Battle for Craglorn - Alpha/Early Testing Thread
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Yes just adding in
<connection t1="FOT9" t2="NO10"/>
should workHowever, on your GitHub download the xml was called battle_for_craglorn.xml.xml
note the duplicated xml, remove one of those, try that.When testing your Google Drive share use 'anyone with this link' and use say Firefox (a browser with no direct access to your Google Account) to test the download.
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Ok i am basically ready for my version v0.2.
I have added everything but the connection problem.
If i can fix the problem in next 1-2 days then i will bring it into v0.2.
If not then the bug will stay and i will try to fix it for next version.What i found is that the "connection.txt" does nothing. I did even completely delete it and the game would still start. I has all the connections including the buggy one.
No matter what i change in the connections.txt, it does nothing to the game. I did just delete some connections but when starting the game they were all there.
So it seems that the information from the connections.txt has already beed read in and is used somewhere in the other files. I have just no idea how to re-read it in again to make changes work. -
What i found is that the "connection.txt" does nothing
Yes it does nothing and is just a temporary unread file.Im guessing you are using the TripleA tools to do your changes, at this stage, stop using them and do your changes manually in the xml file.
All the connections are in your xml file. Did you rename it?
Search for <connection to find the start of them.
Manually add the ones that are missing in the xml file.Are you using Notepad++, its a text editor and then some, if not try it out its free
https://notepad-plus-plus.org/downloads/ -
@tannenbernie said in Battle for Craglorn - Alpha/Early Testing Thread:
Ok i am basically ready for my version v0.2.
I have added everything but the connection problem.
If i can fix the problem in next 1-2 days then i will bring it into v0.2.
If not then the bug will stay and i will try to fix it for next version.What i found is that the "connection.txt" does nothing. I did even completely delete it and the game would still start. I has all the connections including the buggy one.
No matter what i change in the connections.txt, it does nothing to the game. I did just delete some connections but when starting the game they were all there.
So it seems that the information from the connections.txt has already beed read in and is used somewhere in the other files. I have just no idea how to re-read it in again to make changes work.TripleA Map Creator Tools/Step 3: Game XML/Run the Connection Finder:
This is the ConnectionFinder.
It will create a file containing the connections between territories, and optionally the territory definitions as well.
Copy and paste everything from this file into your game xml file (the 'map' section).
The connections file can and Should Be Deleted when finished, because it is Not Needed and not read by the engine.
I suggest running the Connection Finder at 2 pixels more than your borders' wideness, then check all the connections for the points where four or more zones met (which are usually quadripoints) and delete the ones which are not supposed to be there. Easier to delete than to add and, if you have no points where more than three zones met, you should have the perfect file, actually.
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Also, I don't know what you are doing, but, if you are drawing considerably thick borders, you should make sure that your drawing tool is circular. If it is a square, then oblique borders are going to end up being thicker than borders which run more parallel to either axis.
As said, I don't know if this is the case for you.
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@cernel Hey, thanks to you i found it.
So simple, i completely had forgotten that the connections file gets copied into the game xml. So i had to do the change to the missing connection in the game xml of course. Added a simple line and now it all works. Great, thank you for that.
I will now see that i do some last corrections and then bring on v0.2!
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@tannenbernie Ok i have updated with Version v0.2, real units now. Links are in first post page 1, happy for feedback
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@tannenbernie
In 1984 terms Double-plus-good! (On v0.2)I really like your unit icon style, simple but very effective.
How do you do them? (As an overview not in detail.)I use latest 2.6 and it errors, you need to rename game folder to games
Personally I would resize your small flags to 20x20 or 16x16, less white space to scroll through when debugging the rounds/history in the left hand pane.
You can find and replace this text in the xml
games.strategy.triplea.attachments. (note the .)
and replace it with nothing.
So save your current xml to another name and try it.
It will reduce your file size and make the xml more readable..
At about line 795, add the following
<!-- ======================================= TECHNOLOGY ======================================= -->
<!-- below removes the Tech grid on the Players tab with no tech properties defined -->
<technology>
</technology> -
@thedog said in Battle for Craglorn - Alpha/Early Testing Thread:
@tannenbernie
In 1984 terms Double-plus-good! (On v0.2)I really like your like your unit icon style, simple but very effective.
How do you do them? (As an overview not in detail.)Well, i am no graphics guy, so i had to find a simple way of "drawing" my models.
Basically i did the following steps (example bowman):- Google for bowman
- Look for a picture with a good silhouette, no matter if comic, real pic or a drawing
- Take a screenie and copy to paint
- Add a 2nd layer to paint and draw the silhouette of the picture in it
- Modify the silhouette to make it more simple (e.g. remove quiver, make bow bigger)
- Fill your new silhouette with life
- Always the same 4 colors for each faction
- Fill simple, e.g. arms black, legs black, rest red, halberd brown, Halberd blade and helm silver
Well, that was basically my way. I always needed some kind of template to start, then i made my own model out of it.
I use latest 2.6 and it errors, you need to rename game folder to games
Personally I would resize your small flags to 20x20 or 16x16, less white space to scroll through when debugging the rounds/history in the left hand pane.
You can find and replace this text in the xml
games.strategy.triplea.attachments. (note the .)
and replace it with nothing.
So save your current xml to another name and try it.
It will reduce your file size and make the xml more readable..
At about line 795, add the following
<!-- ======================================= TECHNOLOGY ======================================= -->
<!-- below removes the Tech grid on the Players tab with no tech properties defined -->
<technology>
</technology>Ok sounds good. I will give it a try.
Thank you. -
@thedog said in Battle for Craglorn - Alpha/Early Testing Thread:
I use latest 2.6 and it errors, you need to rename game folder to games
Moreover, in the
map.yml
, the "map_name" should be the same as the name of your main folder. In this case,battle_for_craglorn_v02
.Besides, are you sure that you want to have that name for your map instead of just
battle_for_craglorn
?Still, in the
map.yml
, as I said, I would suggest you to have a better title by any standards, meaning changing the line
- {game_name: battle_for_craglorn, file_name: battle_for_craglorn.xml}
with the line
- {game_name: Battle for Craglorn, file_name: battle_for_craglorn.xml}
About that, TripleA prioritizes upper case, so, if you open the games' selection with TripleA 2.6, you will see that your map is towards the bottom of the list. It took me some time to realize that the game was on the list at all.
I guess you are still on 2.5. As a map-maker, you should have really already updated to 2.6.
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Have you considered that, in a map like this one, having the allied players on opposite corners may be more interesting? I'm not saying it is, just wondering.
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Sorry for late reply, having a lot of family business atm. I will have a look into those naming-issues and see that i fix it so it goes with the desired standard.
As for the version, that is not so easy. I am playing AAA a lot in LAN with friends who have version 2.5. They could update too but then their friends would need to update too i guess, so its a bit of a rat-tail. Unless both versions can play together in LAN, i didnt test that yet.
@Cernel Opposite corners would be better indeed. But dont forget that i started the map as 4 player FFA. I just came to 2vs2 later on and now its not easy to change anymore. Making units transparent, making better terrain graphics ... all that will already keep me busy for weeks i guess.
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In case you have not seen this, you can have both 2.5 & 2.6 installed at the same time.
https://forums.triplea-game.org/topic/3724/how-to-have-triplea-2-5-2-6-installed-at-the-same-time