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

    WW2 Oil and Snow (1st ed.) NEW MAP RELEASE

    Scheduled Pinned Locked Moved Maps & Mods
    205 Posts 17 Posters 145.8k Views 13 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.
    • General_ZodG Offline
      General_Zod Moderators @ebbe
      last edited by

      @ebbe So @RogerCooper is absolutely correct there is no dedicated option/attribute to add to a condition or trigger to get a result back with minimal effort.

      I can comfortably say, we would all appreciate if there was further progress made in this area. We did get something however.

      It only applies to userAttachments and politicalAttachments currently.

      "costResources" value: amount of resources an action requires and will be removed from the player if action is attempted.

      <option name="costResources" value="10:PUs"/>
      <option name="costResources" value="2:Iron"/>
      <option name="costResources" value="1:Fuel"/>

      This works for any resource, and with some creativity and can make them count for you. Lets say by simply subtracting from another known number of resources that are somewhere or represented by units that are somewhere who create said resource. But I think you get the gist of the concept.

      There is another somewhat awesome accounting method but so unfortunate that it only allows PUs currently, "objectiveValue".

      "objectiveValue" values: any integer number of PUs to be given (example: value="4").

      These are POS2.xml descriptions, they could use more detail, anywho....

      It can be used if you create a new monetary resource to buy with. And dedicate PUs as an accounting resource.

      I've got a couple more ideas, that involve accounting resources, units, etc.. It all depends how much effort you're willing to invest and is the goal worth it.

      ebbeE 1 Reply Last reply Reply Quote 0
      • ebbeE Offline
        ebbe @General_Zod
        last edited by

        @general_zod That is really great!!!!! thanks for sharing.....!

        General_ZodG 1 Reply Last reply Reply Quote 0
        • General_ZodG Offline
          General_Zod Moderators @ebbe
          last edited by

          @ebbe I know you make good use of it. Nice work so far.

          ebbeE 1 Reply Last reply Reply Quote 0
          • ebbeE Offline
            ebbe @General_Zod
            last edited by ebbe

            @bel246
            I think I solved the issue of stuck Units when partisan activity occured in a territory:

            I added a <option name="canBeMovedThroughByEnemies" value="true"/> to the partisans....
            (also found in POS2: which is a true treassure box 😉 )
            seems to work fine now....

            this is another element not yet listed in the XOB-list....
            so I wonder if it was forgotten or not considered to be reliable ?

            ebbeE 1 Reply Last reply Reply Quote 2
            • ebbeE Offline
              ebbe @ebbe
              last edited by ebbe

              @ebbe

              Okej, a way to get Supply and out of Supply in besieged Cities:

              besiegedBASE2.png

              -If a city will get besieged it will be slowly consuming its supply stocks:
              if running out of them they get a battle penalty of -1.

              Good thing:
              -one can prepare for siege by buying goods.....in advance....
              to prepare if the enemies are coming close....

              • one can airdrop supplies with airtransport to keep besieged city well supplied.
                -Once liberated the city doesn't receive any out of supply tokens any more consuming supplies, so remaining unused supplies can be used later in the game...
                -Even enemies can get stuck besieged in a enemy city with similair supply consequences..
                a kind of Stalingrad scenario

              Still to solve:
              -A player shouldn't be allowed to buy supplies in a besieged city
              -The nr of supplies needed is symbolically...: if one has 1 unit there or 20... it still needs 1 supply per turn, as I do not see how to count nr of units stationed in there....
              -Still puzzling ho to get the "getting besieged" trigger -reset- for
              occasions the city is freed, but later in the game besieged again....
              if I use <option name="uses" value="1"/> it will be triggered only
              once in the whole game..
              if I leave out <option name="uses" value="1"/> it will repeat each besieged turn, neither what I wanted...

              any ideas anyone?

              <!-- OUT  OF SUPPLY TEST STALINGRAD-->
              <attachment name="CA_StalingradBesiegedByAxis" attachTo="Germans" javaClass="RulesAttachment" type="player">
                    <option name="Players" value="$AllAxis$"/>
                   <option name="alliedOwnershipTerritories" value="Rostov:Volgograd:West Kazakhstan" count="3"/><option name="enemyPresenceTerritories" value="Stalingrad" count="1"/>
              </attachment>
              <attachment name="TA_PlaceOutOfSupplyStalingradbyAxis" attachTo="Russians" javaClass="TriggerAttachment" type="player">
                  <option name="conditions" value="CA_StalingradBesiegedByAxis"/>
                  <option name="placement" value="Stalingrad:out_of_supply" count="1"/>
                  <option name="notification" value="StalingradBesieged"/>
                  <option name="uses" value="1"/>
                  <option name="when" value="after:frenchNonCombatMove"/>
              </attachment>
              <attachment name="TA_PlaceOutOfSupplyStalingradbyAxis" attachTo="Russians" javaClass="TriggerAttachment" type="player">
                  <option name="conditions" value="CA_StalingradBesiegedByAxis"/>
                  <option name="removeUnits" value="Stalingrad:supply" count="1"/>
                  <option name="when" value="after:frenchNonCombatMove"/>
              </attachment>
              <!-- Siege lifted-->
              <attachment name="CA_StalingradNoLongerBesiegedByAxis" attachTo="Russians" javaClass="RulesAttachment" type="player">
                   <option name="Players" value="$AllAllies$"/>
                   <option name="alliedOwnershipTerritories" value="Rostov:Volgograd:West Kazakhstan" count="1"/><option name="alliedPresenceTerritories" value="Stalingrad" count="1"/>
              </attachment>
              <attachment name="TA_RemoveOutOfSupply_StalingradbyAxis" attachTo="Russians" javaClass="TriggerAttachment" type="player">
                  <option name="conditions" value="CA_StalingradNoLongerBesiegedByAxis"/>
                <!--  <option name="uses" value="1"/>-->
                  <option name="removeUnits" value="Stalingrad:out_of_supply" count="99"/>
                  <option name="notification" value="StalingradSiegeLifted"/>
                  <option name="when" value="after:germansNonCombatMove"/><!--should be japanese-->
              </attachment>
              
              

              and then same for Axis side

              besides , if the siege is not lifted within All Allied
              ( of the besieged player) players turn, the city will loose its PU income.... ( fixed now with Convoy route concept: thanks to general zod )
              Which sounds tough .. I might make a penalty on the PU fot that....

              it would be great to have production limited or
              stopped also when under siege
              ... let's see...

              do I hate cities? no no.. but the way some terr's with high PU and factory function now, makes that often like Stack-piled islands,
              keeping building up waiting for counterattack.. which for me personally is not too realistic.... the help for besieged cities is mostly expected from outside? 😉

              or is there a more simple way to get this idea? I have allready a total of 556 trigger ingame which I am not very proud..maybe I want too much..
              ( or code it too complicated 🙂 ) Halelujah!

              SchulzS B 2 Replies Last reply Reply Quote 1
              • SchulzS Offline
                Schulz @ebbe
                last edited by

                Shouldn't there be a penalty to attemp encircling Stalingrad due to Volga river?

                ebbeE 1 Reply Last reply Reply Quote 0
                • B Online
                  beelee @ebbe
                  last edited by

                  @ebbe you don't want the notification trigger to fire every time it's under siege ? Just once on the turn it goes under siege and then repeat only if free and under siege again ?

                  ebbeE 1 Reply Last reply Reply Quote 0
                  • ebbeE Offline
                    ebbe @beelee
                    last edited by

                    @beelee Indeed, not just the notification but the whole trigger:
                    With my knowledge I see only 2 options:
                    -It will repeat every turn the conditions are met
                    or If set use="uses" value="1" and then with a second siege it doesn't trigger anymore... which I would like it too do...

                    B 1 Reply Last reply Reply Quote 0
                    • ebbeE Offline
                      ebbe @Schulz
                      last edited by

                      @schulz well If the Terr. incl. the east Volga bank isn't occupied,
                      than the city is not completely encircled and can still be supplied... so no consequences in the scenario I sketch....

                      RogerCooperR 1 Reply Last reply Reply Quote 0
                      • RogerCooperR Offline
                        RogerCooper @ebbe
                        last edited by

                        I would like to suggest a simpler approach. You don't need to track complete encirclement or total supplies. Just figure 1 or 2 supporting areas for area for each nation. If they are enemy-controlled drop a suicide unit that launches an AA-style attack against every unit in the cut-off area.

                        1 Reply Last reply Reply Quote 0
                        • TheDogT Online
                          TheDog
                          last edited by

                          @ebbe
                          You could try this
                          Set Stalingrad as a

                          <option name="blockadeZone" value="true" />
                          

                          Set every unit as

                          <option name="blockade" value="1"/>
                          

                          or maybe just the Engineers/Assault Guns? I have not played your map.

                          The above two lines do not error 😉

                          But will blockade work on land?

                          It would would be really good if it did, but at the mo I dont have time to test it.
                          .

                          https://forums.triplea-game.org/tags/thedog
                          https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                          ebbeE 1 Reply Last reply Reply Quote 0
                          • ebbeE Offline
                            ebbe @TheDog
                            last edited by

                            @thedog nice idea... I try it out , but with convoy route that economical impact is solved... and with Block the PU's might go to occupying player?

                            @RogerCooper yes, that was a plan B... to make Out of Supply create hits somehow.... even created a dummy Player for that... the idea of few main supporting areas is good idea.... every player has some main zones...

                            okej but the question about how to have -Reset- a trigger as if
                            "uses" value="1" has not happened that game before, is still open
                            😉

                            ebbeE 1 Reply Last reply Reply Quote 0
                            • ebbeE Offline
                              ebbe @ebbe
                              last edited by ebbe

                              @ebbe

                              In the mean time a "special"-unit I wanted allready for long time:

                              German Flaktower....

                              flakTower copy.PNG

                              Not that they were very:
                              -Common: only few build in germany and one in Vienna
                              -Succesful: I read their impact against allied bombing was minimal
                              -Sustainable: they costed a shit load of material and building time

                              But still: I just wanted to have one standing in the game...
                              3 Hit points offcourse, theses things were very very Bomb-proof...
                              AA offcourse but then in a amazing shell of concrete..
                              Makes conquering/bombing Berlin just that bit more extra challenging...

                              flakTower Berlin.png
                              @Hepps *...is this the first Flaktower around in TripleA or
                              did you have a bunch allready 😉 ?

                              1 Reply Last reply Reply Quote 0
                              • B Online
                                beelee @ebbe
                                last edited by

                                @ebbe hmm...still not 100% certain of what all is going on here but maybe try a "activateTrigger" with the trigger that lifts the siege with the same conditions ? Just name it different. Let em all be uses 1.

                                Might need a half dozen or so, depending on how likely it is to reoccur. If it even works. I could be way off base lol

                                1 Reply Last reply Reply Quote 0
                                • wc_sumptonW Offline
                                  wc_sumpton
                                  last edited by

                                  @ebbe

                                  Maybe try a switch and a condition:

                                  <!-- The switch -->
                                  <attachment name="CA_StalingradBesiegedByAxisSwitch" attachTo="Germans" javaClass="RulesAttachment" type="player">
                                     <option name="switch" value="true" />
                                  </attachment>
                                  <!-- The inverted condition -->
                                  <attachment name="CA_StalingradBesiegedByAxisInvert" attachTo="Germans" javaClass="RulesAttachment" type="player">
                                     <option name="conditions" value="CA_StalingradBesiegedByAxisSwitch"/>
                                     <option name="invert" value="true" />
                                  </attachment>
                                  

                                  When 'CA_StalingradBesiegedByAxisSwitch' is "true", 'CA_StalingradBesiegedByAxisInvert' will be "false", and vice versa.

                                  Add the switch to the check condition, with the ability to change the switch:

                                  <attachment name="TA_PlaceOutOfSupplyStalingradbyAxis" attachTo="Russians" javaClass="TriggerAttachment" type="player">
                                     <option name="conditions" value="CA_StalingradBesiegedByAxis:CA_StalingradBesiegedByAxisSwitch"/>
                                      <option name="placement" value="Stalingrad:out_of_supply" count="1"/>
                                     <option name="notification" value="StalingradBesieged"/>
                                     <option name="players" value="Gremans"/>
                                     <option name="playerAttachmentName" value="RulesAttachment" count="CA_StalingradBesiegedByAxisSwitch"/>
                                     <option name="playerProperty" value="switch" count="false"/>
                                     <option name="when" value="after:frenchNonCombatMove"/>
                                  </attachment>
                                  <!-- Add the invert to the reset -->
                                  <attachment name="TA_RemoveOutOfSupply_StalingradbyAxis" attachTo="Russians" javaClass="TriggerAttachment" type="player">
                                     <option name="conditions" value="CA_StalingradNoLongerBesiegedByAxis:CA_StalingradBesiegedByAxisInvert"/>
                                     <option name="removeUnits" value="Stalingrad:out_of_supply" count="99"/>
                                     <option name="notification" value="StalingradSiegeLifted"/>
                                     <option name="players" value="Gremans"/>
                                     <option name="playerAttachmentName" value="RulesAttachment" count="CA_StalingradBesiegedByAxisSwitch"/>
                                     <option name="playerProperty" value="switch"  count="true"/>
                                     <option name="when" value="after:germansNonCombatMove"/>
                                  </attachment>
                                  

                                  Also I would also think about using an invert condition to check the lifted logic:

                                  <attachment name="CA_StalingradNoLongerBesiegedByAxis" attachTo="Russians" javaClass="RulesAttachment" type="player">
                                      <option name="conditions" value="CA_StalingradBesiegedByAxis"/>
                                      <option name="invert" value="true"/>
                                  </attachment>
                                  

                                  Just some thoughts.💫

                                  Cheers...

                                  ebbeE 1 Reply Last reply Reply Quote 1
                                  • ebbeE Offline
                                    ebbe @wc_sumpton
                                    last edited by

                                    @wc_sumpton Hej man, thanks again for thinking along;
                                    yes, sometimes it is confronting when I want to implement something
                                    but still lack the coding skills and knowledge to fix it... tried hard to get a grip on your suggestion, the switch element gave an error...
                                    I tried for 3 hours but unfortunately without the hoped result..
                                    till I wanne give it another try.... **anyone sees a way out? **

                                    -What doesn't work yet:
                                    -the supplies should be 1 less each turn if Stalingrad is besieged..
                                    ( now it only uses 1 supply 1 time and next turn stops) - -
                                    and I want the out of supply Token and disabled factory to be
                                    placed only after last supplies are used..
                                    . for this I thought to use a check with <option name="unitPresence" value="supply" count='0'/> but that
                                    doesn't seem to do the job.... hmmmmm

                                    anyone a sharp eye on this? ( yes I am asking a lot of you all 😉 )

                                    
                                    <attachment name="CA_StalingradSurroundedByAxis" attachTo="Russians" javaClass="RulesAttachment" type="player">
                                         <option name="Players" value="$AllAllies$"/>
                                         <option name="alliedOwnershipTerritories" value="Rostov:Volgograd:West Kazakhstan" count="0"/>
                                         <option name="uses" value="99"/>
                                         <option name="invert" value="true"/>
                                    </attachment>
                                    <attachment name="CA_StalingradAlliedControlled" attachTo="Russians" javaClass="RulesAttachment" type="player">
                                         <option name="Players" value="$AllAllies$"/>
                                         <option name="alliedOwnershipTerritories" value="Stalingrad" count="1"/>
                                         <!--<option name="invert" value="true"/>-->
                                    </attachment>
                                    <!-- Run out of supplies check -->
                                    <attachment name="CA_StalingradRunOutOfSupplies" attachTo="Russians" javaClass="RulesAttachment" type="player">
                                       <!--<option name="Players" value="$AllAllies$"/>-->
                                       <option name="unitPresence" value="supply" count='0'/><!-- Run out of supplies check Doesn 't seem to work-->
                                    </attachment>
                                    
                                    <!-- remove 1 supply per turn-->
                                    <attachment name="TA_UseSupplyStalingradIfSurroundedByAxis" attachTo="Russians" javaClass="TriggerAttachment" type="player">
                                        <option name="conditions" value="CA_StalingradSurroundedByAxis"/>
                                        <option name="removeUnits" value="Stalingrad:supply" count="1"/>
                                        <option name="uses" value="99"/>
                                        <option name="when" value="after:russiansNonCombatMove"/>
                                    </attachment>
                                    <!-- disable factory and place Outof supply penalty-->
                                    <attachment name="TA_BesiegedStalingrad" attachTo="Russians" javaClass="TriggerAttachment" type="player">
                                        <option name="conditions" value="CA_StalingradSurroundedByAxis"/>
                                        <option name="placement" value="Stalingrad:out_of_supply" count="1"/><option name="placement" value="Stalingrad:factory_disabled" count="1"/><option name="removeUnits" value="Stalingrad:factory" count="1"/>
                                        <option name="notification" value="StalingradBesieged"/>
                                        <option name="when" value="after:frenchNonCombatMove"/>
                                    </attachment>
                                    
                                    
                                    General_ZodG 1 Reply Last reply Reply Quote 0
                                    • General_ZodG Offline
                                      General_Zod Moderators @ebbe
                                      last edited by General_Zod

                                      @ebbe Is there a reason your not using an option to declare what territories are being checked for following.

                                      <attachment name="CA_StalingradRunOutOfSupplies" attachTo="Russians" javaClass="RulesAttachment" type="player">

                                      <option name="unitPresence" value="supply" count='0'/>

                                      </attachment>

                                      Try adding this line above or below unitPresence line.

                                      <option name="alliedOwnershipTerritories" value="Stalingrad" count="1"/>

                                      Post the error if no luck.

                                      General_ZodG 1 Reply Last reply Reply Quote 0
                                      • General_ZodG Offline
                                        General_Zod Moderators @General_Zod
                                        last edited by General_Zod

                                        @ebbe @wc_sumpton Just a side note, which may not be an issue with new releases etc.. And perhaps someone can verify and or clarify further.

                                        It is in regards to skipping the type of attachment in <attachment name=.

                                        ie: triggerAttachment, conditionAttachmnet, objectiveAttachment, politicalActionAttachmnet, userActionAttachment. playerAttachment.

                                        All attachment types apply in this case as long as your providing an original name. I have definitely experienced failed code when using other prefixes than the ones listed in xml.

                                        I have used other names and think they are great. Like the ones I see here, TAxxxx and CAxxxx. I wish they were free of issues, but like I said they don't always function. Usually with political and user actions that utilize these formats somewhere within its code structure.

                                        Just a heads up.

                                        ebbeE 1 Reply Last reply Reply Quote 0
                                        • ebbeE Offline
                                          ebbe @General_Zod
                                          last edited by ebbe

                                          @general_zod said in WW2 Oil and Snow (1st ed.) NEW MAP RELEASE:

                                          TAxxxx and CAxx

                                          Hej there, thanks for your feedback once more... it is so quiet at the forum lately I thought everyone is laying on the beach, or working hard for their job deadline to be able to.. 😉

                                          on attachment naming: Yes I just tried to replace triggerAttachment, and conditionAttachment with TA_ and CA_ to keep the code as clear and as short as possible.. I couldn't find any info whether this could give trouble, but testing in my setting seemd ok... which is no guarantee ofcourse... I am curious what the other code wizards think of this?

                                          supply value="0" yes, I tried that one too... was not sure if it was working, could be other part of the code that fails...
                                          still struggling with wc_sumptions suggestion for resetting a trigger, somehow I still don't get it... makes me feel slightly stupid 😉

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

                                            @ebbe

                                            Thank you for your answer to @General_Zod. Personally, I use the whole wording as @General_Zod has suggested, but when helping others I try to keep what they have and add to it without trying to change the structure to much.

                                            If I understand, this is what is trying to be accomplished. When a city is surrounded a message is displayed and "out_of_supply" tokens are placed. On the following turns, as long as the city remains surrounded, the message is not to be displayed but another token is placed.

                                            Once the city is liberated the tokens are removed, and reset for the message to be displayed.

                                            Going to use 'Stalingrad' with 'Russians' as owner:

                                            <!-- The conditions -->
                                            <!-- Checking to see if Russians still own Stalingrad -->
                                            <attachment name="CA_StalingradOwnedByAllies" attachTo="Russians" javaClass="RulesAttachment" type="player">
                                               <!-- Only checking for the ownership of Stalingrad -->
                                               <!-- So checking for unit presence is unnecessary -->
                                               <option name="directOwnershipTerritories" value="Stalingrad"/>
                                            </attachment>
                                            <!-- Next check to see if Russians or their allies control any of the surrounding territories -->
                                            <attachment name="CA_StalingradNotBesiegedByAxis" attachTo="Russians" javaClass="RulesAttachment" type="player">
                                              <!-- Only need 1 of 3, so count can be left off or set to 1 -->
                                               <option name="alliedOwnershipTerritories" value="Rostov:Volgograd:West Kazakhstan"/>
                                            </attachment>
                                            <!-- The invert/opposite of 'CA_StalingradNotBesiegedByAxis' will tell if Russians or their allies do not control those surrounding territories -->
                                            <attachment name="CA_StalingradBesiegedByAxis" attachTo="Russians" javaClass="RulesAttachment" type="player">
                                               <!-- Checking the ownership of the surrounding territories -->
                                              <option name="conditions" value="CA_StalingradNotBesiegedByAxis"/>
                                               <!-- Will always be the opposite -->
                                               <option name="invert" value="true"/>
                                            </attachment>
                                            <!-- The messages -->
                                            <!-- To display the message, set a display switch -->
                                            <attachment name="CA_StalingradBesiegedByAxisMessage" attachTo="Russians" javaClass="RulesAttachment" type="player">
                                               <option name="switch" value="true"/>
                                            </attachment>
                                            <!-- To not display the message use the opposite of when to display -->
                                            <!-- To display the message, set a display switch -->
                                            <attachment name="CA_StalingradBesiegedByAxisNoMessage" attachTo="Russians" javaClass="RulesAttachment" type="player">
                                               <option name="conditions" value="CA_StalingradBesiegedByAxisMessage"/>
                                               <option name="invert" value="true"/>
                                            </attachment>
                                            <!-- End conditions -->
                                            

                                            So those are the five conditions for checking the surrounding of Stalingrad.

                                            Cheers...

                                            ebbeE General_ZodG 2 Replies Last reply Reply Quote 2

                                            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
                                            • 2
                                            • 6
                                            • 7
                                            • 8
                                            • 9
                                            • 10
                                            • 11
                                            • 8 / 11
                                            • First post
                                              Last post
                                            Copyright © 2016-2018 TripleA-Devs | Powered by NodeBB Forums