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    General 2.6 Discussion

    Scheduled Pinned Locked Moved Development
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    • TheDogT Offline
      TheDog @LaFayette
      last edited by

      FWIW I save my word.docx file as a Game_Notes.png and call that, so no rendering or formatting issues.

      Hopefully that will not change?

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

      LaFayetteL 1 Reply Last reply Reply Quote 0
      • LaFayetteL Offline
        LaFayette Admin @TheDog
        last edited by

        @thedog It's just the location of where the game notes are stored that has changed. Using an image makes updating game notes far more difficult (arguably impossible without the original doc file), I do not recommend it, but it's your prerogative.

        TheDogT 1 Reply Last reply Reply Quote 0
        • C Offline
          Cernel Moderators Lobby Moderators @LaFayette
          last edited by Cernel

          @lafayette said in General 2.6 Discussion:

          The doc/images folder I personally I found kinda annoying, I think it would be perhaps better for there to be a game/images folder to contain those images.

          This makes no sense to me. It's like saying that those are the images of the "games" only, while of course they are the images for every document, like when you see a tooltip or get a notification.

          I believe all the display-only items (some or all of which may make use of the files within the images folder), namely the actionstext.properties, the comments.txt (I don't even know what this does, actually.), the notifications.properties, the objectives.properties, the politicstext.properties and the tooltips.properties (There may be others especially if they are missing in "the pact of steel" map.) are in main folder. I don't know why they are not in the "doc" folder, and I wonder if anything at all is ever supposed actually to be in the "doc" folder. If not, then I would guess the "doc/images" double folders could be merged into a single "docImages" folder, though I would rather have all the documents (possibly using images) actually inside the "doc" folder (which I would rather call as "documents", instead of "doc").


          I'm so strongly tempted too to go the Total World War way of turning the entire notes into a collection of images (especially since TripleA never gets the html dimensions right) if not a single image, but that is really a lame solution which creates a massive barrier to further modifications. I'm not even sure it should be an acceptable solution at all for any map added to the repository. Imagine if all TripleA games would have the notes as one or more images each: it would be very hard to update or fix any game requiring changing something in the notes or just writing in them some information on the fact that the game has been updated. To me, using images for what is not really an image is a hack. It makes impossible to copy anything from the notes as a user. Also, it would be good if TripleA (like any decent anything displaying notes) would allow users searching for words in notes (which would require the notes not to be an image).

          LaFayetteL 1 Reply Last reply Reply Quote 0
          • LaFayetteL Offline
            LaFayette Admin @Cernel
            last edited by

            @cernel HTML dimensions are non-trivial and can behave in odd ways. I don't know the history behind the 'doc' folder being called what it is.

            FWIW, almost all content is actually game specific. The fact it must be shared just speaks to how so many features were done in TripleA, "hey, if we tweak this, we can support that." But then more considerations come in like, "what if the tooltips need to be different?" That not being truly supported by game is part and parcel to that kind of development, most of TripleA is hacked together like that.

            I think we are starting to get onto a tangent topic. While this is a 2.6 mega-thread, we should still stick to talking about 2.6.

            C 1 Reply Last reply Reply Quote 0
            • C Offline
              Cernel Moderators Lobby Moderators @LaFayette
              last edited by

              @lafayette Yes: the fact that you cannot have different tooltips for different games of the same map is a bad limit. It would be like if you can have only one notes file per map. Similar things are sometimes per map and sometimes per game. Moreover, when they are per game, they are sometimes based on having one file per game (like in the new 2.6 notes files or the production_tabs.properties) and sometimes based on partially referring to specific games from within a single file used for all of them (like in the objectives.properties).

              LaFayetteL 1 Reply Last reply Reply Quote 0
              • LaFayetteL Offline
                LaFayette Admin @Cernel
                last edited by

                @cernel said in General 2.6 Discussion:

                they are sometimes based on having one file per game (like in the new 2.6 notes files

                The game notes before 2.6 were stored in the game XML file. Extracting to a peer file is really not a change in this relationship (right?) - it is still one-to-one.

                C 1 Reply Last reply Reply Quote 0
                • C Offline
                  Cernel Moderators Lobby Moderators @LaFayette
                  last edited by Cernel

                  @lafayette I would rather say that stuff should be organized per folder whenever you have multiple files for the same object. For example, you would have one subfolder per game within the "games" folder, so you would put the tooltips.properties or the notes file inside the "games" folder if they are to be used by each of the games of the map, or you would put them inside the specific game subfolder in the "games" folder if they are for that game only. In this case, instead of having something like
                  the_pact_of_steel/map/games/pact_of_steel.xml
                  the_pact_of_steel/map/games/pact_of_steel.notes.html
                  you would have something like
                  the_pact_of_steel/map/games/pact_of_steel/rules.xml
                  the_pact_of_steel/map/games/pact_of_steel/notes.html.

                  If all games of the "the_pact_of_steel" map are supposed to use the same tooltips, then you would have
                  the_pact_of_steel/map/games/tooltips.properties
                  or else you would have
                  the_pact_of_steel/map/games/pact_of_steel/tooltips.properties
                  and
                  the_pact_of_steel/map/games/pact_of_steel_2/tooltips.properties.

                  In the case of the "the_pact_of_steel" map, the two games sub-folders would be
                  the_pact_of_steel/map/games/pact_of_steel
                  and
                  the_pact_of_steel/map/games/pact_of_steel_2.

                  (I'm not sure if "rules" is the best name for it.)

                  C 1 Reply Last reply Reply Quote 0
                  • C Offline
                    Cernel Moderators Lobby Moderators @Cernel
                    last edited by Cernel

                    @cernel As far as the "objectives.properties" goes, instead of having a single
                    the_pact_of_steel/map/objectives.properties
                    file with the

                    Objectives.Panel.Name=Objectives
                    
                    Pact_of_Steel_2.TABLEGROUP.01;Italians=objectiveAttachmentItalians1_TheMed;triggerAttachmentItalians2_NorthAfrica
                    Pact_of_Steel_2.TABLEGROUP.02;Russians=objectiveAttachmentRussians1_EasternEurope;objectiveAttachmentRussians2_LendLease;objectiveAttachmentRussians3_HardAdvance;triggerAttachmentRussians4a_LeningradAndStalingrad;triggerAttachmentRussians5_FarEastReserves
                    Pact_of_Steel_2.TABLEGROUP.03;Germans=objectiveAttachmentGermans1_EasternEurope;objectiveAttachmentGermans2_BalticSea;triggerAttachmentGermans3_SuperSubs;triggerAttachmentGermans4_MechanizedInfantry;triggerAttachmentGermans5_Rockets
                    Pact_of_Steel_2.TABLEGROUP.04;British=objectiveAttachmentBritish1_PacificCounterAttack;objectiveAttachmentBritish2_Africa;objectiveAttachmentBritish3_SeatOfEmpire;triggerAttachmentAmericans5_British4_Paratroopers;triggerAttachmentBritish5_CentersOfPower
                    Pact_of_Steel_2.TABLEGROUP.05;Japanese=objectiveAttachmentJapanese1_ControlOfAsia;objectiveAttachmentJapanese2_ControlOfPacific;triggerAttachmentJapanese3_TokyoExpress;triggerAttachmentJapanese4_ArmyControlOfNavy;triggerAttachmentJapanese5_ForTheEmperor;triggerAttachmentJapanese6_MidgetSubCanProduce;triggerAttachmentJapanese7_KamikazeAttack
                    Pact_of_Steel_2.TABLEGROUP.06;Americans=conditionAttachmentAmericans1_WarPhase;objectiveAttachmentAmericans2_TheAtlantic;objectiveAttachmentAmericans3_ThePacific;triggerAttachmentAmericans4_JapaneseCapitalShipsSunk;triggerAttachmentAmericans5_British4_Paratroopers;triggerAttachmentAmericans6_TheTurningPointInThePacific;triggerAttachmentAmericans7_WarBonds;triggerAttachmentAmericans8_TacticalAirUse
                    Pact_of_Steel_2.TABLEGROUP.07;Chinese=objectiveAttachmentChinese2_BurmaRoad;triggerAttachmentChinese3_MilitiaRisingUp;triggerAttachmentChinese4_ChineseOverrunTheirBorders
                    
                    
                    Pact_of_Steel_2.Italians;objectiveAttachmentItalians1_TheMed=<b>+4 PUs</b> if Axis control 8 out of 11 of Western Europe, Sardinia, Sicily, West Balkans, Greece, Algeria, Libya, Anglo Egypt, Trans-Jordan, Italian East Africa, Gibraltar AND no enemy surface ships in sea zones 13, 14, 15, and 15B
                    Pact_of_Steel_2.Italians;triggerAttachmentItalians2_NorthAfrica=* Italy gains, only once, a free purchase of a cruiser If at the beginning of their 3rd or 4th turn the Axis control 4 out of 4 of Algeria, Libya, Anglo Egypt, Trans-Jordan
                    
                    
                    Pact_of_Steel_2.Russians;objectiveAttachmentRussians1_EasternEurope=<b>+4 PUs</b> if Soviets control 3 out of 5 of Norway, Eastern Europe, East Balkans, Ukraine S.S.R., Belorussia
                    Pact_of_Steel_2.Russians;objectiveAttachmentRussians2_LendLease=<b>+4 PUs</b> if Soviets control Archangel and no allied forces in Soviet controlled land territories
                    Pact_of_Steel_2.Russians;objectiveAttachmentRussians3_HardAdvance=<b>+2 PUs AND +2 Tech Tokens</b>, only once, if Soviets control Norway or East Balkans
                    Pact_of_Steel_2.Russians;triggerAttachmentRussians4a_LeningradAndStalingrad=* Soviet's artillery gain the ability to support 2 infantry on attack If at the end of their 3rd or 4th turn, the Soviets control Karelia S.S.R. and Caucus (this effect can be doubled to 4 infantry supported if Russia gets Improved Artillery technology)
                    Pact_of_Steel_2.Russians;triggerAttachmentRussians5_FarEastReserves=* Soviets gain, only once, an additional 3 infantry in Yakut S.S.R. if at the beginning of their turn, Japan controls any original Russian territory
                    
                    
                    Pact_of_Steel_2.Germans;objectiveAttachmentGermans1_EasternEurope=<b>+4 PUs</b> if Axis control 7 out of 9 of East Balkans, Eastern Europe, Ukraine S.S.R., Belorussia, West Russia, Norway, Karelia S.S.R., Archangel, Caucus
                    Pact_of_Steel_2.Germans;objectiveAttachmentGermans2_BalticSea=<b>+4 PUs</b> if Axis control Western Europe, AND there are NO enemy surface ships in 3 out of 3 of sea zones 5, 6, and 7
                    Pact_of_Steel_2.Germans;triggerAttachmentGermans3_SuperSubs=* Germany gains Super Subs if at the end of their 4th or 5th turn, there are NO enemy surface ships in 3 out of 3 of sea zones 5, 6, and 7
                    Pact_of_Steel_2.Germans;triggerAttachmentGermans4_MechanizedInfantry=* Germany gains Mechanized Infantry if at the end of their 3rd or 4th turn, the Axis control 6 out of 7 of East Balkans, Eastern Europe, Ukraine S.S.R., Belorussia, Karelia S.S.R., Archangel, Caucus
                    Pact_of_Steel_2.Germans;triggerAttachmentGermans5_Rockets=* Germany gains Rockets if at the end of their 3rd or 4th turn, the Axis do NOT control Western Europe, but DO control Norway
                    
                    
                    Pact_of_Steel_2.British;objectiveAttachmentBritish1_PacificCounterAttack=<b>+4 PUs</b> if the UK controls 1 out of 6 of East Indies, Borneo, New Guinea, Solomon Islands, Caroline Islands, Okinawa
                    Pact_of_Steel_2.British;objectiveAttachmentBritish2_Africa=<b>+4 PUs</b> if Allies control 9 out of 11 of Gibraltar, Algeria, Libya, Anglo Egypt, Trans-Jordan, Persia, French West Africa, French Equatorial Africa, Italian East Africa, Belgian Congo, Kenya
                    Pact_of_Steel_2.British;objectiveAttachmentBritish3_SeatOfEmpire=<b>+4 PUs</b> if Allies control 3 out of 3 of Union of South Africa, India, Australia
                    Pact_of_Steel_2.British;triggerAttachmentAmericans5_British4_Paratroopers=* UK gains Paratroopers if at the end of Germany's 3rd, 4th or 5th turns, the Allies control Western Europe
                    Pact_of_Steel_2.British;triggerAttachmentBritish5_CentersOfPower=* UK gains AA Radar if at the end their 3rd or 4th turn, the Allies control 4 out of 5 of Union of South Africa, Gibraltar, Anglo Egypt, India, Australia
                    
                    
                    Pact_of_Steel_2.Japanese;objectiveAttachmentJapanese1_ControlOfAsia=<b>+4 PUs</b> if Axis control 7 out of 7 of India, French Indochina, Kwangtung, Manchuria, China, Central China, Sinkiang
                    Pact_of_Steel_2.Japanese;objectiveAttachmentJapanese2_ControlOfPacific=<b>+4 PUs</b> if Axis control 10 out of 13 of Alaska, East Indies, Borneo, Philipine Islands, New Guinea, Solomon Islands, Caroline Islands, Australia, New Zealand, Okinawa, Wake Island, Hawaiian Islands, Midway
                    Pact_of_Steel_2.Japanese;triggerAttachmentJapanese3_TokyoExpress=* Japan's destroyers gain the ability to transport a single infantry If on the 3rd or 4th turn, the Axis do NOT control ANY of Sinkiang, India, Burytia S.S.R.
                    Pact_of_Steel_2.Japanese;triggerAttachmentJapanese4_ArmyControlOfNavy=* Japan's transports gain an additional capacity of 1 (allowing 3 infantry or 2 tanks/artillery per transport) If at the end of their 3rd, 4th, or 5th turns, Japan controls 3 out of 3 of Australia, India, Sinkiang
                    Pact_of_Steel_2.Japanese;triggerAttachmentJapanese5_ForTheEmperor=* Japan gains, only once, a single additional midget_submarine in sz61 If it loses control over any of its original territories
                    Pact_of_Steel_2.Japanese;triggerAttachmentJapanese6_MidgetSubCanProduce=* Japan gains the ability to produce midget_submarines If it loses control over 2 of its islands: Okinawa, Philipine Islands, East Indies, Borneo, New Guinea, Solomon Islands, Caroline Islands, Wake Island
                    Pact_of_Steel_2.Japanese;triggerAttachmentJapanese7_KamikazeAttack=* Japan gains the ability to produce kamikaze fighters, and all their current fighters turn into kamikaze fighters If it loses control over 2 of its islands, one of which being Philipine Islands (note that this objective may or may not be wanted, depending on the situation)
                    
                    
                    Pact_of_Steel_2.Americans;conditionAttachmentAmericans1_WarPhase=<b>+2-10 PUs</b>, starting on turn 2 America will begin making +2 income as America's war-time economy ramps up. This will increase by +2 more every 2 turns, so that turn 4 will begin making +4, turn 6 will make +6, and so on until +10 is reached
                    Pact_of_Steel_2.Americans;objectiveAttachmentAmericans2_TheAtlantic=<b>+4 PUs</b> if Allies control 3 out of 8 of Western Europe, Sardinia, Sicily, Italy, Greece, West Balkans, Algeria, Libya AND no enemy surface ships in sea zones 1, 2, 7, 8, 9, 10, 11, 12, 13, and 14
                    Pact_of_Steel_2.Americans;objectiveAttachmentAmericans3_ThePacific=<b>+4 PUs</b> if Allies controls 6 out of 13 of Alaska, East Indies, Borneo, Philipine Islands, New Guinea, Solomon Islands, Caroline Islands, Australia, New Zealand, Okinawa, Wake Island, Hawaiian Islands, Midway
                    Pact_of_Steel_2.Americans;triggerAttachmentAmericans4_JapaneseCapitalShipsSunk=<b>+4 PUs</b> if Japan has no Battleships OR no Carriers at the end of USA's turn
                    Pact_of_Steel_2.Americans;triggerAttachmentAmericans5_British4_Paratroopers=* USA gains Paratroopers if at the end of Germany's 3rd, 4th or 5th turns, the Allies control Western Europe
                    Pact_of_Steel_2.Americans;triggerAttachmentAmericans6_TheTurningPointInThePacific=* USA gains Improved Shipyards if at the end of their 3rd, 4th or 5th turns, USA controls 4 out of 4 of Alaska, Wake Island, Hawaiian Islands, Midway
                    Pact_of_Steel_2.Americans;triggerAttachmentAmericans7_WarBonds=* USA gains War Bonds if at any time before the end of the 8th turn, the above 2 conditions are met at the end of Germany's turn
                    Pact_of_Steel_2.Americans;triggerAttachmentAmericans8_TacticalAirUse=* USA's fighter's gain the ability to support infantry, stackable with artillery, IF at any time the USA has 2 out of 2 of War Bonds and Jet Power technologies
                    
                    
                    Pact_of_Steel_2.Chinese;objectiveAttachmentChinese2_BurmaRoad=<b>+4 PUs</b> and the ability to produce extra units, if Allies control Sinkiang, Central China, India. May use this money to produce a limited selection of units. May purchase tanks and fighters if these territories are controlled.
                    Pact_of_Steel_2.Chinese;triggerAttachmentChinese3_MilitiaRisingUp=* China gains 1 infantry in Sinkiang if at the beginning of their turn, there are no enemy units in 3 out of 6 of Sinkiang, Central China, China, Manchuria, Kwangtung, French Indochina. This unit is given at the beginning of combat move step, and can not be moved until next turn.
                    Pact_of_Steel_2.Chinese;triggerAttachmentChinese4_ChineseOverrunTheirBorders=* Japan has fallen and Chinese units are no longer confined to the borders of China.
                    

                    code, you would have a
                    the_pact_of_steel/map/games/pact_of_steel_2/objectives.properties
                    file with the

                    Objectives.Panel.Name=Objectives
                    
                    TABLEGROUP.01;Italians=objectiveAttachmentItalians1_TheMed;triggerAttachmentItalians2_NorthAfrica
                    TABLEGROUP.02;Russians=objectiveAttachmentRussians1_EasternEurope;objectiveAttachmentRussians2_LendLease;objectiveAttachmentRussians3_HardAdvance;triggerAttachmentRussians4a_LeningradAndStalingrad;triggerAttachmentRussians5_FarEastReserves
                    TABLEGROUP.03;Germans=objectiveAttachmentGermans1_EasternEurope;objectiveAttachmentGermans2_BalticSea;triggerAttachmentGermans3_SuperSubs;triggerAttachmentGermans4_MechanizedInfantry;triggerAttachmentGermans5_Rockets
                    TABLEGROUP.04;British=objectiveAttachmentBritish1_PacificCounterAttack;objectiveAttachmentBritish2_Africa;objectiveAttachmentBritish3_SeatOfEmpire;triggerAttachmentAmericans5_British4_Paratroopers;triggerAttachmentBritish5_CentersOfPower
                    TABLEGROUP.05;Japanese=objectiveAttachmentJapanese1_ControlOfAsia;objectiveAttachmentJapanese2_ControlOfPacific;triggerAttachmentJapanese3_TokyoExpress;triggerAttachmentJapanese4_ArmyControlOfNavy;triggerAttachmentJapanese5_ForTheEmperor;triggerAttachmentJapanese6_MidgetSubCanProduce;triggerAttachmentJapanese7_KamikazeAttack
                    TABLEGROUP.06;Americans=conditionAttachmentAmericans1_WarPhase;objectiveAttachmentAmericans2_TheAtlantic;objectiveAttachmentAmericans3_ThePacific;triggerAttachmentAmericans4_JapaneseCapitalShipsSunk;triggerAttachmentAmericans5_British4_Paratroopers;triggerAttachmentAmericans6_TheTurningPointInThePacific;triggerAttachmentAmericans7_WarBonds;triggerAttachmentAmericans8_TacticalAirUse
                    TABLEGROUP.07;Chinese=objectiveAttachmentChinese2_BurmaRoad;triggerAttachmentChinese3_MilitiaRisingUp;triggerAttachmentChinese4_ChineseOverrunTheirBorders
                    
                    
                    Italians;objectiveAttachmentItalians1_TheMed=<b>+4 PUs</b> if Axis control 8 out of 11 of Western Europe, Sardinia, Sicily, West Balkans, Greece, Algeria, Libya, Anglo Egypt, Trans-Jordan, Italian East Africa, Gibraltar AND no enemy surface ships in sea zones 13, 14, 15, and 15B
                    Italians;triggerAttachmentItalians2_NorthAfrica=* Italy gains, only once, a free purchase of a cruiser If at the beginning of their 3rd or 4th turn the Axis control 4 out of 4 of Algeria, Libya, Anglo Egypt, Trans-Jordan
                    
                    
                    Russians;objectiveAttachmentRussians1_EasternEurope=<b>+4 PUs</b> if Soviets control 3 out of 5 of Norway, Eastern Europe, East Balkans, Ukraine S.S.R., Belorussia
                    Russians;objectiveAttachmentRussians2_LendLease=<b>+4 PUs</b> if Soviets control Archangel and no allied forces in Soviet controlled land territories
                    Russians;objectiveAttachmentRussians3_HardAdvance=<b>+2 PUs AND +2 Tech Tokens</b>, only once, if Soviets control Norway or East Balkans
                    Russians;triggerAttachmentRussians4a_LeningradAndStalingrad=* Soviet's artillery gain the ability to support 2 infantry on attack If at the end of their 3rd or 4th turn, the Soviets control Karelia S.S.R. and Caucus (this effect can be doubled to 4 infantry supported if Russia gets Improved Artillery technology)
                    Russians;triggerAttachmentRussians5_FarEastReserves=* Soviets gain, only once, an additional 3 infantry in Yakut S.S.R. if at the beginning of their turn, Japan controls any original Russian territory
                    
                    
                    Germans;objectiveAttachmentGermans1_EasternEurope=<b>+4 PUs</b> if Axis control 7 out of 9 of East Balkans, Eastern Europe, Ukraine S.S.R., Belorussia, West Russia, Norway, Karelia S.S.R., Archangel, Caucus
                    Germans;objectiveAttachmentGermans2_BalticSea=<b>+4 PUs</b> if Axis control Western Europe, AND there are NO enemy surface ships in 3 out of 3 of sea zones 5, 6, and 7
                    Germans;triggerAttachmentGermans3_SuperSubs=* Germany gains Super Subs if at the end of their 4th or 5th turn, there are NO enemy surface ships in 3 out of 3 of sea zones 5, 6, and 7
                    Germans;triggerAttachmentGermans4_MechanizedInfantry=* Germany gains Mechanized Infantry if at the end of their 3rd or 4th turn, the Axis control 6 out of 7 of East Balkans, Eastern Europe, Ukraine S.S.R., Belorussia, Karelia S.S.R., Archangel, Caucus
                    Germans;triggerAttachmentGermans5_Rockets=* Germany gains Rockets if at the end of their 3rd or 4th turn, the Axis do NOT control Western Europe, but DO control Norway
                    
                    
                    British;objectiveAttachmentBritish1_PacificCounterAttack=<b>+4 PUs</b> if the UK controls 1 out of 6 of East Indies, Borneo, New Guinea, Solomon Islands, Caroline Islands, Okinawa
                    British;objectiveAttachmentBritish2_Africa=<b>+4 PUs</b> if Allies control 9 out of 11 of Gibraltar, Algeria, Libya, Anglo Egypt, Trans-Jordan, Persia, French West Africa, French Equatorial Africa, Italian East Africa, Belgian Congo, Kenya
                    British;objectiveAttachmentBritish3_SeatOfEmpire=<b>+4 PUs</b> if Allies control 3 out of 3 of Union of South Africa, India, Australia
                    British;triggerAttachmentAmericans5_British4_Paratroopers=* UK gains Paratroopers if at the end of Germany's 3rd, 4th or 5th turns, the Allies control Western Europe
                    British;triggerAttachmentBritish5_CentersOfPower=* UK gains AA Radar if at the end their 3rd or 4th turn, the Allies control 4 out of 5 of Union of South Africa, Gibraltar, Anglo Egypt, India, Australia
                    
                    
                    Japanese;objectiveAttachmentJapanese1_ControlOfAsia=<b>+4 PUs</b> if Axis control 7 out of 7 of India, French Indochina, Kwangtung, Manchuria, China, Central China, Sinkiang
                    Japanese;objectiveAttachmentJapanese2_ControlOfPacific=<b>+4 PUs</b> if Axis control 10 out of 13 of Alaska, East Indies, Borneo, Philipine Islands, New Guinea, Solomon Islands, Caroline Islands, Australia, New Zealand, Okinawa, Wake Island, Hawaiian Islands, Midway
                    Japanese;triggerAttachmentJapanese3_TokyoExpress=* Japan's destroyers gain the ability to transport a single infantry If on the 3rd or 4th turn, the Axis do NOT control ANY of Sinkiang, India, Burytia S.S.R.
                    Japanese;triggerAttachmentJapanese4_ArmyControlOfNavy=* Japan's transports gain an additional capacity of 1 (allowing 3 infantry or 2 tanks/artillery per transport) If at the end of their 3rd, 4th, or 5th turns, Japan controls 3 out of 3 of Australia, India, Sinkiang
                    Japanese;triggerAttachmentJapanese5_ForTheEmperor=* Japan gains, only once, a single additional midget_submarine in sz61 If it loses control over any of its original territories
                    Japanese;triggerAttachmentJapanese6_MidgetSubCanProduce=* Japan gains the ability to produce midget_submarines If it loses control over 2 of its islands: Okinawa, Philipine Islands, East Indies, Borneo, New Guinea, Solomon Islands, Caroline Islands, Wake Island
                    Japanese;triggerAttachmentJapanese7_KamikazeAttack=* Japan gains the ability to produce kamikaze fighters, and all their current fighters turn into kamikaze fighters If it loses control over 2 of its islands, one of which being Philipine Islands (note that this objective may or may not be wanted, depending on the situation)
                    
                    
                    Americans;conditionAttachmentAmericans1_WarPhase=<b>+2-10 PUs</b>, starting on turn 2 America will begin making +2 income as America's war-time economy ramps up. This will increase by +2 more every 2 turns, so that turn 4 will begin making +4, turn 6 will make +6, and so on until +10 is reached
                    Americans;objectiveAttachmentAmericans2_TheAtlantic=<b>+4 PUs</b> if Allies control 3 out of 8 of Western Europe, Sardinia, Sicily, Italy, Greece, West Balkans, Algeria, Libya AND no enemy surface ships in sea zones 1, 2, 7, 8, 9, 10, 11, 12, 13, and 14
                    Americans;objectiveAttachmentAmericans3_ThePacific=<b>+4 PUs</b> if Allies controls 6 out of 13 of Alaska, East Indies, Borneo, Philipine Islands, New Guinea, Solomon Islands, Caroline Islands, Australia, New Zealand, Okinawa, Wake Island, Hawaiian Islands, Midway
                    Americans;triggerAttachmentAmericans4_JapaneseCapitalShipsSunk=<b>+4 PUs</b> if Japan has no Battleships OR no Carriers at the end of USA's turn
                    Americans;triggerAttachmentAmericans5_British4_Paratroopers=* USA gains Paratroopers if at the end of Germany's 3rd, 4th or 5th turns, the Allies control Western Europe
                    Americans;triggerAttachmentAmericans6_TheTurningPointInThePacific=* USA gains Improved Shipyards if at the end of their 3rd, 4th or 5th turns, USA controls 4 out of 4 of Alaska, Wake Island, Hawaiian Islands, Midway
                    Americans;triggerAttachmentAmericans7_WarBonds=* USA gains War Bonds if at any time before the end of the 8th turn, the above 2 conditions are met at the end of Germany's turn
                    Americans;triggerAttachmentAmericans8_TacticalAirUse=* USA's fighter's gain the ability to support infantry, stackable with artillery, IF at any time the USA has 2 out of 2 of War Bonds and Jet Power technologies
                    
                    
                    Chinese;objectiveAttachmentChinese2_BurmaRoad=<b>+4 PUs</b> and the ability to produce extra units, if Allies control Sinkiang, Central China, India. May use this money to produce a limited selection of units. May purchase tanks and fighters if these territories are controlled.
                    Chinese;triggerAttachmentChinese3_MilitiaRisingUp=* China gains 1 infantry in Sinkiang if at the beginning of their turn, there are no enemy units in 3 out of 6 of Sinkiang, Central China, China, Manchuria, Kwangtung, French Indochina. This unit is given at the beginning of combat move step, and can not be moved until next turn.
                    Chinese;triggerAttachmentChinese4_ChineseOverrunTheirBorders=* Japan has fallen and Chinese units are no longer confined to the borders of China.
                    

                    code (and no such file inside the
                    the_pact_of_steel/map/games/pact_of_steel
                    folder because that game has no objectives).

                    The same would apply to anything else, like the notifications, politics, actions, and so on (main "games" folder if used by all games or else each of the "games" subfolders each of which is a subfolder for the games using it).

                    LaFayetteL 1 Reply Last reply Reply Quote 0
                    • LaFayetteL Offline
                      LaFayette Admin @Cernel
                      last edited by

                      @cernel The sub-folder within games is possible in 2.6. Having other files be loaded per-game scenario is too much to take on right now.

                      C 1 Reply Last reply Reply Quote 0
                      • C Offline
                        Cernel Moderators Lobby Moderators @LaFayette
                        last edited by

                        @lafayette I agree the release of 2.6 is better not being delayed. I hope it will happen before April, so I can release my new version of 270BC Wars with a solid reference at hand (and especially knowing whether or not the offloaded casualties selection split is a feature for 2.6 or not).

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                        • TheDogT Offline
                          TheDog @LaFayette
                          last edited by

                          @lafayette said in General 2.6 Discussion:

                          @thedog It's just the location of where the game notes are stored that has changed. Using an image makes updating game notes far more difficult (arguably impossible without the original doc file), I do not recommend it, but it's your prerogative.

                          In my case I always put the original doc in the same folder as the png.

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

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                          • C Offline
                            Cernel Moderators Lobby Moderators
                            last edited by

                            Doubtlessly, the "map.yml" file should be inside the "map" folder. Otherwise, how is a game on a directory like
                            downloadedMaps/the_pact_of_steel/games going to be supported any longer? Is compatibility with such old configuration being broken in favour of only
                            downloadedMaps/the_pact_of_steel/map/games or can you have the "map.yml" inside either of the folders named as "the_pact_of_steel" (even though the one of old is actually the same folder now called "map" instead)?

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                            • RogerCooperR Offline
                              RogerCooper
                              last edited by

                              Can map.yml have comments? This might be a good place to stick authorship information or information about the update. For example, if I change the version number, I should say who I am and what I did.

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                              • TheDogT Offline
                                TheDog @RogerCooper
                                last edited by

                                I too was thinking could the map.yml hold the Star rating and the Era?

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

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                                • LaFayetteL Offline
                                  LaFayette Admin
                                  last edited by

                                  map.yml would be the place for storing any additional map indexing information, specifically 'tag' data such as star rating and era.

                                  @Cernel the map.yml file should be at the top level. The engine will only look for XML files specified in map.yml. This will actually break maps that do not have one, though, there is the code to auto-generate a map.yml file in place if a map is missing the file. At some point it would be great if we could re-aggregate all maps such that we can upload the map.yml and then won't have any problems when the map.yml auto-generation code is removed.

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                                  • LaFayetteL Offline
                                    LaFayette Admin @RogerCooper
                                    last edited by

                                    @rogercooper The map.yml can have comments. It'll be odd though to put those comments for version changes as it's unclear which game.xml file, if any was changed. The map description file is likely a much better place for comments intended for users, otherwise the 'git commit' comment is exactly the right place for such change comments, that is 100%what that is for (and it stores the author, the exact diff of what was changed, and timestamp automatically without cluttering up any data files).

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                                    • RogerCooperR Offline
                                      RogerCooper @LaFayette
                                      last edited by

                                      @lafayette I would soon be ready with my hoard of collected scenarios. The majority of these scenarios use the map information from some existing mod. It makes sense to collect the xml's in something like World War II Global Variants. If I add new xml to a mod, it would be good to have a place where I can show that explicitly, not just change the version number.

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                                      • C Offline
                                        Cernel Moderators Lobby Moderators @LaFayette
                                        last edited by

                                        @lafayette said in General 2.6 Discussion:

                                        @Cernel the map.yml file should be at the top level. The engine will only look for XML files specified in map.yml. This will actually break maps that do not have one, though, there is the code to auto-generate a map.yml file in place if a map is missing the file. At some point it would be great if we could re-aggregate all maps such that we can upload the map.yml and then won't have any problems when the map.yml auto-generation code is removed.

                                        Top level? You mean that a map in the format of
                                        downloadedMaps/the_pact_of_steel/games
                                        will have the
                                        map.yml
                                        file together with the
                                        map.properties
                                        file, wherease a map in the format of
                                        downloadedMaps/the_pact_of_steel/map/games
                                        will have the
                                        map.yml
                                        file a folder behind the
                                        map.properties?
                                        If so, that is highly inconsistent, especially with the fact that, currently, all files that stay in a directory like
                                        downloadedMaps/the_pact_of_steel
                                        if there is no
                                        map
                                        folder inside the directory,
                                        are meant otherwise to stay in
                                        downloadedMaps/the_pact_of_steel/map.

                                        I think it is rather obvious that something called map.yml should stay in the same folder as something called map.properties, that is both should stay immediately within the map folder if the map.properties is reputed to be in the right place. How is it not going to be confusing having two "map" files (one yml and the other one properties) in different places?

                                        This links up with the fact that, as I said, instead of having
                                        270bc_wars/map/games/270BC_Wars.xml
                                        you should have
                                        270bc_wars/map/games/270bc_wars/rules.xml.

                                        About the version number, it should never be called as just version (to avoid confusion with the game version, which (you want it or not) will remain something defined by at least some map-makers, no matter if you remove it, because every time you change a map's game without changing the game's name you have a new version of the same-named game, and this is a fact no matter if the program misses to inform the users about any difference before starting the game) and should be at least a two digit one: the first digit for non-backward compatible changes (meaning that your saved games may be not anymore playable if you update the map) and the second digit for backward compatible changes (meaning you should be safe to update the map with no fear of being then unable to continue your saved games).

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                                        • LaFayetteL Offline
                                          LaFayette Admin @RogerCooper
                                          last edited by

                                          @rogercooper Who is the target audience for seeing the info that a new XML was added? AFAIK it's most interesting when downloading the map, making a note in the download description seems to be a good place. Are you thinking of somewhere else?

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                                          • LaFayetteL Offline
                                            LaFayette Admin @Cernel
                                            last edited by

                                            @cernel said in General 2.6 Discussion:

                                            downloadedMaps/the_pact_of_steel

                                            In this example, the map.yml file goes right under the map folder, downloadedMaps/the_pact_of_steel/map.yml. That is true no matter which current or legacy folder structure that is used.

                                            About the version number, it should never be called as just version (to avoid confusion with the game version, which (you want it or not) will remain something defined by at least some map-makers, no matter if you remove it, because every time you change a map's game without changing the game's name you have a new version of the same-named game, and this is a fact no matter if the program misses to inform the users about any difference before starting the game) and should be at least a two digit one: the first digit for non-backward compatible changes (meaning that your saved games may be not anymore playable if you update the map) and the second digit for backward compatible changes (meaning you should be safe to update the map with no fear of being then unable to continue your saved games).

                                            This is nothing new at all with 2.6. Be what it may:

                                            • I don't know if the game engine ever used the version value found in map XML for anything beyond a label.
                                            • Each map maker having their own versioning system is not sustainable for maintaining maps. If they all need to be updated, nobody is capable of divining all the different version number strategies
                                            • It's not important to define a version number'ing strategy and teaching everyone it when it is not enforced by the engine
                                            • Maps should never be made non-compatible. TripleA has NEVER supported this, (it is a major design flaw present since day 1) - it is a very bad move for a map maker to do this. Whenever we have made incompatible changes, it's always been incredibly painful. Instead a person needs to create an entirely new map copy and note that it is an updated version in the map title.
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