WW2 Oil and Snow (1st ed.) NEW MAP RELEASE
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@cernel Okej 2 hours into the jungle later

adapted the repositories names into 2nd edition, and the map.yml ..... and gamenotes but still error...it seems still looking for the 1st edition map...
Could not find map: ww2_oil_and_snow_1st_edition Typically this will be because the map is not downloaded. If you are sure you have the map, double check that the game XML can be found under one of the locations listed below and the 'mapName' XML attribute in the XML file has the correct name. Searched these locations:
oh man....
I guess I 'll never understand:
maybe I should just leave a email at the download menu so I can deliver the file by we transfer, saves me lot of time and frustration.... as Github is still too complex for me ... amen
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@ebbe That means you have
mapNameequal toww2_oil_and_snow_1st_editionin your game file. You should change that toww2_oil_and_snow_2nd_edition. -
@cernel Additionally, you should rename this file
https://github.com/triplea-maps/ww2_oil_and_snow_2nd_edition/blob/master/map/games/ww2_oil_and_snow_1st_edition.xml
as something like
https://github.com/triplea-maps/ww2_oil_and_snow_2nd_edition/blob/master/map/games/ww2_oil_and_snow_2nd_edition.xml
for consistency (only, as it doesn't actually matter how it is called).Though, really, if you are going to go past the second edition and stay in the same repository, you should have just got rid of any edition reference in every place which you are not supposed to change as you release new versions of the same game. As it is, you'll have to change all places mentioning the 2nd edition as soon as you release the 3rd edition, and so on: I've never seen anyone doing something like that.
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@ebbe
Does We Transfer has a 30 day time limit?If you have a gmail account, you can use Google Drive to share files with the world and they dont expire.
I have a folder on Drive called Shared
in the Shared I have another folder called with TripleA
Copy your Zip file to the above folder
and then share it with a right click on the zip, click Share
then click Copy link
the link can then be pasted onto the TripleA forum. -
@thedog thnxs for an alternative sharing option
@ cernel : download is running fine again: thnxs for dragging me out of my self created swamp!

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So the download works as it should again.... thanks for reporting! and let me know how the game works out for you...
& thanks for the help Cernel & Lafayette....so now back to mapmaking... the better part

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Hi @ebbe glad you got working. If you want to rename your repo, go to your repo and hit settings top right and it'll give you the option. Then just dust all the edition stuff as cernel suggested and just use version updates for the future.
Probably just wait until 3rd edition comes out since you're up and running. : )
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a source to share: " FOR ALL MAPMAKERS THAT WANT TO DIVE INTO WW2 GLOBAL RESOURCES: I FOUND A VERY USEFUL "LEAGE OF NATIONS" GLOBAL REPORT '31-'40 FOR ALL KIND OF MATERIALS..."
---http://wayback.archive-it.org/6321/20160901222852/http://digital.library.northwestern.edu/league/le0280ah.pdfI find it very useful.....
And about learnings new things and
the impact of small teritories sometimes have on global scale..- just sharing this feeling of finding out things that I wasn't aware of.. in checking global oil supplies and productions for my 3.0 WW2 Oil and Snow map... found out about 3 small territories
that played a biger role in Allied Supplying than one might assume due their size:
the Refineries at Aruba & Curacao , in Dutch Antilles, and the one at British held Trinidad were the biggest refineries of the world at that time... processing all the Venezuelan oil..
"-Few people are aware of the special role Aruba and Curaรงao played during the war. Aruba and Curaรงao had oil refineries which supplied English, French and American airplanes.
For the crude oil, coming from Lake Maracaibo (1914), the oil companies needed harbours and depots. Venezuela and the oil companies decided on the neighbouring islands of Aruba and Curaรงao, where they were assured of good harbours and political stability. As early as 1939 the refineries on the two islands supplied 43% of the British and French oil requirements, and about 80% of those of the British Royal Air Force (mainly high-octane petrol). The American invasion in Northern Africa (1942-1943) was fuelled for 100%, and the battle in the Pacific (1944-1945) for 75%, by oil from the AntilllesImpressive!.... I will take that into account for the game....
And the closeby Suriname delivered most of the world supply of bauxite, main element for the production of aluminium, from which the most of the Allied airfleet was constructed.
So quite a strategic corner there in the Caribbean,
with the massive flow of Venezuelan crude oil and some from Colombia...even triggering a bold German Uboat attack....anyway, just wanted to share the fun of making maps
with spending some time on historical research & double check
- just sharing this feeling of finding out things that I wasn't aware of.. in checking global oil supplies and productions for my 3.0 WW2 Oil and Snow map... found out about 3 small territories
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Asking your humble opinions about: Hypothetical Guerilla Areas..

As some of you have noticed I this my has also battle behind the front lines... I selected the most active /known areas of resitance /partisan-guerilla activity:
hotspot Yugoslavia ofcourse but also lesser known:
like American -Philippine guerilla in Phillipines....Anti soviet activity in Caucasus (Chechen) and Baltics
Anti german partisans in multiple Soviet areas, Yugoslavia, and so on... even anti Allied guerilla at small scale once Italian Abyssinia gets conquered.
Also Japanses territory like Okinawa and Iwo JIma had persistent fighting than resembles guerilla fighting ...
Assuming the A-bomb wasn't dropped it would be likely to have taken place all over the Japanese mainland in case of an allied invasion. Hypothetically...but my question is:: What if: The USA for example
would be conquered by the axis... what would / could be logical places of resitance..
I expect terrain that is suitable for hiding like forest, jungle, mountains, some degree of population and some kind of boldness/stubbordness of that population..for example: for the whole UK I will make Scotland and Wales ( part of East UK on this map) Guerilla Spots, with low trigger chances, but these terr's seems logical for me to keep resisting axis presence. Also Ireland would suit the picture.
But what about the USA? I thought of Texas? Alaska? any other suggestions?
Same for Australia.... what would be the hypothetical terr's for guerilla-resistance -
- Probably German Americans would be less willing to join resistance groups as well.
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So I am still around.... but very busy with family life and
slowly digesting a huge number of PLACEMENT in clear order.. for the last 2 months allready pfff... ... feels like Zen-budhist-meditiation, again ...
the map has now 610 territories , which was some work,
64 of these are Urban Victory Territories now....
they are not just the biggest cities but a mix of capitals, strategic or historical ww2 cities. And spread over the continents....with options of besieging, supply and out of supply...
They have urban warfare battle-penalty for many mechanized units...
I was missing an extra element though: these are the structures/buildings itselves....and the difference in for example attacking a city like Dakar or New York..so I made Building units... minor-regular and major...
that can have hits.....
when a city is attacked it is likely the buidlings will absorb the first impacts.... and slowly going to rubble....

a big city will have 3 extra hitpoints at start, unless it had allready some war damage at the games'start like Warszwawa will have 1Hitpoint.
it also gives a nasty but realistic touch when the battle continues you'll notice more and more cities in ruins and flames... anyway this tryout for this feature....

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The current download doesn't work for me with the latest pre-released TripleA version (2.6.511), but it works with the latest released TripleA version.
The error:
Failed to initialize map data: centers.txt java.io.FileNotFoundException: centers.txtI think it just cannot find the map in order to load the original skin.
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Hey all. Not sure if this map is still being developed, but I've just recently discovered it.. What can ya do!
Liking it so far, however I am getting issues with building battleships. I build the hull but it doesn't turn into a normal battleship the next turn. Carrier hulls DO change to carriers the next turn.
Testing with the latest 2.7 pre release.Also. Minor point but sea location 12 is actually marked with a 4 on map. Which confused me a bit when trying to troubleshoot this in the Game's XML file!

Other than that, really liking it. Hoping it's still active and that it's still being worked on. Good work to all involved.
Latest version I've found is 2nd edition. Which has this labelled in the XML, but all other text and info files seem to list v1.9. Don't think it states the fixes for this version (2nd ed) anywhere I can find.
Cheers,
H
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@hostilian said in WW2 Oil and Snow (1st ed.) NEW MAP RELEASE:
I am getting issues with building battleships. I build the hull but it doesn't turn into a normal battleship the next turn. Carrier hulls DO change to carriers the next turn.
Cheers,
H
OK. I think I've found out why Battleship hulls don't get replaced. Not sure if it's already been fixed, but the 2nd Edition download was not working for me. Battleships just stayed as Hulls - forever.
How to fix it..
Open the ww2_oil_and_snow_2nd_edition.xml file (In the Oil and Snow 'games' folder).
Go to the "HULL AUTO SWITCH" section, around line 10353. You'll see the conditions and trigger switches for Hull Switches below.
It looks like the RepairBattleship lines are in the wrong section (there's already a section below for that). It should be ReplaceHullBattleship!!So, to fix, replace the words 'Repair' with 'ReplaceHull' for each of the 'triggerAttachmentRepairBattleship' entries - you'll need to do that for every country (Just in this section only)!!
It should read....
"triggerAttachmentReplaceHullBattleship" (leave the number of the sector appended).Seemed to fix it for me anyway - for new games, not saved games! :face_savoring_food:
H
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@hostilian Hej Hostilian... first of all great feedback and thanks for posting...
Yes, there will likely be a finetuned version of WW2 oil and snow....
it was my first project here on TripA,
a lot of learning and finding out the rough way
and essential helpon the forumby some the veteran code wizards aroundI was allready a long way on a new improved map and mechanics....
but
I got seriously caught in the Shogun Advanced project for 2+ years...
( which is running smooth now, and had lots of finetuning too... check it out ... )
and a side project getting alive now on a pre WW1 alike with small steampunk-mythical input project to finsih first....it is also good to abondon a project for very long time and to take a fresh look at it...
there are many many WW2 projects, I just was creating something that my personal
favourite ingredients had... so nice to hear for a player trying and even appreciating it...I will take care of the battle ship issue.... but will take some time...
and there will be more adds and improvements as Trip A also has more code possibilities
to include now.... ( like "is Ai" for example )anyway keepposting any odds things you encounter,
even hints for improvements or wishes you have.....
or it you feel to cooperate on improving the project be my guest!I will consider them to take along the 2,0 version of the game... for 2025...
and really great you dived deep in the code to find the likely cause of the error!
I shall adapt it soon... but an total upload of new project is gonna take a little while but...
it will....
greetings -
@ebbe
Hello! Thanks again and good stuff!!This map is now working fine for me, after sorting the Battleships, as I no longer have fleets of useless Battleship hulls! Hopefully the info will help others too! :grinning_face_with_big_eyes:
Also spotted a problem with Russia's Train movement. They seem to get stuck on the way East, after a certain date.
Certain new tech's also seem to only work in the turn they have been discovered - well.. Russia's T34 and Heavy tanks do anyway. Will see what I can find out.Looking forward to the new updates!!
Cheers,
H
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Some more fixes for the default 2nd edition.. For anyone looking to fix the current release before a new one comes out!

1.. British destroyer given in T12 actually ends up in the UK (on land). Changing this to "12 Sea Zone" as below, makes it place properly..
<attachment name="triggerAttachmentT12UKDestroyerAdv" attachTo="British" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentT12UKDestroyerAdvProd:conditionUnitedKingdomControl"/> <option name="placement" value="12 Sea Zone:destroyerAdv"/>2.. The production turns look to be a bit messed up (meaning you can't always purchase your bonus units).
<attachment name="conditionAttachmentT5GerHeavyHouwProd" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"><option name="turns" value="5"/></attachment>Should really be....
<attachment name="conditionAttachmentT5GerHeavyHouwProd" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"><option name="turns" value="5-9"/></attachment>Meaning between turns 5 and 9 inclusive.
As it should be active for every turn until turn 10 - which has a separate line. So you'll need to change all of these to match the production turns.
The FINAL production tech enhancement (for each country) should have -+ after it. EG.. value="22-+" . Which apparently means every turn after that.Changing the above means the bonus unit placement also kicks in every turn (where before it only did on the first turn - but then you couldn't buy them afterwards). For EVERY nation's 'bonus unit' affected by this, you need to add the following into an attachment - so the trigger only fires once. Look for triggered 'placements' controlled by the conditions.
eg.. For
<option name="placement" value="West Germany:heavyHowitzer"/>add the following into the same attachment (just below the line will do).
<option name="uses" value="1"/>Seems to be playing a bit better for me with the above modifications.. :love-you_gesture:
#H
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nice to see you improving this.

The biggest issue I have, is that the Game Notes aren't detailed enough for me to understand all the rules.
It looks way cool, and I tried it a couple times when ebbe first put it out but haven't been back to it
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@beelee said in WW2 Oil and Snow (1st ed.) NEW MAP RELEASE:
en't detailed enough for me to understand all the rules
It's basically the same as standard triplea - apart from the new city locations, a few more units (and defenses) BUT the main ones are;
- Oil (need to ensure you own enough provinces with oilfields AND keep an eye on your oil resources).
- Winter conditions. Your (non-T34) tanks suck during winter!

One for @Ebbe about the fuel/oil use. I take it that's set by the TripleA engine?
I would really prefer it if units just used fuel during the combat-move phase - so your fully fueled aircraft don't run out or need additional fuel half-way through a mission!! It would solve a lot of problems tbh.. They could perhaps increase overall fuel use, or reduce supply, to compensate.
Also, do you have any objections to me uploading the XML, with my modifications (when I'm happy with it, lol)?
#H
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@hostilian said in WW2 Oil and Snow (1st ed.) NEW MAP RELEASE:
One for @Ebbe about the fuel/oil use. I take it that's set by the TripleA engine?
No fuel use is set in the unitAttachment for each unit. To have the usage only effect combat move, create a trigger to "-reset-" fuelCost, fuelFlatCost prior to the non-combat movement. fuelCost, fuelFlatCost can then be "-reset-" back to their original values prior to combat movement.
For an example of this check GCD, and how createsResourcesList is done. GCD has both endTurn and endTurnNoPU but only wants createsResourcesList to be done once.
Cheers...
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