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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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    • B Online
      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 Offline
        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 Online
          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 Offline
            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 Online
              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 Offline
                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 Online
                  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 Offline
                    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 Online
                      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 Offline
                        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 Online
                          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 Offline
                            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 Online
                              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 Offline
                                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 Offline
                                  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 Online
                                    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
                                    • B Online
                                      beelee @wc_sumpton
                                      last edited by

                                      @wc_sumpton

                                      yea so the BB/Bismark in Oz needs to start damaged or with 1 hit. Can't do it with a trigger I don't think. unitPlacement that is.

                                      Screenshot from 2025-08-08 22-13-32.png

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

                                        @beelee

                                        I used unitPlacement to place the BB/Bismark, the damaged Italian BB at 97 and the damaged structures in London, Malta and Southern Italy. If "Oztea 1941" is not checked, then all damaged units are removed and replaced as needed. Yes, I know that placement cannot place a damaged unit, that is why all damaged units are placed during <unitInitialize>. It just the reverse of having to change the map when "Oztea 1941" is checked.

                                        Cheers...

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

                                          @beelee

                                          There are 2 ways to change French forces to Vincy (Pro-Axis) French without having to count through the units. First is the use of "isInfrastructure" as infrastructure units change over to the territory owner. But it's really not that controlled as there may be some unexpected changes. Next is "canBeCapturedOnEnteringBy". This works as long as unitAttachments, territoryAttachments and playerAttachments edits are done prior to the changeOwnership of the territories. "canBeGivenByTerritoryTo" also works, but the changeover in not until the endTurn and the "Franco-German Armistice" is check at the beginning of the French players turn.

                                          uhd_ww_ii_global_test.zip

                                          This is my testing file with a map.yml. The Vincy process starts at line 6408 ~ 6625 little over 200 lines without the French Liberation (so add another 100 lines). Compared to about 8000 (yes that's 200 vs 8000 and I did not use any variables/foreach, just straight code).

                                          Cheers...

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

                                            @wc_sumpton

                                            Sweet !

                                            RightArm.png

                                            1 Reply Last reply Reply Quote 0

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