General 2.6 Discussion
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General thread for random 2.6 topics. Feel free to make your 2.6 comments/feedback/suggestions here. Perhaps we can use this thread to coordinate the release and the QA testing.
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@lafayette Does it make sense for the "notes" files to be (present or generated) in the "games" folder? How about the "doc" folder, which already may contain an "images" folder wherein every image displayed in the notes has already to be? Is it of no concern that, if any notes folder is opened directly (like with Microsoft Edge), every image is not displayed, and they all are even in a completely different place (the images are in
map/doc/images
and the "html" file is inmap/games
)? Is this not particularly strange for games like Total World War, whose notes are almost entirely a collection of images? By the way, besides not having any images, Microsoft Edge displays the notes quite differently from how TripleA displays them. -
@cernel said in General 2.6 Discussion:
By the way, besides not having any images, Microsoft Edge displays the notes quite differently from how TripleA displays them.
This is how TripleA displays the notes (correctly):
This is how Microsoft Edge displays the notes (incorrectly as it adds unwanted spacing between line breaks and seemingly ignores blank lines, thus destroying any format based on grouping and separating text by the absence or presence of a blank line, respectively):
This is not an actual problem, since, at least here, how TripleA displays is actually how I want it to display. However, I'm pointing out that the ability of opening the notes files without TripleA appears to be of little value even with no images in them, at least if using Microsoft Edge.
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@cernel Idk if its got anything to do with it, but microsoft got major hacked. Maybe Dan battling it. Aint seen him in a couple days
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@lafayette Does it make sense for the "notes" files to be (present or generated) in the "games" folder?
This is perhaps a good time to discuss where the file should be located. Co-located with the game-xml is easiest in some ways as the file names have to line up. Having one file in one folder and another in another folder will make it much easier to have file name typo's and then one will wonder why game-notes are not being found.
The
doc/images
folder I personally I found kinda annoying, I think it would be perhaps better for there to be agame/images
folder to contain those images.Microsoft Edge displays the notes quite differently from how TripleA displays them.
This is to be expected to some extent. The HTML fragment in game notes is not complete. The screenshot you have with the gray border I think is the HTML embedded within the game window. The center content is the HTML as rendered, which mostly matches what you see in the web browser.
incorrectly as it adds unwanted spacing between line breaks and seemingly ignores blank lines, thus destroying any format based on grouping and separating text by the absence or presence of a blank lin
Using whitespace to format HTML is not recommended. Whitespace in HTML is not significant beyond the first whitespace character (new line or space). Hence, multiple new lines are combined to be one, multiple spaces are combined to be one. Use the 'break' tag (
<br>
) for line breaks or wrap your text content in paragraph tags (<p>
).The HTML rendering engines between Swing (TripleA) and Edge are quite different, some variation is to be expected.
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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?
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@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.
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@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 agame/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
, thecomments.txt
(I don't even know what this does, actually.), thenotifications.properties
, theobjectives.properties
, thepoliticstext.properties
and thetooltips.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).
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@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.
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@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 theobjectives.properties
). -
@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.
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@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.)
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@cernel As far as the "objectives.properties" goes, instead of having a single
the_pact_of_steel/map/objectives.properties
file with theObjectives.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 theObjectives.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).
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@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. -
@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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@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.
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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)? -
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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I too was thinking could the map.yml hold the Star rating and the Era?
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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.