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

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@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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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...
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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 !
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@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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@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...
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@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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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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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 -
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...
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@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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Okej.... fixing final minor things & some graphical stuff....

likely to share project around 15 dec.
testers, ballancers, improvers & fine tuners welcome!
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@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.
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@ebbe really Beautiful! What Kind of files do you have? Where are these downloadable? Cheers!
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@MirkoBruner I work on now and share them around 15th dec. Then it is basic still and needs more adjustment, good testing and ideas....
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Okej: anyone more suggestions for special units?


I like to flavour the game with each player having some exclusive special units:
right now I have: ( AA meaning: a pre strike before actual battle round )
GERMANS:
-Heavy Houwitzer ( Karl Gerรt/Morser) : strong AA versus Entrenchment & fortifications
-Jet Fighter: ME-262 Schwalbe: advanced fighter : good AA versus Bombers
-Type XXI Submarine: advanced Submarine.... harder to beat by destroyers
( Flaktower: I am considering a Flaktower: fortified 3 hits AA gun: allthough only 3 were build , they seem fun for me to have )
Working on V1-V2 rockets....ITALIANS:
-Forgive me , but I cannot come up with something
except the notorious human-manned torpedoes and diving teams ...JAPANESE:
-Heavy battleship: Yamamoto: extra powerful.....
-Kamikaze planes.... AA attack on ships.... cannot be bought: limited & given
when Japan is under pressure
-Infantry +1 defense in jungle and mountains to resemble their persistence....RUSSIANS:
-Armoured train: like artillery but then with huge 5 movement, may transport 1 infantry too
-Katyusha rocket launchers: strong AA barrage against infantry
-T34: cheaper massproduced / no movement penalty & better battle performance in Winter setting....AMERICANS:
-Heavy Bomber: Flying fortess/B-17 : extra powerful bomber
-TLS/Landing ships: transporter witch 1 extra loading capacity & a 2 bombard ability at amphibious landing.
-P-38 Lightning: Fighter with +1 range....- Jetfighter: late arriving (after Germans and British ) but still: Lockheed P-80 Shooting Star
UK:
-Advanced destroyer: stronger AA-antisub depthbombs roll
-Jet Fighter: Gloster MeteorANZAC: I was thinking of some sturdy Jungle/desert unit
CANADA: ?-All Players have the ability to develop Heavy Armour
-I am working on partisans to incidentelly pop up in empty behind-the -front areas....Any more ideas of essential special units?
I like to keep the total number of units limited to keep placement in order...
but some players could have an extra option... -
Italians can have L3/35 tankette.
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@Schulz said in TOTAL GLOBAL WORLD WAR II- fusion & clean-up PROJECT:
L3/35 tankette.
Haha, that is indeed a game changer: okej.. in:

What is this, a tank for ants? <BR>
British trooper getting friendly with an abandoned L3/35 tankette ?

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