Help creating a map
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I'll try to answer these one at a time.
@smoke said in Help creating a map:
I'd like to have one of my land troops (wizard) be able to attack before other units, no matter what. Very similar to the first strike ability of submarines. Is the only way to accomplish this to use the 'isSub' unit attachment? I don't want the other parts of isSub, like the interactions between destroyers and air units.
Yes use "isFirstStrike". "isSub" is broken down into individual pieces: "isFirstStrike", "canEvade", "canNotTarget", "canNotBeTargetedBy", "canBeMovedThroughEnemies" and "canMoveThroughEnemies".
Or as @TheDog suggested use AA attacks.@smoke said in Help creating a map:
I'd like for my warship unit to be able to fight in sea battles as well as carry troops on it, like a mix between a transport ship and a destroyer into one unit. So I have this for the warship:
@TheDog has you answer, use "isCombatTransport".
@smoke said in Help creating a map:
I'd like the wizard unit and fighter unit, while being transported by a warship, to be able to participate in sea combat. Meaning, a warship can load a wizard and a fighter, move one spot into the seazone where an enemy warship is located, have battle occur (1 warship, 1 wizard, 1 fighter vs 1 warship), and then if the attacking warship survives, it can unload any surviving cargo onto adjacent land. Then, that cargo can participate in a land battle right then and there. A unique scenario in the game where a troop can participate in two different battles on a single turn, but I don't know how to implement it.
As of now, only "isAir" unit can participate in both land and sea battles and the owning player has to choose which battle. Also, air units are the only unit to move after being in a battle. Even if TripleA were modified to allow cargo to participate in sea battles, those units would be stuck as cargo until the next player turn.
@smoke said in Help creating a map:
Can I make it so all air troops can end their turn on water and not die? I tried adding the 'isAir' and 'isSea' tags to the troops to no avail.
This has been asked for may times, there is a workaround for this, takes some trigger work. Will try to find an example later.
@smoke said in Help creating a map:
My game's factory equivalent is called a Castle. You need a castle to spawn troops, Castle's cannot move, and Castle's can defend with a 3/4 chance to hit. I'd like for Castle's to be able to be taken as a casualty during combat, but if done, the Castle becomes "inactive". It will sit out of the rest of the battle until the battle is over. If the attacker wins, the Castle's ownership is transferred to the attacker and is "reactivated". (Just like a factory, units cannot be spawned there until following turn). If the defender wins, the castle is just reactivated and can defend and spawn troops as normal.
Not really understanding what you want with this. To have the "Castle" defend just add a "defense" value. Units are captured at the end of a battle, when would this unit change to "inactive"?
@smoke said in Help creating a map:
Is there a way to enable zooming? I've always been able to zoom in and out while playing TripleA to see troops and territories more closely, but I can't seem to zoom in my game.
Zooming is very limited on this map because of its size. Still, I'm able to zoom some.
@smoke said in Help creating a map:
During the production phase, the production window that pops up is way bigger and stretched than it should be, it looks horrible but it is still functional. Any settings to modify that?
@beelee has given you some idea here.
I like the new units! I would think about making the mini map smaller as it takes up a lot of room on the right side.
Still, very well done!
Cheers...
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@smoke said in Help creating a map:
Can I make it so all air troops can end their turn on water and not die? I tried adding the 'isAir' and 'isSea' tags to the troops to no avail.
By using step property "removeAirThatCanNotLand" will allow all air units to remain on the map without removing them. This property should be added to both placement and non-combat movement:
<!-- Karkoth Game Sequence --> <step name="karkothCombatMove" delegate="move" player="Karkoth"/> <step name="karkothPurchase" delegate="purchase" player="Karkoth"/> <step name="karkothBattle" delegate="battle" player="Karkoth"/> <step name="karkothPlace" delegate="place" player="Karkoth"> <stepProperty name="removeAirThatCanNotLand" value="false"/> </step> <step name="karkothNonCombatMove" delegate="move" player="Karkoth" display="New Units Move"> <stepProperty name="removeAirThatCanNotLand" value="false"/> </step> <step name="karkothEndTurn" delegate="endTurn" player="Karkoth"/>
Hope this is helpful!
Cheers...
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@thedog said in Help creating a map:
Also I dont think <diceSides value="24"/> is supported as a lot of the combat values are just 6, even though you have values higher than 6.
So suggest you use dice sides 12 and halve your attack & defence values.Is there any reason that 24 isn't supported and 12 is? It becomes an issue cuz I'd like for a troop to have a 3/8 chance of hitting (or 9/24) so that would become an awkward 4.5/12 which I doubt is possible within TripleA... Other troops hit chances are 3/4, 7/12, 1/6, so 24 was the least common denominator of all of those.
@wc_sumpton said in Help creating a map:
@smoke said in Help creating a map:
My game's factory equivalent is called a Castle. You need a castle to spawn troops, Castle's cannot move, and Castle's can defend with a 3/4 chance to hit. I'd like for Castle's to be able to be taken as a casualty during combat, but if done, the Castle becomes "inactive". It will sit out of the rest of the battle until the battle is over. If the attacker wins, the Castle's ownership is transferred to the attacker and is "reactivated". (Just like a factory, units cannot be spawned there until following turn). If the defender wins, the castle is just reactivated and can defend and spawn troops as normal.
Not really understanding what you want with this. To have the "Castle" defend just add a "defense" value. Units are captured at the end of a battle, when would this unit change to "inactive"?
The idea is that the castle can be taken as a casualty during combat, and that's when it becomes inactive. As of now, even if the castle has a defense value, it does not count as a "troop" or a "life" and if it is the last troop standing then combat is over. However, the attacking player should have to land a hit to take out the castle before winning combat. Then, it is captured as normal. So for all intents and purposes, the castle acts as a troop during combat and needs to be defeated. It defends as normal, and it will stop defending if the defender chooses to take it as a casualty during combat just like any other troop.
@wc_sumpton said in Help creating a map:
Zooming is very limited on this map because of its size. Still, I'm able to zoom some.
I like the new units! I would think about making the mini map smaller as it takes up a lot of room on the right side.
Whenever I hold ctrl and scroll my mouse wheel, normally maps can zoom in, but I can't zoom even a pixel on my map. Scrolling without ctrl moves the map up and down but I can't go in any further. Are you saying it'd be possible if the map were longer, like normal A&A maps are?
Also, correct me if I'm wrong, but I thought the minimap was already pretty small? The first picture is the minimap as of yesterday and the second picture is the minimap after the change I just made to make it smaller. The first one doesn't appear to be that large, and it isn't covering anything either. Couldn't I even make it bigger to fill that whole space to the right of the main map? Because making it smaller didn't change where the main map is anyway.
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@smoke Don't hung up with replicating Conquest of Nerath exactly in TripleA. You are not going to be able to everything exactly. TripleA will not be able to directly support events, magic items and dungeons. You will need to make approximations.
I would suggest choosing D10 or D12 for combat and accept that the probabilities will differ a little. I am not sure will really be able to get elementals to work the way you want or to have wizards and heroes affect naval combat. What counts is making a fun game that evokes the Conquest of Nerath.
Note that Invasion: U.S.A. does not perfectly replicate Fortress: America but it is still fun. World War 1 1914 doesn't support many rules of Axis & Allies: 1914. WW2-Zombies does not support important parts of Axis & Allies & Zombies, but it has plenty of zombies.
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@rogercooper This is for my friends and I to experiment with while we aren't together with equal access to the board game. Things like dungeons and cards will be performed using an outside application. I know TripleA won't be able to replicate the game exactly, but I'd like to get as close as possible. For things that are just not possible (water combat with wizards) we will roll dice in real life to simulate those battles, but as I said I'd like for TripleA to do what it can to make life easier. But you are not the first to mention using a D10 or D12 for combat! I am curious why that is, because the option browser says any value from 1 to 200 should work
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@smoke
diceSides Although the documentation says 200, this is not practical for the battle panel as that would require 200 Attacker & 200 Defender cells.
Im no Dev, but I have seen maps with d20 working, so Im guessing thats the limit.Map Zoom, the pre-release 2.6 will give you what you want, a zoom in, get it here;
https://github.com/triplea-game/triplea/releasesYour map is only 1363x1080px, small compared to most maps.
If you want 2.5 & 2.6 at the same time do this;
https://forums.triplea-game.org/topic/3724/how-to-have-triplea-2-5-2-6-installed-at-the-same-time -
You should at least double the size of your map, so the map will have space to deploy all the units.