WW2 Oil and Snow (1st ed.) NEW MAP RELEASE
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- Probably German Americans would be less willing to join resistance groups as well.
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So I am still around.... but very busy with family life and
slowly digesting a huge number of PLACEMENT in clear order.. for the last 2 months allready pfff... ... feels like Zen-budhist-meditiation, again ...the map has now 610 territories , which was some work,
64 of these are Urban Victory Territories now....
they are not just the biggest cities but a mix of capitals, strategic or historical ww2 cities. And spread over the continents....with options of besieging, supply and out of supply...
They have urban warfare battle-penalty for many mechanized units...
I was missing an extra element though: these are the structures/buildings itselves....and the difference in for example attacking a city like Dakar or New York..so I made Building units... minor-regular and major...
that can have hits.....
when a city is attacked it is likely the buidlings will absorb the first impacts.... and slowly going to rubble....
a big city will have 3 extra hitpoints at start, unless it had allready some war damage at the games'start like Warszwawa will have 1Hitpoint.
it also gives a nasty but realistic touch when the battle continues you'll notice more and more cities in ruins and flames... anyway this tryout for this feature....
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The current download doesn't work for me with the latest pre-released TripleA version (2.6.511), but it works with the latest released TripleA version.
The error:
Failed to initialize map data: centers.txt java.io.FileNotFoundException: centers.txt
I think it just cannot find the map in order to load the original skin.
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Hey all. Not sure if this map is still being developed, but I've just recently discovered it.. What can ya do!
Liking it so far, however I am getting issues with building battleships. I build the hull but it doesn't turn into a normal battleship the next turn. Carrier hulls DO change to carriers the next turn.
Testing with the latest 2.7 pre release.Also. Minor point but sea location 12 is actually marked with a 4 on map. Which confused me a bit when trying to troubleshoot this in the Game's XML file!
Other than that, really liking it. Hoping it's still active and that it's still being worked on. Good work to all involved.
Latest version I've found is 2nd edition. Which has this labelled in the XML, but all other text and info files seem to list v1.9. Don't think it states the fixes for this version (2nd ed) anywhere I can find.
Cheers,
H
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@hostilian said in WW2 Oil and Snow (1st ed.) NEW MAP RELEASE:
I am getting issues with building battleships. I build the hull but it doesn't turn into a normal battleship the next turn. Carrier hulls DO change to carriers the next turn.
Cheers,
H
OK. I think I've found out why Battleship hulls don't get replaced. Not sure if it's already been fixed, but the 2nd Edition download was not working for me. Battleships just stayed as Hulls - forever.
How to fix it..
Open the ww2_oil_and_snow_2nd_edition.xml file (In the Oil and Snow 'games' folder).
Go to the "HULL AUTO SWITCH" section, around line 10353. You'll see the conditions and trigger switches for Hull Switches below.
It looks like the RepairBattleship lines are in the wrong section (there's already a section below for that). It should be ReplaceHullBattleship!!So, to fix, replace the words 'Repair' with 'ReplaceHull' for each of the 'triggerAttachmentRepairBattleship' entries - you'll need to do that for every country (Just in this section only)!!
It should read....
"triggerAttachmentReplaceHullBattleship" (leave the number of the sector appended).Seemed to fix it for me anyway - for new games, not saved games!
H
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@hostilian Hej Hostilian... first of all great feedback and thanks for posting...
Yes, there will likely be a finetuned version of WW2 oil and snow....
it was my first project here on TripA,
a lot of learning and finding out the rough way
and essential helpon the forumby some the veteran code wizards aroundI was allready a long way on a new improved map and mechanics....
but
I got seriously caught in the Shogun Advanced project for 2+ years...
( which is running smooth now, and had lots of finetuning too... check it out ... )
and a side project getting alive now on a pre WW1 alike with small steampunk-mythical input project to finsih first....it is also good to abondon a project for very long time and to take a fresh look at it...
there are many many WW2 projects, I just was creating something that my personal
favourite ingredients had... so nice to hear for a player trying and even appreciating it...I will take care of the battle ship issue.... but will take some time...
and there will be more adds and improvements as Trip A also has more code possibilities
to include now.... ( like "is Ai" for example )anyway keepposting any odds things you encounter,
even hints for improvements or wishes you have.....
or it you feel to cooperate on improving the project be my guest!I will consider them to take along the 2,0 version of the game... for 2025...
and really great you dived deep in the code to find the likely cause of the error!
I shall adapt it soon... but an total upload of new project is gonna take a little while but...
it will....
greetings -
@ebbe
Hello! Thanks again and good stuff!!This map is now working fine for me, after sorting the Battleships, as I no longer have fleets of useless Battleship hulls! Hopefully the info will help others too!
Also spotted a problem with Russia's Train movement. They seem to get stuck on the way East, after a certain date.
Certain new tech's also seem to only work in the turn they have been discovered - well.. Russia's T34 and Heavy tanks do anyway. Will see what I can find out.Looking forward to the new updates!!
Cheers,
H
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Some more fixes for the default 2nd edition.. For anyone looking to fix the current release before a new one comes out!
1.. British destroyer given in T12 actually ends up in the UK (on land). Changing this to "12 Sea Zone" as below, makes it place properly..
<attachment name="triggerAttachmentT12UKDestroyerAdv" attachTo="British" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentT12UKDestroyerAdvProd:conditionUnitedKingdomControl"/> <option name="placement" value="12 Sea Zone:destroyerAdv"/>
2.. The production turns look to be a bit messed up (meaning you can't always purchase your bonus units).
<attachment name="conditionAttachmentT5GerHeavyHouwProd" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"><option name="turns" value="5"/></attachment>
Should really be....
<attachment name="conditionAttachmentT5GerHeavyHouwProd" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"><option name="turns" value="5-9"/></attachment>
Meaning between turns 5 and 9 inclusive.
As it should be active for every turn until turn 10 - which has a separate line. So you'll need to change all of these to match the production turns.
The FINAL production tech enhancement (for each country) should have -+ after it. EG.. value="22-+" . Which apparently means every turn after that.Changing the above means the bonus unit placement also kicks in every turn (where before it only did on the first turn - but then you couldn't buy them afterwards). For EVERY nation's 'bonus unit' affected by this, you need to add the following into an attachment - so the trigger only fires once. Look for triggered 'placements' controlled by the conditions.
eg.. For
<option name="placement" value="West Germany:heavyHowitzer"/>
add the following into the same attachment (just below the line will do).
<option name="uses" value="1"/>
Seems to be playing a bit better for me with the above modifications..
#H
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nice to see you improving this.
The biggest issue I have, is that the Game Notes aren't detailed enough for me to understand all the rules.
It looks way cool, and I tried it a couple times when ebbe first put it out but haven't been back to it
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@beelee said in WW2 Oil and Snow (1st ed.) NEW MAP RELEASE:
en't detailed enough for me to understand all the rules
It's basically the same as standard triplea - apart from the new city locations, a few more units (and defenses) BUT the main ones are;
- Oil (need to ensure you own enough provinces with oilfields AND keep an eye on your oil resources).
- Winter conditions. Your (non-T34) tanks suck during winter!
One for @Ebbe about the fuel/oil use. I take it that's set by the TripleA engine?
I would really prefer it if units just used fuel during the combat-move phase - so your fully fueled aircraft don't run out or need additional fuel half-way through a mission!! It would solve a lot of problems tbh.. They could perhaps increase overall fuel use, or reduce supply, to compensate.Also, do you have any objections to me uploading the XML, with my modifications (when I'm happy with it, lol)?
#H
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@hostilian said in WW2 Oil and Snow (1st ed.) NEW MAP RELEASE:
One for @Ebbe about the fuel/oil use. I take it that's set by the TripleA engine?
No fuel use is set in the unitAttachment for each unit. To have the usage only effect combat move, create a trigger to "-reset-" fuelCost, fuelFlatCost prior to the non-combat movement. fuelCost, fuelFlatCost can then be "-reset-" back to their original values prior to combat movement.
For an example of this check GCD, and how createsResourcesList is done. GCD has both endTurn and endTurnNoPU but only wants createsResourcesList to be done once.
Cheers...
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Nice one, thanks! Wasn't sure on the specific commands but had worked out a trigger to activate before each noncombatmove. Was going to reset it afterwards.
Good to know there might be some pointers in GCD as what I was trying wasn't working. Like, at all!!Thanks again!
#H
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These are the GCD triggers:
<!-- reset military units that have pu -1 --> <attachment name="triggerAttachment_Reset_PUs-1" attachTo="Germany" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Always_True"/> <option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/> <option name="unitType" value="$All-Air$:$All-Sea$:$All-Move1Land$:$All-Move2Land$:Bunker"/> <option name="unitProperty" value="createsResourcesList" count="-reset--1:PUs"/> <option name="when" value="before:Germany0EndTurn"/> <option name="when" value="before:USSR0EndTurn"/> <option name="when" value="before:China0EndTurn"/> <option name="when" value="before:Italy0EndTurn"/> <option name="when" value="before:Britain0EndTurn"/> <option name="when" value="before:Japan0EndTurn"/> <option name="when" value="before:USA0EndTurn"/> <option name="when" value="before:Pacific-Allies0EndTurn"/> </attachment> <!-- reset Industry-Hvy -9 --> <attachment name="triggerAttachment_Reset_PUs9" attachTo="Germany" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Always_True"/> <option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/> <option name="unitType" value="Industry-Hvy"/> <option name="unitProperty" value="createsResourcesList" count="-reset-9:PUs"/> <option name="when" value="before:Germany0EndTurn"/> <option name="when" value="before:USSR0EndTurn"/> <option name="when" value="before:China0EndTurn"/> <option name="when" value="before:Italy0EndTurn"/> <option name="when" value="before:Britain0EndTurn"/> <option name="when" value="before:Japan0EndTurn"/> <option name="when" value="before:USA0EndTurn"/> <option name="when" value="before:Pacific-Allies0EndTurn"/> </attachment> <!-- reset Industry-Med -7 --> <attachment name="triggerAttachment_Reset_PUs7" attachTo="Germany" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Always_True"/> <option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/> <option name="unitType" value="Industry-Med"/> <option name="unitProperty" value="createsResourcesList" count="-reset-7:PUs"/> <option name="when" value="before:Germany0EndTurn"/> <option name="when" value="before:USSR0EndTurn"/> <option name="when" value="before:China0EndTurn"/> <option name="when" value="before:Italy0EndTurn"/> <option name="when" value="before:Britain0EndTurn"/> <option name="when" value="before:Japan0EndTurn"/> <option name="when" value="before:USA0EndTurn"/> <option name="when" value="before:Pacific-Allies0EndTurn"/> </attachment> <!-- reset Industry-Lgt -5 --> <attachment name="triggerAttachment_Reset_PUs5" attachTo="Germany" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Always_True"/> <option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/> <option name="unitType" value="Industry-Lgt"/> <option name="unitProperty" value="createsResourcesList" count="-reset-5:PUs"/> <option name="when" value="before:Germany0EndTurn"/> <option name="when" value="before:USSR0EndTurn"/> <option name="when" value="before:China0EndTurn"/> <option name="when" value="before:Italy0EndTurn"/> <option name="when" value="before:Britain0EndTurn"/> <option name="when" value="before:Japan0EndTurn"/> <option name="when" value="before:USA0EndTurn"/> <option name="when" value="before:Pacific-Allies0EndTurn"/> </attachment> <!-- reset Oil-Field:Lend-Lease-Depot -1 --> <attachment name="triggerAttachment_Reset_PUs1" attachTo="Germany" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Always_True"/> <option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/> <option name="unitType" value="Oil-Field"/> <option name="unitProperty" value="createsResourcesList" count="-reset-1:PUs"/> <option name="when" value="before:Germany0EndTurn"/> <option name="when" value="before:USSR0EndTurn"/> <option name="when" value="before:China0EndTurn"/> <option name="when" value="before:Italy0EndTurn"/> <option name="when" value="before:Britain0EndTurn"/> <option name="when" value="before:Japan0EndTurn"/> <option name="when" value="before:USA0EndTurn"/> <option name="when" value="before:Pacific-Allies0EndTurn"/> </attachment> <!-- Only 1 trigger is needed to set ALL to 0 after endTurn lets the AI player know that maintenance has been paid--> <attachment name="triggerAttachment_Set_PUs0" attachTo="Germany" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Always_True"/> <option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/> <option name="unitType" value="$All-Air$:$All-Sea$:$All-Move1Land$:$All-Move2Land$:Bunker:Industry-Hvy:Industry-Med:Industry-Lgt:Oil-Field:Lend-Lease-Depot"/> <option name="unitProperty" value="createsResourcesList" count="-reset-0:PUs"/> <option name="when" value="after:Germany0EndTurn"/> <option name="when" value="after:USSR0EndTurn"/> <option name="when" value="after:China0EndTurn"/> <option name="when" value="after:Italy0EndTurn"/> <option name="when" value="after:Britain0EndTurn"/> <option name="when" value="after:Japan0EndTurn"/> <option name="when" value="after:USA0EndTurn"/> <option name="when" value="after:Pacific-Allies0EndTurn"/> </attachment> <!-- ============================================= END GO 0ENDTURN RESET PU TO 0 ============================================= -->
Please note that it is "-reset-" with the "-" included. So it would look something like this: <option name="unitProperty" value="fuelCost" count="-reset-0:Fuel"/>.
Cheers,,,
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@wc_sumpton
Got it working, non-combat move, all planes fuel use goes to 0.
However, I need to choose a value to revert back - which works too. I'm not sure if there's a command to go back to its original fuelcost definition?If not, I'll split them up!
Edit. I just split them up and defined three variables for light, medium and heavy air. Working great, but it would be good to know if there was an easier way to revert!
Thanks again
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@hostilian said in WW2 Oil and Snow (1st ed.) NEW MAP RELEASE:
However, I need to choose a value to revert back - which works too. I'm not sure if there's a command to go back to its original fuelcost definition?
No there is no "revert back to", because these commands actually "overwrite" what is in the xml. As seen posted above in GCD each differential value would need to be set separately. Also, because fuelCost stack, I would still use "-reset-". So <option name="unitProperty" value="fuelCost" count="-reset-3:Fuel"/> will set a fuelCost to 3 not -3.
Cheers...
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@wc_sumpton
Thanks. Yep, edited last comment as you were typing I guess. I've explicitly defined them, so all working great! -
Hej Hostilian, thanks again for all the input, suggestions and feedback! I do not know where to start .... for now the plan will be this:
I restart slowly working again on the 3rd version of Oil and Snow ...around 75% is done now.... it is playable allready... most of the game mechanics will be the same... ( will be adding some more isAi player triggers to get better opponent ) so most things you encounter in your current games are likely needing to be solved in this new V3,0 version... so let me know anything you find out....If you like: I can send you the latest version by wetransf. , it will be a completely revised map.... ( for example much more space for city -terr. units to be placed )
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@hostilian that is a good one, I assumed the final used Prod. frontier would remain...
so adapted! ( German example)
<attachment name="CA_T3GerHeavyHouwProd" attachTo="Germans" javaClass="RulesAttachment" type="player"><option name="turns" value="3"/></attachment> <attachment name="CA_T4GerFlakTowerProd" attachTo="Germans" javaClass="RulesAttachment" type="player"><option name="turns" value="4-9"/></attachment> <attachment name="CA_T10GerHeavyArmProd" attachTo="Germans" javaClass="RulesAttachment" type="player"><option name="turns" value="10-19"/></attachment> <attachment name="CA_T20GerSupersubProd" attachTo="Germans" javaClass="RulesAttachment" type="player"><option name="turns" value="20"/></attachment> <attachment name="CA_T21GerV1-rocketProd" attachTo="Germans" javaClass="RulesAttachment" type="player"><option name="turns" value="21"/></attachment> <attachment name="CA_T22GerJetFighterProd" attachTo="Germans" javaClass="RulesAttachment" type="player"><option name="turns" value="22-+"/></attachment>
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@hostilian said in WW2 Oil and Snow (1st ed.) NEW MAP RELEASE:
triggerAttachmentReplaceHullBattleship
useless floating around Hulls- bug Fixed! great input thanks! -
Yes, feel free with uploading the fixes you made for this version,
I keep focussed on the V3.0 and take as stated all fixes along with it...nice idea about the fuel for inactive planes...
I do not see a way to inckude that.... but remind me if there are possibilities...and indeed the Oils stress for some countries is a bit nerve wrecking sometimes, especially for countries like Japan..
( which historically was ) if you feel it has too much negative impact on Player or Ai-player performance in current ballance let me know.. I might throw in another bunch of extra barrels...