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

    Scheduled Pinned Locked Moved Maps & Mods
    205 Posts 17 Posters 145.8k Views 13 Watching
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    • H Offline
      Hostilian @wc_sumpton
      last edited by Hostilian

      @wc_sumpton I'll add the V1 to the light air list. Need to doublecheck the fuel use..

      edit. It doesn't look like it has a fueluse set (when defining the unit). Maybe why I didn't bother re-adding it. If it's only representing a single v1 then that's possibly why.

      wc_sumptonW 1 Reply Last reply Reply Quote 0
      • wc_sumptonW Online
        wc_sumpton @Hostilian
        last edited by

        @hostilian

        Didn't see the V1, but it was a good example showing how lists and non-listed items can be merged together.

        Cheers...

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

          @hostilian So about the issue with Train movement in the Ussr....
          it was due to an incorrect -reset- after winter in a TerritoryAttachment"

          actually this sytem was a big compromise: what I really wanted is a railroad unit that can be attacked by strategic bombing so it could be taken out and repaired like Industry... would be realistic, but I did not manage to connect this feature with changing TerritoryAttachment for the Winter-effect and or No railroad (or construction option ) ....

          now the presence of a no_railroad-unit triggers a Ter's TerritoryAttachment"... allowing or disallowing trains.

          <attachment name="CA_RailroadSichuan" attachTo="Chinese" javaClass="RulesAttachment" type="player"><option name="Players" value="$AllPlayers$"/><option name="directPresenceTerritories" value="Sichuan" count="1"/><option name="unitPresence" value="railroad" count="1"/></attachment>
          <attachment name="TA_SichuanRailroad" attachTo="Chinese" javaClass="TriggerAttachment" type="player"><option name="conditions" value="CA_RailroadSichuan"/><option name="territories" value="Sichuan"/><option name="territoryAttachmentName" value="TerritoryAttachment" count="territoryAttachment"/><option name="territoryProperty" value="territoryEffect" count="-reset-Hills"/><option name="uses" value="1"/><option name="when" value="after:frenchPlace"/></attachment>
          

          hereby also including the terr's other terr. effect, in this example Hills.

          maybe anyone knows a way to combine these features?

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

            @ebbe Would you want to block it completely? No airforce in the world is going to completely knock out an entire territory's railyways (especially in Europe). At best, they'll knock out key locations, which could be fairly quickly repaired.

            How about instead increasing (doubling) the movement points required for trains moving through 'bombed' territories? For a full turn. To represent the delays in getting them rerouted to less affected lines, repairs - or away from roving fighter/bombers.

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

              @hostilian yes, that is a good one... now the challenge will be to get the rail-unit a possible Strategic bombing target (with repair option) and connect that with the mentioned above system of Territory Effect -invert- that allows train movement or disallows it :face_with_raised_eyebrow:

              H 2 Replies Last reply Reply Quote 1
              • H Offline
                Hostilian @ebbe
                last edited by

                @ebbe Not sure about that.. Countries start with 1 or 2 'train units'; when they probably had hundreds. 😊

                Strategic bombers wouldn't have targetted trains (though they might have been present if a rail yard was bombed) - that was more for tactical or fighter bombers (as targets of opportunity).

                1 Reply Last reply Reply Quote 1
                • H Offline
                  Hostilian @ebbe
                  last edited by Hostilian

                  @ebbe You might have already found it, but there's a problem with the logic for the Russian production phases. I've basically created the same sort of trigger and condition set for turn1 and turn 2-3 that there are for turns 4 and above. Seems to have fixed the issue where the T34's don't show up in the purchase list.

                  ie.

                  <attachment name="conditionAttachmentT1RusProd" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"><option name="turns" value="1"/></attachment>
                  <attachment name="conditionAttachmentT2RusProd" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"><option name="turns" value="2-3"/></attachment>
                  

                  Along with the corresponding triggers.

                  ebbeE 1 Reply Last reply Reply Quote 3
                  • wc_sumptonW Online
                    wc_sumpton
                    last edited by

                    @ebbe, @Hostilian

                    Railroads and trains... Oh my!

                    railroad has isInfrastructure as true, which means they cannot be taken during regular combat. Also, canBeDamaged is false which means they cannot be hit by SBR damage (bombers). They cannot be hit by bomber by what I read in the xml.

                    trains etc... could have requiresUnitsToMove set to railroad. It might help.

                    The xml I have might be dated, so disregard. Just trying to help.

                    Cheers...

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

                      @wc_sumpton

                      anyone a clue what this fatal start up error refers to, or in what file I can find it..?

                      InvalidPathException: Illegal char at index 19: territoryNames/X__.png

                      as I cannot find this X__.png in any file .. hmmmm time consuming

                      and the error came haunting me even if I reinstall previous good working game versions.. which is bit frustrating...
                      woehaha
                      ...:angry_face_with_horns:

                      wc_sumptonW ebbeE 2 Replies Last reply Reply Quote 1
                      • wc_sumptonW Online
                        wc_sumpton @ebbe
                        last edited by

                        @ebbe

                        I've gotten funny sounding errors when switching between TripleA versions. Mostly I just reload the map.

                        Cheers...

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

                          @ebbe Solved, let's move on

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

                            @hostilian

                            I will rename Russians to Soviets by the way...
                            that is I suppose more fair/rightful to all the non Russian USSR-inhabitants/nationalities involved in WW2 on the east front....

                            1 Reply Last reply Reply Quote 2
                            • G Offline
                              g40newb
                              last edited by

                              This might be a noob question, but how do you repair major factories? Britain took control of western Germany for 1 round and I quickly retook it, the only problem is the factory seems to be disabled, and I don't see any way to repair it. Is this a game mechanic or am I just missing something?

                              B ebbeE 2 Replies Last reply Reply Quote 3
                              • B Offline
                                beelee @g40newb
                                last edited by

                                Hi @g40newb

                                I'm not entirely sure how Oil and Snow works but in most games, you should get a prompt to repair before purchase phase.

                                Idk if ebbe did it different. Maybe you clicked through it ?

                                We'll ping @ebbe 🙂

                                G 1 Reply Last reply Reply Quote 2
                                • G Offline
                                  g40newb @beelee
                                  last edited by

                                  @beelee Unfortunately I didn't get the prompt but ended up fixing the issue by going into edit mode deleting the disabled factory and adding a new one in. It seems to have fixed my problem, thanks for responding though!

                                  B 1 Reply Last reply Reply Quote 1
                                  • B Offline
                                    beelee @g40newb
                                    last edited by

                                    @g40newb

                                    right arm You should be able to click on the Fctry in edit and then click change bombing damage as well.

                                    1 Reply Last reply Reply Quote 0
                                    • ebbeE Offline
                                      ebbe @g40newb
                                      last edited by

                                      @g40newb

                                      Hej there, nice that you are playing Oil and Snow...

                                      first of al: it is the game mechanics: I decided that it would be not realistic for a foreign power to produce new units in the enemies conquered factories... so they remain disabled by this...
                                      the conquere receives the terr's extra PU's and more emphasize is put on transporting units newly constructed units to the frontline...
                                      creating logistical challenges once reaching far in conquest as is reality.

                                      Keep sending all feedback and issues... as I am halfway and good update of this project, ( as it was years ago made and my first one )
                                      and I can adapt all issues coming out of your player experience, greetings

                                      1 Reply Last reply Reply Quote 4

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