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    UHD World War II Global

    Scheduled Pinned Locked Moved Maps & Mods
    53 Posts 7 Posters 14.2k Views 5 Watching
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    • wc_sumptonW Online
      wc_sumpton
      last edited by

      @beelee

      Wow what a tangled mess. The "false" triggers are call by activateTrigger. This so that "removeUnits" can be done to one player while "placeUnits" can be handled by another player. But it uses a count of conditions/triggers. Are there 3 enemy units? Take one put one. Are there 2 enemy units? Take one put one. Is there one enemy unit? Take one put one. So, there are about 10 to 15 conditions/triggers for each such territory to count. Lots and lots of redundant coding. It seems that doing a change territory owner, then changing the unit's ownership to the new owner would be a fasters way of doing this because you don't have to count the number of units to change for each type of unit.

      Might take a little time to test, but you could cut the code in half, and it should be simpler to read.

      Just some thoughts.

      Cheers...

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

        @wc_sumpton

        yea i think that's probably for the Vichy code for the BM option. I'm not sure but I think it was done the way it was because the units weren't changing at the correct time.

        I'm pretty sure redrum did the initial code for it or at least provided an example to the BM guys. I don't remember for sure.

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

          @beelee

          I understand what is being done. It just feels like brute force. What happens if there are more than 3 units. Counting does not work. Plus, all the removeUnits, placement for each territory can be combined for each player.
          There is a note telling players that if playing "Oztea 1941" change units to damaged units while damaged units can be placed and then replaced with undamaged units if necessary.
          There just a lot here that seems over worked. I once took TWW xml from over 37,000 lines to just over 15,000.
          Sometimes this stuff bugs me... I'm going back to watching Wednesday and then maybe some WFF.

          Cheers...

          B 2 Replies Last reply Reply Quote 1
          • B Offline
            beelee @wc_sumpton
            last edited by

            @wc_sumpton said in UHD World War II Global:

            There just a lot here that seems over worked.

            oh there absolutely is. A lot of room for improvement but it works.

            Yes, have to have a different unit count for it to work. Think they went with the most likely combinations.

            You should check out "Global 40 House Rules" if you really want to see a disaster. Back when I first started 🙂

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

              @wc_sumpton said in UHD World War II Global:

              It just feels like brute force

              your conclusion would be correct 🙂

              Edit
              Yea this needs to be revisited at some point. My present time and interest is taken up with EXP.

              With the TTy corrections all fixed, it will probably be better to decouple the BM and Oz mods. I don't like having a pile of repos to keep updated but I suppose it'll be for the best.

              Any placement change would be a pita but most of those are dialed in as well.

              At any rate, it's a ways off. Just remembered crockett used UHD on my recommendation, so I should at least turn off Oz and BM in map options for him 🙂 as well as any pertinent Notifications.

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

                @beelee

                Ok, here's another "Stupid Question". There is a game option to place down "Ownership Flags". If this option is selected, flags appear on all territories designating which player owns these territories.

                    <attachment name="unitAttachment" attachTo="Flag" javaClass="UnitAttachment" type="unitType">
                      <option name="isInfrastructure" value="true"/>
                    </attachment>
                

                What is this for?

                    <attachment name="conditionAttachment_GermansRemoveProAxisFlagFinland" attachTo="Germans" javaClass="RulesAttachment" type="player">
                      <option name="directPresenceTerritories" value="Finland" count="1"/>
                       <!-- Are any of these German units in Finland -->
                      <option name="unitPresence" value="infantry:artillery:mech_infantry:armour:aaGun" count="1"/>
                    </attachment>
                    <attachment name="triggerAttachment_GermansRemoveProAxisFlagFinland" attachTo="Neutral_Axis" javaClass="TriggerAttachment" type="player">
                      <option name="conditions" value="Flag:conditionAttachment_GermansRemoveProAxisFlagFinland"/>
                      <!-- If German units are in Finland remove the Flag -->
                      <option name="removeUnits" value="Finland:Flag" count="1"/>
                      <option name="when" value="after:germansNonCombatMove"/>
                    </attachment>
                    <attachment name="triggerAttachment_GermansPlaceFlagFinland" attachTo="Germans" javaClass="TriggerAttachment" type="player">
                      <option name="conditions" value="Flag:conditionAttachment_GermansRemoveProAxisFlagFinland"/>
                      <!-- If German units are in Finland replace the removed Flag -->
                      <option name="placement" value="Finland:Flag" count="1"/>
                      <option name="when" value="after:germansNonCombatMove"/>
                    </attachment>
                

                Flags are "isInfrastructure" and so cannot participate or be destroyed in battle, but can be captured like factories and change ownership to whomever owns the territory. So why the musical flag swap and why only for neutral territories?

                Cheers...

                B 1 Reply Last reply Reply Quote 0
                • B Offline
                  beelee @wc_sumpton
                  last edited by

                  @wc_sumpton

                  I think it's the way the pro axis turn into whoever takes them over. I can't remember but it seemed as if they weren't changing.

                  The Flags themselves were something Elk had at the begininng of the project. He decided not to use them as they just take up a placement spot.

                  I had made the option so people such as myself who didn't like them, could turn them off.

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

                    @beelee said in UHD World War II Global:

                    I had made the option so people such as myself who didn't like them, could turn them off.

                    I understand about the option, that is a nice idea! 👍 😎
                    It's the flag dance that was giving me trouble, if the captured unit does not change into the proper players unit, then that would be a bug that would need to be checked. Will test this out later.

                    I've been able to chop about 2,000 lines of code, and I haven't even started on the fun stuff.

                    Cheers...

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

                      @wc_sumpton

                      heh heh

                      with there not being one for pro Allies, I may have realized I didn't need the trigger and just didn't delete it.

                      I try to keep stuff clean and have gotten somewhat better but as you can see, I'm not always successful 🙂

                      Edit
                      Actually I will probably just remove the Flags whenever I get around to working on it again 🙂

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

                        @beelee

                        Learn by doing. Even something I perceived as simple had me chasing my tail for a couple of hours this morning. Then when I discovered what was the cause of my little 'bug', I wanted to kick myself down the street.

                        Stupid, stupid. Stupid is as stupid does. That's me! 😵😜

                        Sometimes I surprise myself that I get anything to work.

                        Cheers...

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

                          @wc_sumpton

                          heh heh I just asked a buddy if I could use his 12' trailer to haul some brush. He said sure.

                          Then I thought, why don't I just use my pickup instead lol

                          Can't burn in town or that's what I'd do 🙂 We used to have a bonfire about once a week in Alaska. Rainforest. Grows back in a week lol

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

                            @beelee

                            Cannot do 'unitPresence' count ="0", as this will always be 'true'. count is equal to or greater than. Have to use invert on count="1" to fund an empty territory.

                            Cheers...

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

                              @wc_sumpton

                              what is this in reference to ?

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

                                @beelee

                                    <attachment name="conditionAttachment_Russians_1_Convoy_Clear" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
                                      <option name="enemyExclusionTerritories" value="125 Sea Zone" count="1"/>
                                      <option name="unitPresence" value="battleship:carrier:submarine:destroyer:cruiser" count="0"/>
                                    </attachment>
                                

                                Russians will never collect because there will always be 0 or more enemies in 125 Sea Zone, so this will always be false.

                                Cheers...

                                Just tested, "0" seem to work in this case. Sorry my bad, just disregard what I said.

                                Cheers...

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

                                  @wc_sumpton

                                  well something is off. Because i just tested in UHD and didn't show up in the objectives tab but in WWII 2nd edition it does.

                                  This veqryns code in 2nd edition. Trigger is to the right

                                  Screenshot from 2025-08-08 16-10-26.png

                                  I'll have to check UHD but it should be the same unless i don't have BM mod inverted for that trigger

                                  Edit
                                  Yea it's not working in UHD but it does in veq's

                                  Edit 2
                                  Here's UHD. BM is inverted. I'll check the conditions

                                  Screenshot from 2025-08-08 16-25-44.png

                                  Edit 3
                                  I screwed the condition up

                                  Screenshot from 2025-08-08 16-28-31.png

                                  Edit 4
                                  Probably not noticed as G rarely attacks Turn 1 or 2. I still need to fix it

                                  Edit 5
                                  Yea it was a BM thing. Their LL Objectives don't kick in until RD 3.

                                  I'll have to make another condition for it. Might as well whack those Flags while I'm at it lol. Think that's it for now. Need to check my notes. Might be a placement or two I wanted to change.

                                  Thank you for bringing that to my attention.

                                  🙂

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

                                    @beelee said in UHD World War II Global:

                                    I'll have to make another condition for it. Might as well whack those Flags while I'm at it lol. Think that's it for now. Need to check my notes. Might be a placement or two I wanted to change.

                                    Don't whack those flags, just combine them into a single trigger. The .png are already there. Just delete the renoveUnits/placement stuff to sedate that "Need to" feeling.

                                    Cheers...

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

                                      @wc_sumpton

                                      Hey Good Idea !

                                      I really like the "sedate" part 🙂

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

                                        @beelee

                                        So, this works:

                                        	 <!-- If not Oztea 1941 replace damaged units-->
                                            <attachment name="triggerAttachment_41ozInvert_Germans" attachTo="Germans" javaClass="TriggerAttachment" type="player">
                                              <option name="conditions" value="41ozInvert"/>
                                        		<!-- Damaged battleship not replaced -->
                                              <option name="removeUnits" value="118 Sea Zone:battleship"/>
                                              <option name="when" value="before:frenchTech"/>
                                              <option name="when" value="before:frenchPurchase"/>
                                              <option name="uses" value="1"/>
                                            </attachment>
                                            <attachment name="triggerAttachment_41ozInvert_Italians" attachTo="Italians" javaClass="TriggerAttachment" type="player">
                                              <option name="conditions" value="41ozInvert"/>
                                              <option name="removeUnits" value="97 Sea Zone:battleship"/>
                                              <option name="removeUnits" value="Southern Italy:harbour"/>
                                              <option name="placement" value="97 Sea Zone:battleship"/>
                                              <option name="placement" value="Southern Italy:harbour"/>
                                              <option name="when" value="before:germansTech"/>
                                              <option name="when" value="before:germansPurchase"/>
                                              <option name="uses" value="1"/>
                                            </attachment>
                                        
                                              <unitPlacement unitType="battleship" territory="118 Sea Zone" quantity="1" owner="Germans" unitDamage="1"/>
                                              <unitPlacement unitType="battleship" territory="97 Sea Zone" quantity="1" owner="Italians" unitDamage="1"/>
                                              <unitPlacement unitType="airfield" territory="Malta" quantity="1" owner="British" unitDamage="5"/>
                                              <unitPlacement unitType="airfield" territory="United Kingdom" quantity="1" owner="British" unitDamage="3"/>
                                              <unitPlacement unitType="harbour" territory="United Kingdom" quantity="1" owner="British" unitDamage="3"/>
                                              <unitPlacement unitType="factory_major" territory="United Kingdom" quantity="1" owner="British" unitDamage="10"/>
                                              <unitPlacement unitType="harbour" territory="Southern Italy" quantity="1" owner="Italians" unitDamage="5"/>
                                        

                                        Cheers...

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

                                          @beelee said in UHD World War II Global:

                                          I really like the "sedate" part

                                          Dr. has pills and I just took mine! 😁

                                          Cheers...

                                          B 2 Replies Last reply Reply Quote 1
                                          • B Offline
                                            beelee @wc_sumpton
                                            last edited by beelee

                                            @wc_sumpton

                                            Oh you lucky Dog 🙂

                                            My Doctors all anti pain medicine. I have to self medicate 🙂

                                            Edit
                                            I'll have to look at the above closer. Looks as if we can get Oz to start without edit. Or at least for the Ships. Infrastructure damage probably not.

                                            I guess I really should decouple but then you have to maintain multiple repos and anytime anything changes you have to change them all.

                                            I thought just having a one click option, only need to DL one map would be easier for the user too.

                                            Maybe not 🙂

                                            1 Reply Last reply Reply Quote 1

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