out is you have two "unitAttachment" s for "winterSign"

        <attachment name="unitAttachment" attachTo="winterSign" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
        <option name="isInfrastructure" value="true"/>
        <option name="canBeDamaged" value="false"/>
        <!-- <option name="unitType" value="infantry"/>
        <option name="faction" value="allied"/>
        <option name="side" value="offence"/>
        <option name="dice" value="strength"/>
        <option name="bonus" value="1"/>
        <option name="number" value="1"/>
        <option name="bonusType" value="ArtilleryBonus"/>
        <option name="impArtTech" value="false"/>
        <option name="players" value="germans:italians"/>-->
        <!--<option name="bonus" value="1"/>
        <option name="unitSupportCount" value="20"/>
        <option name="bonusType" value="infantry_bonus"/>
        <option name="attack" value="0"/>
        <option name="defense" value="0"/>-->
        </attachment>

        <attachment name="unitAttachment" attachTo="winterSign" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
        <option name="isInfrastructure" value="true"/>
        <option name="canBeDamaged" value="false"/>
        <option name="movement" value="0"/>
        <!-- <option name="unitSupportCount" value="20"/>
        <option name="attack" value="0"/>
        <option name="defense" value="0"/>-->
        </attachment>

        Idk if that would screw anything up or not. So right now, the winter unit shows up and goes away correctly, it's just not having any effect on any units ?

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        • B Online
          beelee
          last edited by beelee

          I don't see a "territoryEffectAttachment" for "winterSign" either. Using wc's example

          <!-- 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>

          So where you have the 2nd unitAttachment for winterSign, turn it into a "territoryEffectAttachment" and add all the -movement units. Use the "Mountain" one right below it for a template.

          ebbeE 1 Reply Last reply Reply Quote 0
          • ebbeE Offline
            ebbe @beelee
            last edited by ebbe

            @beelee : thnxs : - I indeed removed "territoryEffectAttachment" for winter temporary thinking it caused other trouble... and 2 wintersigns? hmmm that is messy: I fix that and test again!

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            • ebbeE Offline
              ebbe
              last edited by ebbe

              Okej: working on this some hours: concerning issues with the previous discussed WINTER EFFECT: it is still not able to reset: does anyone know if the : -reset- option is okej in following?

              <option name="territoryAttachmentName" value="TerritoryAttachment" count="territoryAttachment"/>
              <option name="territoryProperty" value="territoryEffect" count="-reset-"/>

              I think that's the point......

              B 1 Reply Last reply Reply Quote 0
              • B Online
                beelee @ebbe
                last edited by

                @ebbe I'll try and look at this closer later tonight. It seems if you have a unit "winterSign" that modifies whatever is in the same TTy and you remove and replace it, you shouldn't even need a territoryEffect because the unit winterSign is creating the effect. The effects should just be added to winterSign in unitAttachment.

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                • ebbeE Offline
                  ebbe
                  last edited by ebbe

                  WINTER EFFECT RESET ISSUES 1...
                  @Belee : that is indeed what I hope could work:

                  I tried it this way :

                  A WinterSign Infrastructure unit from a Cooperative Dummy Player to avoid conflict when placed....

                  with a supportAttachmentWinterSignEffect with a minus bonus... not sure if a minus bonus will work.... but still this would be very random for all units....

                  Another approach could maybe be via: a tech:
                  <attachment name='techAbilityAttachment' attachTo='upgrade_lev_1' javaClass='TechAbilityAttachment' type='technology'>
                  <option name='defenseBonus' value='1:tank'/>
                  <option name='attackBonus' value='1:tank'/>
                  <option name='movementBonus' value='1:tank'/>

                  Nice adaptable for every unit but that looks a difficult way ,

                  In both cases I could make a Opposite solution if negative bonus is not allowed: I could create a triger to have a non winter situation: giving all units bonus and then withdraw that bonus in winter... hmmm... I give it another try: and will strip a version of all other triggers to try wc sumptions concept... to be sure not another trigger might be disturbing....

                  I still believe this could be working.... Give us Winter in the battlefield... 🙂bolded text

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                  • ebbeE Offline
                    ebbe
                    last edited by ebbe

                    WINTER EFFECT RESET ISSUES 2: So : I tried again with a safe stripped game file, implemented Belees remark and a tested with only Inf & Armour in a Winter region of Canada.... WINTER all works as it is static set in Territories attachments...BUT the reset doesn't happen: maybe I oversee something as it looks so logical... if anyone feels like to have an eye on it... welcome...! --> ( so Player: X is a Cooperative dummy to avoid conflict by placing Snow Sign. ) : File: ww2global42_2nd_edition.xml and hej forum visitors: forgive me my Neanderthal-Programming talks... and spam... I am still learning 😉

                    B 1 Reply Last reply Reply Quote 1
                    • B Online
                      beelee @ebbe
                      last edited by

                      @ebbe yea dicked with this some more and I can't get -reset- to work with territoryEffects either. Which is too bad because that'd be an easy way to do it.

                      Guess can try a unitAttachment. That's gonna be kinda sloppy but i think you can get it to work. Make a Winter player allied to everybody and skip as many steps as you can. Give it the Winter Unit and the unit and supportAttachments. Then you gotta trigger it's removal and placement for whenever it's supposed to be active. Just start small until you can get it to work. Then add the bells and whistles.

                      I'll f with it some more after bit.

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                      • wc_sumptonW Offline
                        wc_sumpton
                        last edited by

                        @ebbe @beelee

                        Sorry been very busy lately. I just tried a winter territoryEffect and it seemed to work very well for me. What I did was create the effect:

                        <territoryEffectList>
                           <territoryEffect name="winter"/>
                        </territoryEffectList>
                        ...
                        <attachment name="territoryEffectAttachment" attachTo="winter" javaClass="games.strategy.triplea.attachments.TerritoryEffectAttachment" type="territoryEffect">
                           <option name="combatOffenseEffect" value="infantry" count="1"/>
                           <option name="combatOffenseEffect" value="armour" count="-1"/>
                           <option name="combatDefenseEffect" value="infantry:armour" count="2"/>
                           <option name="noBlitz" value="armour"/>
                           <option name="movementCostModifier" value="armour:fighter:bomber:" count="2"/>			
                        </attachment>
                        

                        I added the fighter and bomber to my test. Then my conditions and triggers:

                        <attachment name="conditionAttachmentAlwaysTrue" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
                           <option name="switch" value="true"/>
                        </attachment>
                        <attachment name="triggerAttachmentClearWinter" attachTo="Russians" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                           <option name="conditions" value="conditionAttachmentAlwaysTrue"/>
                           <!-- You will need your own list of territories here -->
                           <option name="territories" value="Fall:S. Fall:Ironspikes:Gallgorlad"/>
                           <option name="territoryAttachmentName" value="TerritoryAttachment" count="territoryAttachment"/>
                           <option name="territoryProperty" value="territoryEffect" count="-reset-"/>
                           <option name="when" value="before:russiansCombatMove"/>
                           <option name="uses" value="3"/>
                        </attachment>
                        <attachment name="triggerAttachmentMakeWinter" attachTo="Russians" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                           <option name="conditions" value="conditionAttachmentAlwaysTrue"/>
                           <!-- You will need your own list of territories here -->
                           <option name="territories" value="Fall:S. Fall:Ironspikes:Gallgorlad"/>
                           <option name="territoryAttachmentName" value="TerritoryAttachment" count="territoryAttachment"/>
                           <option name="territoryProperty" value="territoryEffect" count="-reset-winter"/>
                           <option name="when" value="after:russiansNonCombatMove"/>
                           <option name="uses" value="2"/>
                        </attachment>
                        

                        I also created a territoryEffects directory under map and added a winter.png. When I hover the mouse over the marked territories during the 'Winter' the icon showed in the status bar and unit movement was restricted. When 'Winter' was over the icon in the status bar was gone and unit movement was no longer restricted.

                        Will try to help more time allowing.

                        Cheers...

                        ebbeE B 2 Replies Last reply Reply Quote 1
                        • ebbeE Offline
                          ebbe @wc_sumpton
                          last edited by ebbe

                          Hej belee ( and wc sumption ) thnxs a lot for your efforts.... That looks very hopeful..... I am busy myself today but can't wait to implement it tomorrow... great !

                          1 Reply Last reply Reply Quote 1
                          • B Online
                            beelee @wc_sumpton
                            last edited by

                            @wc_sumpton right on Thanks. I'll take another crack at it. I might as well add it as a house rule now, unless copyright shuts the mod down : ).

                            I couldn't get the image to show up though. I made a territory effects folder and put it in map. The effect would show up when on Territory and worked correctly but no image.

                            Well one thing at a time. Try and get it working first.

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                            • wc_sumptonW Offline
                              wc_sumpton
                              last edited by

                              @beelee
                              The folder should be called 'territoryEffects'. The image will not show up on the map, but in the status bar that gives quick information about the territory.

                              Cheers...

                              B 1 Reply Last reply Reply Quote 1
                              • B Online
                                beelee @wc_sumpton
                                last edited by

                                @wc_sumpton yea that's what I have. I'm thinking a unit for an all allied player that doesn't do much except place and remove the image and the territory effects doing the rest will be the way to go.

                                Anyway back to working on my previous problem currently, which I was over confident in solving 🙂

                                Thanks for your help as always 🙂

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                                • ebbeE Offline
                                  ebbe
                                  last edited by ebbe

                                  Hej there, it works fine but: It seems to reset / wipe out other effects in same territory: so if a territory has both mountain and winter effect is reset it results in no effect , and after reset only winter effect... not the combination... so it seems hmmm.......

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                                  • ebbeE Offline
                                    ebbe
                                    last edited by ebbe

                                    WINTER EFFECT : SO: IT WORKS: but to avoid the -reset- clearing the other territory effect the Clear winter trigger need to recall the other Effects: like:
                                    <option name="territoryProperty" value="territoryEffect" count="-reset-Mountain:Forest:Marshes:etc etc"/>

                                    then it works fine! really great thank you so much for helping out !!!!! There is a seasonal winter as winter should be !!!!! Allthough the Axis might not appreciate it 😉 anyway: a real key factor in ww2 warfare... forgive me the amount of cumunication on the forum.. but it lead to something

                                    wc_sumptonW 1 Reply Last reply Reply Quote 2
                                    • wc_sumptonW Offline
                                      wc_sumpton @ebbe
                                      last edited by

                                      @ebbe 👍

                                      I am very glad to hear that you figured out '-reset-' and understand that after using it the other territoryEffect's would need to be set again.

                                      Cheers...

                                      ebbeE 1 Reply Last reply Reply Quote 1
                                      • ebbeE Offline
                                        ebbe @wc_sumpton
                                        last edited by ebbe

                                        @wc_sumpton LAST WINTER EFFECT small correction:
                                        the reset of territories needs to be done for each specific Effect and its territory:
                                        so if a terr. had Forest Effect and another had Mountain , after -reset- for Winter effect, they need to be reset seperately in their given territories....
                                        amen..... . enough about snow .... time to move on.... 😉

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                                        • ebbeE Offline
                                          ebbe
                                          last edited by ebbe

                                          Okej.... fixing final minor things & some graphical stuff....

                                          Credits.png

                                          likely to share project around 15 dec.
                                          testers, ballancers, improvers & fine tuners welcome! 😉

                                          B 1 Reply Last reply Reply Quote 2
                                          • B Online
                                            beelee @ebbe
                                            last edited by

                                            @ebbe Sweet ! Throw it up on git under experimental as soon as it's playable. I'd like to check it out. Sure others do as well.

                                            1 Reply Last reply Reply Quote 0

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