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    Total World War: December 1941 (BETA) 2.8.0.5

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    • redrumR
      redrum @Hepps
      last edited by

      @hepps I have a feeling that you can't use destroyedWhenCapturedFrom in a trigger. Can you try using destroyedWhenCapturedBy instead?

      TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

      HeppsH 1 Reply Last reply
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      • General_ZodG
        General_Zod @Hepps
        last edited by General_Zod

        @Hepps @redrum
        Why is the m_ in there?

        @hepps said in Total World War: December 1941 Trains (BETA) 2.8.0.1:

        @redrum TripleA engine version 1.9.0.0.8505
        Loading map: total_world_war, from: C:\Users\Hepster\triplea\downloadedMaps\total_world_war-master.zip
        Loading resources from the following paths: [C:\Users\Hepster\triplea\downloadedMaps\total_world_war-master.zip, C:\Program Files\TripleA\assets]
        Loading map: total_world_war, from: C:\Users\Hepster\triplea\downloadedMaps\total_world_war-master.zip
        Loading resources from the following paths: [C:\Users\Hepster\triplea\downloadedMaps\total_world_war-master.zip, C:\Program Files\TripleA\assets]
        Error: No such Property Field named: m_destroyedWhenCapturedFrom, or: destroyedWhenCapturedFrom, for Subject: UnitAttachment attached to:UnitType{name=germanAirTransport} with name:unitAttachment
        java.lang.IllegalStateException: No such Property Field named: m_destroyedWhenCapturedFrom, or: destroyedWhenCapturedFrom, for Subject: UnitAttachment attached to:UnitType{name=germanAirTransport} with name:unitAttachment

        HeppsH 1 Reply Last reply
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        • HeppsH
          Hepps @redrum
          last edited by

          @redrum I'll try.

          "A joyous heart sours with the burden of expectation"
          Hepster

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          • HeppsH
            Hepps @General_Zod
            last edited by

            @general_zod Yes I also wondered that. I searched the entire XML for an instance of either; m_destroyedWhenCapturedFrom, as well as m destroyedWhenCapturedFrom... and yielded no results.

            "A joyous heart sours with the burden of expectation"
            Hepster

            redrumR 2 Replies Last reply
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            • redrumR
              redrum @Hepps
              last edited by

              @hepps This should work:

              <attachment name="triggerAttachmentgermanAirtraninfra1" attachTo="Germany" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                <option name="trigger" value="conditionAttachmentDummyCondition"/>
                <option name="unitType" value="germanAirTransport"/>
                <option name="unitProperty" value="isInfrastructure" count="false"/>
                <option name="unitProperty" value="attack" count="1"/>
                <option name="when" value="before:germanyCombatMove"/>
              </attachment>
              <attachment name="triggerAttachmentgermanAirtraninfra2" attachTo="Germany" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                <option name="trigger" value="conditionAttachmentDummyCondition"/>
                <option name="unitType" value="germanAirTransport"/>
                <option name="unitProperty" value="isInfrastructure" count="true"/>
                <option name="unitProperty" value="destroyedWhenCapturedBy" count="China:Russia:Germany:Britain:Italy:Japan:Usa:Spain:Sweden:Turkey:Brazil"/>
                <option name="unitProperty" value="attack" count="0"/>
                <option name="when" value="after:germanyNonCombatMove"/>
              </attachment>
              

              TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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              • redrumR
                redrum @Hepps
                last edited by

                @hepps This should also work if you want to do the "from":

                <attachment name="triggerAttachmentgermanAirtraninfra1" attachTo="Germany" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                  <option name="trigger" value="conditionAttachmentDummyCondition"/>
                  <option name="unitType" value="germanAirTransport"/>
                  <option name="unitProperty" value="isInfrastructure" count="false"/>
                  <option name="unitProperty" value="attack" count="1"/>
                  <option name="when" value="before:germanyCombatMove"/>
                </attachment>
                <attachment name="triggerAttachmentgermanAirtraninfra2" attachTo="Germany" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                  <option name="trigger" value="conditionAttachmentDummyCondition"/>
                  <option name="unitType" value="germanAirTransport"/>
                  <option name="unitProperty" value="isInfrastructure" count="true"/>
                  <option name="unitProperty" value="destroyedWhenCapturedBy" count="FROM:Germany"/>
                  <option name="unitProperty" value="attack" count="0"/>
                  <option name="when" value="after:germanyNonCombatMove"/>
                </attachment>
                

                TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                HeppsH 2 Replies Last reply
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                • HeppsH
                  Hepps @redrum
                  last edited by

                  @redrum lol

                  I did that and was about to save.... then changed it all to what you had just suggested!

                  😃

                  "A joyous heart sours with the burden of expectation"
                  Hepster

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                  • redrumR
                    redrum @Hepps
                    last edited by

                    @hepps Yeah either way works. You could technically just set the destroyedWhenCapturedBy option on the unit itself instead of a trigger and just flip the "isInfrastructure" in the trigger.

                        <attachment name="unitAttachment" attachTo="germanAirTransport" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                          <option name="isInfrastructure" value="false"/>
                          <option name="destroyedWhenCapturedBy" value="China:Russia:Germany:Britain:Italy:Japan:Usa:Spain:Sweden:Turkey:Brazil"/>
                        </attachment>
                    
                    <attachment name="triggerAttachmentgermanAirtraninfra1" attachTo="Germany" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                      <option name="trigger" value="conditionAttachmentDummyCondition"/>
                      <option name="unitType" value="germanAirTransport"/>
                      <option name="unitProperty" value="isInfrastructure" count="false"/>
                      <option name="unitProperty" value="attack" count="1"/>
                      <option name="when" value="before:germanyCombatMove"/>
                    </attachment>
                    <attachment name="triggerAttachmentgermanAirtraninfra2" attachTo="Germany" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                      <option name="trigger" value="conditionAttachmentDummyCondition"/>
                      <option name="unitType" value="germanAirTransport"/>
                      <option name="unitProperty" value="isInfrastructure" count="true"/>
                      <option name="unitProperty" value="attack" count="0"/>
                      <option name="when" value="after:germanyNonCombatMove"/>
                    </attachment>
                    

                    TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                    HeppsH 1 Reply Last reply
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                    • HeppsH
                      Hepps @redrum
                      last edited by

                      @redrum Worked... this is a good example of an opportunity for better notations in POS.

                      "A joyous heart sours with the burden of expectation"
                      Hepster

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                      • HeppsH
                        Hepps @redrum
                        last edited by

                        @redrum Both ways work.

                        "A joyous heart sours with the burden of expectation"
                        Hepster

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                        • redrumR
                          redrum @Hepps
                          last edited by redrum

                          @hepps Oh one other thing is that I think you should technically be doing a reset on destroyedWhenCapturedBy if you are leaving it in the trigger. As it is a list that gets added to:

                          <attachment name="triggerAttachmentgermanAirtraninfra1" attachTo="Germany" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                            <option name="trigger" value="conditionAttachmentDummyCondition"/>
                            <option name="unitType" value="germanAirTransport"/>
                            <option name="unitProperty" value="isInfrastructure" count="false"/>
                            <option name="unitProperty" value="destroyedWhenCapturedBy" count="-reset-"/>
                            <option name="unitProperty" value="attack" count="1"/>
                            <option name="when" value="before:germanyCombatMove"/>
                          </attachment>
                          <attachment name="triggerAttachmentgermanAirtraninfra2" attachTo="Germany" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                            <option name="trigger" value="conditionAttachmentDummyCondition"/>
                            <option name="unitType" value="germanAirTransport"/>
                            <option name="unitProperty" value="isInfrastructure" count="true"/>
                            <option name="unitProperty" value="destroyedWhenCapturedBy" count="FROM:Germany"/>
                            <option name="unitProperty" value="attack" count="0"/>
                            <option name="when" value="after:germanyNonCombatMove"/>
                          </attachment>
                          

                          Could also just do it in the 2nd trigger instead of the first like this:

                            <option name="unitProperty" value="destroyedWhenCapturedBy" count="-reset-FROM:Germany"/>
                          

                          TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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                          • redrumR
                            redrum @Hepps
                            last edited by

                            @hepps POS2 XML updated: https://github.com/triplea-maps/the_pact_of_steel/pull/6

                            TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                            HeppsH 1 Reply Last reply
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                            • HeppsH
                              Hepps @redrum
                              last edited by

                              @redrum Just an fyi... when I tried moving the "destroyedWhenCapturedBy" out of the trigger and back into just the unit.... the map would no longer load.

                              "A joyous heart sours with the burden of expectation"
                              Hepster

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                              • redrumR
                                redrum @Hepps
                                last edited by

                                @hepps Hmm. Interesting. I don't see any reason that it shouldn't work.

                                TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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                                • HeppsH
                                  Hepps @redrum
                                  last edited by Hepps

                                  @redrum May have been something I did as well. Either way when I put it all back in the tigger it worked fine.

                                  Now I am onto a different issue.

                                  "A joyous heart sours with the burden of expectation"
                                  Hepster

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                                  • HeppsH
                                    Hepps
                                    last edited by Hepps

                                    Just a quick update. All the revisions are done. The new features are completely awesome!

                                    We are trouble shooting a few minor issues currently, but these are certainly fixable.

                                    The new game includes...

                                    1. Rail lines now sustain 3 damage when captured. (Disabled)

                                    2. Trains now sustain 2 damage when captured.

                                    3. Research Centers now sustain 4 damage when captured.

                                    4. Air Transports can now be bombed by Tact. Bombers and can be disabled. (2 H.P. disabled if hit)0_1518636455486_britishAirTransport_disabled.png

                                    5. Air Transports are now unselectable as a casualty on defense (1 less user enforced rule) {destroyed upon capture}

                                    6. Can now load transports in hostile S.Z. (Included so we can test functionality)

                                    7. Trains are now available to L&L. Allied->Russia via Murmansk, Archangelis and Iran. Russia-> China via Altay.

                                    Beyond that I have no idea what the future holds.

                                    "A joyous heart sours with the burden of expectation"
                                    Hepster

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                                    • prastleP
                                      prastle Lobby Moderators @Hepps
                                      last edited by

                                      @hepps May the Insanity BEGIN! 🙂

                                      If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

                                      HeppsH 1 Reply Last reply
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                                      • HeppsH
                                        Hepps @prastle
                                        last edited by

                                        @prastle This is more like lunacy... insanity will be G.D. 😃

                                        "A joyous heart sours with the burden of expectation"
                                        Hepster

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                                        • HeppsH
                                          Hepps
                                          last edited by

                                          So far everything now appears to be working well.

                                          The new functionality looks good and the changes at seem ok. Just testing some of the basic functionality, and barring any issues will release this some time later today.

                                          "A joyous heart sours with the burden of expectation"
                                          Hepster

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                                          • HeppsH
                                            Hepps
                                            last edited by Hepps

                                            The map is ready for re-release.... however I have (in my usual spirit of changing things) decided to add a couple more alterations & features to the game.

                                            1. Russian Marine placed in Nenetsia {slight change for balance}

                                            2. Russian Infantry placed in Northern Kazahk {slight change for balance}

                                            3. American Carrier and Destroyer moved from S.Z. 137 to S.Z. 136 {slight change to balance since the Atlantic is much stronger from game start with the other changes already made. This will stop the Americans from sliding back into S.Z. 37 on turn 1}

                                            4. Improved Special Warfare shall now allow Alpine Infantry to be air dropped into combat. (They can be dropped into any terrain, but they will receive a heavy penalty for para-dropping into anything other than Hills & Mountain)

                                            5. Advanced Logistics shall now allow all Infantry types to be airlifted during noncombat moves.

                                            "A joyous heart sours with the burden of expectation"
                                            Hepster

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