Question about trenches domination 1914 no mans land
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The original owner doesnt change, and i dont see the relevant history like in your map.
is this a problem with the code or with the version?
Maybe a bit of a noob question but does the order where i put the relevant code in the xml matter? That might screw things up?
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The original owner doesnt change, and i dont see the relevant history like in your map.
If the original owner does not change then the entry in the history list will not appear.
.
is this a problem with the code or with the version?
Very probably not, as it works fine with 11 Rings of Power (the new unpublished map) and does not work with 1888A Steam and Steel. So like you I cant deduce why 1888A is not working 🤯🤯🤯
I have compared xml properties and map properties
to no avail..
Maybe a bit of a noob question but does the order where i put the relevant code in the xml matter? That might screw things up?
Only that it must be in the Attachment block of code , that is inside
<attachmentList>
</attachmentList>
The order should not matter, but I put Triggers/conditions after other stuff in the attachmentList block. -
I think the condition that activates the trigger/condition has to come before the trigger/condition.
Also, other things will still work but depending on where they're listed, will affect how they show up in the purchase window for example.
Support attachments as well but I don't remember the specifics. WC clued me in on it. I need to look it up again.
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Hi, @TheDog
I noticed the top line:
<attachment foreach="$All-Players$^$All-SZ$" name="conditionAttachment_SZ_@All-Players@_@All-SZ@" attachTo="@All-Players@" javaClass="RulesAttachment" type="player">
<option name="DirectOwnershipTerritories" value="@All-SZ@" count="1"/>
</attachment>As i understand it, this should make each sea zone worth 1 PU? That doesn't seem to happen in my map, so im wondering if this might be related to the issue?
I dont know honestly, but thanks for all the help! Let me know if you somehow find a fix!
Another question regarding map creater tool.
I'm editing a map right now (domination 1914 NML).
and following this guide: https://forums.triplea-game.org/topic/3432/a-brief-guide-to-the-map-creator-tools-utilities
Splitting territories in two has worked for me, but creating new territories (islands as example) works differently? I cant get it to work, i assume its different from dividing excisting territories but how does this work?
Same goes for sea zones, does that also work different?
Thank you!
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For a new TTy you will need the correct xml info and then do the centers poly thing as well as drawing the new TTy.
I forget the specifics but I'd pick a TTy and follow it through the xml adding the new name next to it. You can add the connections later but it shouldn't hurt to do it now either.
Once the xml is up to date, follow Elk's guide step by step. @thedog probably more up to date on it than I

If need be, we'll bring in reinforcements if you get stuck

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@ramon
I have another one of my FFA maps working with Sea Zone PU going to the owner.
see
https://forums.triplea-game.org/topic/2467/settlers-fallen-empire-official-thread/15Note you will need to do steps
- player none=Neutral must be have an initial relationship of Neutral with the Player factions, see lines 6977 etc
- player none=Neutral start of turn 1 is changed to War, see lines 5913-5931
The above is a bizzare requirement that should not exist.
I still cannot get 1888A Steam & Steel to work, but Im hoping you have success and then I will raise this with the Devs.
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I still cannot get 8188A Steam & Steel to work, but Im hoping you have success and then I will raise this with the Devs.
In 8188A Steam & Steel, if you are hooking too the endTurn, then your process is working. But the endTurrn happens at the beginning. Try attaching after the battle step.
Why battle? Because only combat move and battle change ownership. Non-combat move and placement do not. So, during the players first turn when sea units are placed the territory does not change ownership until the next combat move.Cheers...
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@wc_sumpton
Thanks! I will will experiment. -
Hi its me again!
I was wondering if its possible to give a unit (for example an Anti Air gun) the ability to reduce the attacking value of the opponents fighters with -1.
If so how would you set this up in the xml file? Does it require any special properties or settings?
~Ramon
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@Ramon
Here is how its done in 1941 GCD<!-- Anti-Tank Suppress ENEMY Armor --> <attachment name="supportAttachment_Anti-Tank_sup_Armor" attachTo="Anti-Tank" javaClass="UnitSupportAttachment" type="unitType"> <option name="faction" value="enemy"/> <option name="unitType" value="$All-Armor$:Inf-Motorized"/> <option name="side" value="defence"/> <!-- defence is correct, reduces enemy Armor strength Atk --> <option name="dice" value="strength"/> <option name="bonus" value="-1"/> <option name="number" value="1"/> <option name="bonusType" value="Anti-Tank"/> <option name="players" value="$All-Players$"/> </attachment>So change to shoot at All-Air, so unitType=All-Air instead of Armor
bonusType is just a label shown in History, eg. AA-suppression
side might also need offence, depending on how air worksHope that helps.
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Thank you! it works perfectly!
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Hi!
When a conscript attacks a territory containing only a trench the battle stays contested only because both units have 0 combat power. After a couple of rounds it finally resolves, but this is obviously not intended.
I want to keep:
Conscript: attack = 0
Trench: defense = 0But I want the conscript to be able to destroy the trench, without giving it a normal attack value of 1.
Is there a mechanic or attachment that allows a 0 attack unit to destroy a 0 defense construction?
My attachments:
Conscript:
xml
<attachment name="unitAttachment" attachTo="conscript" javaClass="UnitAttachment" type="unitType">
<option name="movement" value="1"/>
<option name="attack" value="0"/>
<option name="defense" value="1"/>
<option name="transportCost" value="2"/>
<option name="artillerySupportable" value="true"/>
</attachment>Trench:
<attachment name="unitAttachment" attachTo="trench" javaClass="UnitAttachment" type="unitType">
<option name="defense" value="0"/>
<option name="hitPoints" value="2"/>
<option name="isSuicide" value="true"/>
<option name="isConstruction" value="true"/>
<option name="constructionType" value="bunker"/>
<option name="constructionsPerTerrPerTypePerTurn" value="3"/>
<option name="maxConstructionsPerTypePerTerr" value="1000"/>
conscript:
<attachment name="unitAttachment" attachTo="conscript" javaClass="UnitAttachment" type="unitType">
<option name="movement" value="1"/>
<option name="attack" value="0"/>
<option name="defense" value="1"/>
<option name="transportCost" value="2"/>
<option name="artillerySupportable" value="true"/>
</attachment>~Ramon
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Hi Ramon
You might possibly be able to give it a combat AA capability that just targets the Trench but the AA fires off before regular combat, so Idk if that'd mess something up
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Hi Beelee,
Thanks a lot for your input! I thought about this aswel but it will probably mess with the balancing of the map, we would like to keep conscripts on a 0 attack.
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Yea if I remember right it has to have an attack value to work. I tried it with a similar situation now that I think about it. Maybe Victory will make an engine update for us

but yea The Dog or wc might know a way around it. Or maybe Roger or Cernel
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I don't understand why the "trench" has 2 hit points and isSuicide? This is causing the combat to last 2 rounds. Suicide causalities are automatically removed before the round that the unit "attacks" in. So even though the "trench" has no attack or defense the "isSuicide" is causing it to participate and be removed as causality.
I have to do some testing.
Cheers...
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Hi!
Thank you for your response!
The trench is designed to have 2 hit points for balancing purposes, its a defensive unit.
To be honest i dont know either why trenches have isSuicide, this map im currently working on is inspired by domination 1914 no mans land and i copied their trench design. I think i can just delete that part.~Ramon
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@Ramon
The AI will have difficulty with a 0 Atk unit.
A 0-1-1 unit will be AI classified as a defensive unit so trying to get it to attack, will be hard.
AI wise better to have it as 1-1-1 unit.Have you considered increasing the dice to d8 instead of d6 ?
Many of my maps are d8, so that very weak & weak units can be Atk/Def 1 and 2.
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