TripleA Logo TripleA Forum
    • TripleA Website
    • Categories
    • Recent
    • Popular
    • Users
    • Groups
    • Tags
    • Register
    • Login

    carrier rules for WWII V3_41

    Scheduled Pinned Locked Moved Map Making
    15 Posts 6 Posters 1.7k Views 5 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • PantherP Offline
      Panther Admin Moderators Lobby Moderators
      last edited by Panther

      @Numetalfan I have just tested the wwIIv3-41-map and it works perfectly fine. What exactly does not work when you try it?

      2020-9-7-World-War-II-v3-1941.tsvg

      Here are the related properties from the xml:

          <property name="Produce fighters on carriers" value="true" editable="false">
            <boolean/>
          </property>
          <property name="Produce new fighters on old carriers" value="true" editable="false">
            <boolean/>
          </property>
          <property name="Move existing fighters to new carriers" value="false" editable="false">
            <boolean/>
          </property>
          <property name="Land existing fighters on new carriers" value="true" editable="false">
            <boolean/>
          </property>
          <property name="LHTR Carrier production rules" value="true" editable="false">
            <boolean/>
          </property>
          <property name="Unit Placement In Enemy Seas" value="true" editable="false">
            <boolean/>
          </property>
      

      Note that the "move-property" is set to "false" and must be set to "false" in this edition.

      Don't always trust TripleA when it comes to rules questions. Know the rules before you start … and better check what TripleA has done.

      1 Reply Last reply Reply Quote 0
      • N Offline
        Numetalfan
        last edited by

        I checked those - they are all in my xml.

        Even more - I tried the v3-41, there are none of these carrier problems

        I checked both xml for differences and found only

        <property name="Unit Placement Restrictions" value="true" editable="false">
        <boolean/>
        </property>

        in my xml. however, changing it to "false" doesn't change the problem. It must be something else.

        1 Reply Last reply Reply Quote 0
        • N Offline
          Numetalfan
          last edited by

          next try:

          in the v3

          0e2552fc-728e-4443-bec1-2b42ca0e97dd-grafik.png <!-- Fighter -->
          <attachment name="unitAttachment" attachTo="fighter" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
          <option name="movement" value="4"/>
          <option name="carrierCost" value="1"/>
          <option name="isAir" value="true"/>
          <option name="attack" value="3"/>
          <option name="defense" value="4"/>
          <option name="canIntercept" value="true"/>
          <option name="canEscort" value="true"/>
          <option name="airDefense" value="1"/>
          <option name="airAttack" value="1"/>
          </attachment>

          in my xml:

          a443d0dc-cd4d-408c-a1d5-1a3836feca2a-grafik.png <!-- Fighter -->
          <attachment name="unitAttachment" attachTo="fighter" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
          <option name="movement" value="4"/>
          <option name="carrierCost" value="1"/>
          <option name="isAir" value="true"/>
          <option name="attack" value="3"/>
          <option name="defense" value="4"/>
          <option name="canIntercept" value="true"/>
          <option name="canEscort" value="true"/>
          <option name="airDefense" value="1"/>
          <option name="airAttack" value="1"/>
          <option name="requiresUnits" value="factory"/>
          </attachment>

          the difference:
          <option name="requiresUnits" value="factory"/>

          the idea of this code was to allow to build only in factories, not in other forms of factories, like smaller factories or barracks.

          Could it be that this code now forces the fighters only to be build in that country where the factory is located? And not in nearby carriers - in this case this code has to be modified.

          1 Reply Last reply Reply Quote 0
          • B Offline
            beelee
            last edited by beelee

            @Panther said in carrier rules for WWII V3_41:

            <property name="Move existing fighters to new carriers" value="false" editable="false">
            <boolean/>
            </property>

            try it at false you have true

            1 Reply Last reply Reply Quote 0
            • N Offline
              Numetalfan
              last edited by

              *@Panther said in carrier rules for WWII V3_41:

              <property name="Move existing fighters to new carriers" value="false" editable="false">
              <boolean/>
              </property>
              

              try it at false you have true*

              That is already corrected - it is not the reason.

              </property>
              <property name="Unit Placement Restrictions" value="true" editable="false">
              <boolean/>

              what is this for? what are the effects?

              PantherP 1 Reply Last reply Reply Quote 0
              • PantherP Offline
                Panther Admin Moderators Lobby Moderators @Numetalfan
                last edited by Panther

                @Numetalfan A good source for learning about the XML-content is:

                https://forums.triplea-game.org/topic/729/xml-option-browser

                created by @Mahks.

                It directs to

                http://www.starlords3k.com/XOB.html

                where you can browse for the respective property and option.

                Don't always trust TripleA when it comes to rules questions. Know the rules before you start … and better check what TripleA has done.

                1 Reply Last reply Reply Quote 1
                • N Offline
                  Numetalfan
                  last edited by

                  wow,

                  very cool link - thx alot Panther!

                  1 Reply Last reply Reply Quote 0
                  • N Offline
                    Numetalfan
                    last edited by

                    topic closed.

                    same spooky thing like my connection problems topic.

                    once I start a new game there are no more carrier problems,
                    if I load the saved game instead, all problems show up.

                    strange but true.

                    THX to everyone who had useful advice.

                    topic closed.

                    1 Reply Last reply Reply Quote 0
                    • F Offline
                      ff03k64
                      last edited by

                      I think changes to xml files do not effect save games. I think it has to be new games for the changes to take effect.

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

                        @Numetalfan

                        The saved game carries a copy of the xml used to create the game. Any changes made to the xml will not show in a saved game. To test changes you have to always start a new game.

                        Cheers...

                        1 Reply Last reply Reply Quote 1

                        Hello! It looks like you're interested in this conversation, but you don't have an account yet.

                        Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

                        With your input, this post could be even better 💗

                        Register Login
                        • 1 / 1
                        • First post
                          Last post
                        Powered by NodeBB Forums