UHD World War II Global
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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...
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what is this in reference to ?
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<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...
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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
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'sEdit 2
Here's UHD. BM is inverted. I'll check the conditionsEdit 3
I screwed the condition upEdit 4
Probably not noticed as G rarely attacks Turn 1 or 2. I still need to fix itEdit 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.
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@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...
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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...
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@beelee said in UHD World War II Global:
I really like the "sedate" part
Dr. has pills and I just took mine!
Cheers...
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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
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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.
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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...