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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 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 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 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 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 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 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 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
                    • B Offline
                      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 Offline
                            beelee @wc_sumpton
                            last edited by

                            @wc_sumpton

                            Sweet !

                            RightArm.png

                            1 Reply Last reply Reply Quote 0

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