WW2 Oil and Snow (1st ed.) NEW MAP RELEASE
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@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
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In the mean time a "special"-unit I wanted allready for long time:
German Flaktower....

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 timeBut 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...
@Hepps *...is this the first Flaktower around in TripleA or
did you have a bunch allready
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@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
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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...
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@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.... hmmmmmanyone 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> -
@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.
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@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.
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@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
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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...
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@wc_sumpton Thanks a lot for sharing and explaining these essential switch and invert -coding tricks to me.. they are very usefull!
Another thing that was on my mind! To have more possibilities
to pimp and empower A.I. players:A trigger that only pulls off when a player is A.I.
It is used a lot in civ5 WW2 RED Mod.. ofcourse one cannot expect completely different game-bases to have similair functions... but you guys think it would be possible, relatively easy to get this done in Triple A...? if so I can make another Request..
so For example....
In Stalingrad script there is a trigger Uranus Offensive:
set by date, enemyOwnershipTerritories or whatever:-- URANUS [19421119] = CivID = USSR, AI = true,
Group = {RU_INFANTRY, RU_INFANTRY, RU_BT7, RU_T26, RU_T34, RU_T34_76, RU_KV1},So triggers that only work if the player attached to it is A.I. that game?
With the right "hidden" bunch of triggers , it could make A.I. more strtegical/controllable? If there a multiple triggers with a Chance-element still unpredictable?
I wonder even how hard it i to give them a "InitialObjective" as target.?
Just thinking loud here without the burden of coding experience

your humble opinions on this?
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@ebbe An isAI condition is not currently supported but I have requested it as a feature.
There are workarounds. You could have the human player place a special unit for themselves that the AI would not choose which could then be used for conditions.
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A core design/architecture behind TripleA is that every player is interchangeable between human or AI. This is very deeply baked in and is part of the core code design. We are unlikely to be able to support such triggers.
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@ebbe Determining the current AI value assignment mechanism would get there partly. I'm pretty sure they value capitals and victory cities and and production of PU. Once you determine a few of their main priorities you can via a set of chance conditions and triggers add a another element to the AI behavoirs specific to your map.
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@wc_sumpton Your examples are very informative, nicely done.
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@ebbe Take a peek at feudal japan xml. He does some stuff that might help you out with AI triggering related code. Mostly for setup.
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@general_zod @LaFayette thanks for all feedback and suggestions once more.... I will surch for a workaround in that direction then... good to realize the about the border of the core code...
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@general_zod said in WW2 Oil and Snow (1st ed.) NEW MAP RELEASE:
@ebbe Determining the current AI value assignment mechanism would get there partly. I'm pretty sure they value capitals and victory cities and and production of PU. Once you determine a few of their main priorities you can via a set of chance conditions and triggers add a another element to the AI behavoirs specific to your map.
The AI does not value victory cities, just capitals, production and units.
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@rogercooper @wc_sumpton @General_Zod
okej: it almost became my own Stalingrad but ..it worked out..
as planned: the proposed restictions/ features / behaviour for (Victory) Cities
-It looses its PU,s when completely surrounded
( thanks to land convoy route idea @General_Zod )
-It stops factory/barracks production after one turn if surrounded
( I think it is more realistic: its final resources used for one more production and 2nd turn of siege factory/barracks it turns into temporary disabled)
If only 1 route is open again from besieged city ... so 1 surrounding terr. is liberated than factory may produce again and PU's are restored.-there appears a siege message everytime city is besieged
during the game and trigger is reset by invert and switch
( thanks wc sumption for teaching me how to )-When a Siege starts every turn 1 supply is taken.
1 Turn in my game is 2 month.
When there are more than 4 defenders it takes 2 supply.
All cities start with 3 supply standerd. I might differentiate a bit due to economical and logistical circumstances-One can gather supply by purchase allready when you
feel a siege situation is coming.-Supply can be transported and airtransported into a besieged town by transport plane.
-If opponents (like say the germans take for example Stalingrad) get be surrounded in a city they have conquered they may also get besieged. Though they may/ do not use the factory in there for production they also may run out of supplies.
When running out of supply all units in a city get a -1 penalty on attack and defense.
OKEJ, HOW MUCH CODE CAN ONE HAVE FOR THIS FEATURE?
it sure is a sh*tload for a relatively small effect.... but I love the bit of realism it brings. Together with limitation on mas producing cheap units nd mass stacking I guess this will stop some high valuabe terr's ,from becoming too much of horrifying surreal stockpiled islands..
I guess/hope checking triggers might not take as much Processor energy as for exampe making strategic calculations for units?**
any: the code:
PLEASE SHOOT AT IT IF YOU THINK I CAN SIMPLIFY OR IMPROVE IT>.. and then I like to move on to multiplying it for the 15! urban terr's ingame and do some prayers the amount of triggers (>600) don't sufficate the game play

the code so far:
<!-- BESIEGE AND SUPPLY SYSTEM FOR A SINGLE TOWN --> <!-- with thanks to WC SUMPTION for the invert and switch examples--> <!-- Checking to see if Russians still own Stalingrad --> <!--<attachment name="CA_StalingradOwnedByAllies" attachTo="Russians" javaClass="RulesAttachment" type="player"><option name="directOwnershipTerritories" value="Stalingrad"/></attachment>--> <attachment name="CA_StalingradNotBesiegedByAxis" attachTo="Russians" javaClass="RulesAttachment" type="player"><option name="alliedOwnershipTerritories" value="Rostov:Volgograd:West Kazakhstan" count="1"/><!-- Only need 1 of 3, so count can be left off or set to 1 --></attachment> <attachment name="CA_StalingradBesiegedByAxis" attachTo="Russians" javaClass="RulesAttachment" type="player"><!-- The invert/opposite of 'CA_StalingradNotBesiegedByAxis' will tell if Russians or their allies do not control those surrounding territories --> <option name="conditions" value="CA_StalingradNotBesiegedByAxis"/> <option name="alliedOwnershipTerritories" value="Rostov:Volgograd:West Kazakhstan" count="0"/> <!-- added myself--> <option name="invert" value="true"/> <!-- Will always be the opposite --> </attachment> <!-- State of factory check --> <attachment name="CA_StalingradFactoryPresence" attachTo="Russians" javaClass="RulesAttachment" type="player"><option name="directPresenceTerritories" value="Stalingrad" count="1"/><option name="unitPresence" value="factory" count="1"/></attachment> <attachment name="CA_StalingradDisabledFactoryPresence" attachTo="Russians" javaClass="RulesAttachment" type="player"><option name="directPresenceTerritories" value="Stalingrad" count="1"/><option name="unitPresence" value="factory_disabled" count="1"/></attachment> <!-- Still supplied or out of supply check --> <attachment name="CA_StalingradSuppliesCheck" attachTo="Russians" javaClass="RulesAttachment" type="player"> <option name="Players" value="$AllAllies$"/> <option name="directExclusionTerritories" value="Stalingrad" count="1"/><option name="unitPresence" value="supply" count="0"/><option name="unitPresence" value="out_of_supply" count="0"/> </attachment> <!-- More than 4 defenders than double supply needed --> <attachment name="CA_StalingradMoreThan4Defenders" attachTo="Russians" javaClass="RulesAttachment" type="player"> <option name="Players" value="$AllAllies$"/> <option name="directPresenceTerritories" value="Stalingrad" count="1"/><option name="unitPresence" value="$AllUnits$" count="5"/><option name="unitPresence" value="out_of_supply" count="0"/> </attachment> <!-- switch factory Stalingrad to disabled when surrounded after Russians place--> <attachment name="TA_StalingradBesieged" attachTo="Russians" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="CA_StalingradOwnedByAllies:CA_StalingradBesiegedByAxis:CA_StalingradFactoryPresence"/> <option name="removeUnits" value="Stalingrad:factory" count="1"/><option name="placement" value="Stalingrad:factory_disabled" count="1"/> <option name="notification" value="StalingradBesieged"/> <option name="when" value="after:russiansPlace"/> </attachment> <!-- restore factory when at least 1 surrounding terr. is allied owned--> <attachment name="TA_StalingradNotBesieged" attachTo="Russians" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="CA_StalingradOwnedByAllies:CA_StalingradNotBesiegedByAxis:CA_StalingradDisabledFactoryPresence"/> <option name="removeUnits" value="Stalingrad:out_of_supply" count="1"/><option name="removeUnits" value="Stalingrad:factory_disabled" count="1"/><option name="placement" value="Stalingrad:factory" count="1"/> <option name="when" value="after:russiansPlace"/> </attachment> <!-- Remove 1 supply per turn if besieged--> <attachment name="TA_StalingradBesiegedUseSupply" attachTo="Russians" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="CA_StalingradOwnedByAllies:CA_StalingradBesiegedByAxis"/> <option name="removeUnits" value="Stalingrad:supply" count="1"/> <option name="uses" value="999"/><!-- how to make this infinite? --> <option name="when" value="before:russiansPlace"/> </attachment> <!-- Remove 1 extra supply per turn if more than 4 units besieged --> <attachment name="TA_StalingradBesiegedExtraUseSupply" attachTo="Russians" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="CA_StalingradOwnedByAllies:CA_StalingradBesiegedByAxis:CA_StalingradMoreThan4Defenders"/> <option name="removeUnits" value="Stalingrad:supply" count="1"/> <option name="uses" value="999"/><!-- how to make this infinite? --> <option name="when" value="before:russiansPlace"/> </attachment> <!-- a -1 penalty on fighting ability defenders in besieged town when out of supply --> <attachment name="TA_StalingradPlaceOutOfSupplies" attachTo="Russians" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="CA_StalingradOwnedByAllies:CA_StalingradBesiegedByAxis:CA_StalingradSuppliesCheck"/> <option name="placement" value="Stalingrad:out_of_supply" count="1"/> <option name="when" value="after:russiansPurchase"/> </attachment> <!-- IF AXIS HOLD SUPPLY CONSEQUENCE ONLY --> <!-- Checking to see if Axis own Stalingrad --> <attachment name="CA_StalingradOwnedByAxis" attachTo="Germans" javaClass="RulesAttachment" type="player"><option name="Players" value="$AllAxis$"/><option name="directOwnershipTerritories" value="Stalingrad"/></attachment> <attachment name="CA_StalingradNotBesiegedByAllies" attachTo="Germans" javaClass="RulesAttachment" type="player"><option name="alliedOwnershipTerritories" value="Rostov:Volgograd:West Kazakhstan" count="1"/><!-- Only need 1 of 3, so count can be left off or set to 1 --></attachment> <attachment name="CA_StalingradBesiegedByAllies" attachTo="Germans" javaClass="RulesAttachment" type="player"><!-- The invert/opposite of 'CA_StalingradNotBesiegedByAxis' will tell if Germans or their allies do not control those surrounding territories --> <option name="conditions" value="CA_StalingradNotBesiegedByAllies"/> <option name="alliedOwnershipTerritories" value="Rostov:Volgograd:West Kazakhstan" count="0"/> <!-- added myself--> <option name="invert" value="true"/> <!-- Will always be the opposite --> </attachment> <!-- Still supplied or out of supply check --> <attachment name="CA_StalingradSuppliesCheck" attachTo="Germans" javaClass="RulesAttachment" type="player"> <option name="Players" value="$AllAxis$"/> <option name="directExclusionTerritories" value="Stalingrad" count="1"/><option name="unitPresence" value="supply" count="0"/><option name="unitPresence" value="out_of_supply" count="0"/> </attachment> <attachment name="CA_StalingradMoreThan4Defenders" attachTo="Germans" javaClass="RulesAttachment" type="player"> <option name="Players" value="$AllAxis$"/> <option name="directPresenceTerritories" value="Stalingrad" count="1"/><option name="unitPresence" value="$AllUnits$" count="5"/><option name="unitPresence" value="out_of_supply" count="0"/> </attachment> <!-- Remove 1 supply per turn if isolated--> <attachment name="TA_StalingradBesiegedUseSupply" attachTo="Germans" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="CA_StalingradOwnedByAxis:CA_StalingradBesiegedByAllies"/> <option name="removeUnits" value="Stalingrad:supply" count="1"/> <option name="uses" value="999"/><!-- how to make this infinite? --> <option name="when" value="before:germansPlace"/> </attachment> <!-- Remove 1 extra supply per turn if more than 4 units besieged --> <attachment name="TA_StalingradBesiegedExtraUseSupply" attachTo="Germans" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="CA_StalingradOwnedByAxis:CA_StalingradBesiegedByAllies:CA_StalingradMoreThan4Defenders"/> <option name="removeUnits" value="Stalingrad:supply" count="1"/> <option name="uses" value="999"/><!-- how to make this infinite? --> <option name="when" value="before:germansPlace"/> </attachment> <!-- minus 1 penalty on fighting ability defenders in besieged town when out of supply --> <attachment name="TA_StalingradPlaceOutOfSupplies" attachTo="Germans" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="CA_StalingradOwnedByAllies:CA_StalingradBesiegedByAxis:CA_StalingradSuppliesCheck"/> <option name="placement" value="Stalingrad:out_of_supply" count="1"/> <option name="when" value="after:germansPurchase"/> </attachment>and thanks to General_Zodd for City land Convoy route solution for limiting city Pu when surrounded/besieged:
<attachment name="territoryAttachment" attachTo="Chongqing" javaClass="TerritoryAttachment" type="territory"> <option name="territoryEffect" value="Urban"/> <option name="production" value="1"/><option name="capital" value="Chinese"/> <option name="convoyRoute" value="true"/> <option name="convoyAttached" value="Gansu:Guizhou:Sichuan"/> </attachment>Moving on: still on the list:
-Some AI player only triggers and bonus placement
-some more sound effects
-No air landing zones
-and Fog of War... ( yes yes , I know a fata morgana I suppose )\Amen
enjoy the weekend -
@ebbe said in WW2 Oil and Snow (1st ed.) NEW MAP RELEASE:
-Some AI player only triggers and bonus placement
There are some workarounds. The AI does not answer Player Action questions, etc... (There is a isAI method as part of the GamePlayer Class, but it is not used for testing conditions.)
@ebbe said in WW2 Oil and Snow (1st ed.) NEW MAP RELEASE:
-No air landing zones
Besides the Snow effect way, I don't see this happening soon. Sorry :sad_but_relieved_face:
Cheers...
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@wc_sumpton @General_Zod for some AI influence?... I got tipped by General_Zod about the Feudal Japan-map that might have a way to have little control.. but still haven't got time to understand "the trick" :
<attachment name="conditionAttachmentMoriHumanCheck" attachTo="GameSetup" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="directPresenceTerritories" value="SZ2" count="1"/> <option name="unitPresence" value="HumanMori" count="1"/> </attachment> <attachment name="triggerAttachmentMoriHumanSet1" attachTo="Mori" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentMoriHumanCheck"/> <option name="playerAttachmentName" value="RulesAttachment" count="conditionAttachmentMoriHuman"/> <option name="playerProperty" value="switch" count="true"/> <option name="players" value="Mori"/> <option name="uses" value="1"/> <option name="when" value="after:gameSetupBidPlace"/> </attachment> <attachment name="triggerAttachmentMoriHumanSet2" attachTo="Mori" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentMoriHumanCheck"/> <option name="playerAttachmentName" value="RulesAttachment" count="conditionAttachmentMoriNonHuman"/> <option name="playerProperty" value="switch" count="false"/> <option name="players" value="Mori"/> <option name="uses" value="1"/> <option name="when" value="after:gameSetupBidPlace"/> </attachment>
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