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    Question about trenches domination 1914 no mans land

    Scheduled Pinned Locked Moved Map Making
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    • wc_sumptonW Offline
      wc_sumpton @beelee
      last edited by

      @beelee said:

      What does that one do ?

      From my understanding this setting restricted the taking of 0 attack/0 defense units as fodder during combat, and allows these units to be auto-destroyed if there are no accompanying units.

      Cheers...

      B 1 Reply Last reply Reply Quote 3
      • B Offline
        beelee @wc_sumpton
        last edited by

        @wc_sumpton

        ahh maybe it only works if the battle starts out that way ? After the hitters are dead, you still have to roll to kill them ?

        I will test 🙂

        1 Reply Last reply Reply Quote 2
        • R Online
          Ramon @wc_sumpton
          last edited by

          @wc_sumpton

          Thank you for your response!

          Turns out that setting was indeed not enabled.

          Once i enable this setting i'm running into another issue. In our mod, transports have 1 defense and battlecruisers are able to transport 1 inf. However this setup appears to be incompatible, im recieving the following error:

          Validation errors parsing game-XML file: C:\Users\ramon\triplea\downloadedMaps\war_plan_red_orange\war_plan_red_orange\map\games\War_Plan_Red_Orange.xml, errors: Restricted transports cannot have attack or defense, , for: UnitAttachment attached to: UnitType{name=transport} with name: unitAttachment Restricted transports cannot have attack or defense, , for: UnitAttachment attached to: UnitType{name=battlecruiser} with name: unitAttachment

          this makes sense, if i understand correctly i cant restrict transport casaulties and making them have 1 defense.

          Is there a way to make these features compatible?

          Thank you!

          wc_sumptonW 1 Reply Last reply Reply Quote 0
          • wc_sumptonW Offline
            wc_sumpton @Ramon
            last edited by

            @Ramon

            Try "isCombatTransport" for those units that can transport and also participate in battle.

            Cheers...

            R 1 Reply Last reply Reply Quote 3
            • R Online
              Ramon @wc_sumpton
              last edited by

              @wc_sumpton

              Thanks a lot!

              I hope im not asking too much,

              We are implementing landmines and currently i have the following unit attachment set up:

              <attachment name="unitAttachment" attachTo="landmine" javaClass="UnitAttachment" type="unitType">
              <option name="defense" value="0"/>
              <option name="attack" value="0"/>
              <option name="isAA" value="true"/>
              <option name="attackAA" value="1"/>
              <option name="maxAAattacks" value="6"/>
              <option name="targetsAA" value="infantry:tank:cavalry"/>
              <option name="isInfrastructure" value="false"/>
              <option name="isFirstStrike" value="true"/>
              <option name="isConstruction" value="true"/>
              <option name="constructionType" value="bunker"/>
              <option name="constructionsPerTerrPerTypePerTurn" value="1"/>
              <option name="maxConstructionsPerTypePerTerr" value="10"/>
              </attachment>

              Right now landmines behave like Anti-aircraft against troops (first strike and hitting a set number of units, which is intentional), but they also have 1 hp

              In a perfect situation the landmine should act like a normal AA (like the one in domination), but once the territory is captured it should destroy itself.

              I have looked at other maps, but i couldnt find any that implement landmines in this way. Do you know if this is possible?

              I tried making it a suicide unit, this didnt work, they all suicide after 1 infantry attacks them.

              If i make them non-suicide the enemy can capture them

              I appreciate your help, cheers!

              wc_sumptonW 1 Reply Last reply Reply Quote 0
              • wc_sumptonW Offline
                wc_sumpton @Ramon
                last edited by

                @Ramon

                Try something like this:

                <attachment name="unitAttachment" attachTo="landmine" javaClass="UnitAttachment" type="unitType">
                <!-- <option name="defense" value="0"/> removed -->
                <!-- <option name="attack" value="0"/> removed -->
                <!-- <option name="isAA" value="true"/> removed -->
                <!-- Expanding "isAA" values -->
                <option name="isAAforCombatOnly" value="true"/>
                <option name="isAAforFlyOverOnly" value="true"/>
                <option name="typeAA" value="Landmines"/>
                <option name="attackAA" value="1"/>
                <option name="maxAAattacks" value="6"/>
                <option name="targetsAA" value="infantry:tank:cavalry"/>
                <option name="isInfrastructure" value="true"/> <!-- Changed so units can't be taken as fodder -->
                <!-- <option name="isFirstStrike" value="true"/> removed -->
                <option name="isConstruction" value="true"/>
                <option name="constructionType" value="Landmines"/> <!-- Changed -->
                <option name="constructionsPerTerrPerTypePerTurn" value="1"/>
                <option name="maxConstructionsPerTypePerTerr" value="10"/>
                <!-- The following is added so that mines operate on defense -->
                <option name="isSuicideOnDefense" value="true"/>
                <!-- only those units that gets a hit are removed -->
                <option name="isSuicideOnHit" value="true"/>
                <!-- Unit can not be captured -->
                <option name="destroyedWhenCapturedBy" value="BY:$ListOfAllPlayers$"/>
                </attachment>
                

                Also "Units Can Be Destroyed Instead Of Captured" will need to be set.

                Cheers...

                R 2 Replies Last reply Reply Quote 3
                • R Online
                  Ramon @wc_sumpton
                  last edited by

                  @wc_sumpton

                  thanks a lot!

                  So far it seems to work perfectly!

                  1 Reply Last reply Reply Quote 2
                  • R Online
                    Ramon @wc_sumpton
                    last edited by

                    @wc_sumpton

                    I have a couple of questions regarding the map development:

                    Is it possible that sea zones have production value that transfers to the occupier

                    For example, i currently have this:

                    <attachment name="territoryAttachment" attachTo="Sea Zone 142 Pacific Ocean" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
                    <option name="production" value="1"/>

                    but this doesnt make the production value transferable to the occupier, am i missing something here?

                    I also have a question about tech:

                    <attachment name="triggerAttachmentCTanks" attachTo="Chinese" javaClass="TriggerAttachment" type="player">
                    <option name="trigger" value="conditionAttachmentTanksC"/>
                    <option name="productionRule" value="ChineseFrontier:buytank"/>
                    <option name="availableTech" value="Zeppelins:zeppelin"/>
                    <option name="uses" value="1"/>
                    <option name="when" value="after:chineseTechActivation"/>
                    </attachment>

                    In this setup, when the Chinese research tanks, they unluck zeppelin. Is it also possible to do the opposite? So that unlocking tanks would disable or lock out the zeppelin instead of enabling it?

                    Cheers!

                    ~Ramon

                    wc_sumptonW B TheDogT 3 Replies Last reply Reply Quote 0
                    • wc_sumptonW Offline
                      wc_sumpton @Ramon
                      last edited by

                      @Ramon said:

                      but this doesnt make the production value transferable to the occupier, am i missing something here?

                      I don't understand what is meant by 'transferable'. Sea Zones, by default do not have owners. Maybe use 'originalOwner' or within '<ownerInitialize>' section may help.

                      The setup would be the same, but use:
                      <option name="availableTech" value="Zeppelins:-zeppelin"/>
                      Please note the "-" (minus sign/dash) before zeppelin, this will remove zeppelin from the Zeppelins category. If zeppelin can be added later just check that tank research is false, prior to adding zeppelin.

                      Cheers...

                      1 Reply Last reply Reply Quote 1
                      • B Offline
                        beelee @Ramon
                        last edited by beelee

                        @Ramon

                        Hi Ramon

                        You could try something like this

                        Screenshot from 2026-08-01 23-27-56.png

                        I don't have a production value set but you can see that Japan controls 6 SZ. If USA takes control of the SZ it will then show them as the Owner.

                        You might need to activate some properties. This is based on the Global 40 game.

                        You can also kinda do it with convoy zones. They work a little different. If you control certain TTys, then the corresponding SZ's PU value will go to the player controlling the TTys or vice versa. I can't remember.

                        But I think if you just give a production value to what I posted/screenshot it should work

                        Edit
                        Hmm ... that looks like what you already have. I'm trying to test but now triplea is throwing an error at me lol

                        Edit 2
                        Yea so I don't think you can do what you want

                        Screenshot from 2026-08-02 00-27-31.png

                        What you may be able to do and it'd be kind of a hack, is have a condition showing control of the SZ e.g. USA Units present no JPN Units present in the SZ and have it activate a trigger that gives the desired bonus income/value of the TTy

                        1 Reply Last reply Reply Quote 0
                        • TheDogT Online
                          TheDog @Ramon
                          last edited by TheDog

                          @Ramon
                          I have been working on a new FFA map and realised that SZ PU were not transferring ownership when taken over from their original owner.

                          There is a lot of work to do to make this happen.
                          You need a <variableList> for
                          List of Players, All-Players
                          List of Sea Zones, All-SZ

                          and this code

                          <!-- Change current SZ owner to originalOwner -->
                              <attachment foreach="$All-Players$^$All-SZ$" name="conditionAttachment_SZ_@All-Players@_@All-SZ@" attachTo="@All-Players@" javaClass="RulesAttachment" type="player">
                          		<option name="directOwnershipTerritories" value="@All-SZ@" count="1"/>
                              </attachment>
                          	<attachment foreach="$All-Players$^$All-SZ$" name="triggerAttachment_SZ_@All-Players@_@All-SZ@" attachTo="@All-Players@" javaClass="TriggerAttachment" type="player">
                          		<option name="conditions" value="conditionAttachment_SZ_@All-Players@_@All-SZ@"/>
                          		<option name="territories" value="@All-SZ@"/>
                          		<option name="territoryAttachmentName" value="TerritoryAttachment" count="territoryAttachment"/>
                          		<option name="territoryProperty" value="originalOwner" count="@All-Players@"/>
                          		<option name="when" value="before:@All-Players@1EndTurn"/>
                          	</attachment>
                          

                          This is not fully tested as I cannot get it to work on an old map 1888A Steam & Steel, but it works for my new map 🙄

                          However, it takes the current SZ owner and makes it the originalOwner, before the EndTurn for each player. Note I have a 1 in front of EndTurn. In your case this can be removed.

                          This will allow SZ PU to be collected for the owning (now original) player.
                          Hope it works for you 🤞

                          https://forums.triplea-game.org/tags/thedog
                          https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

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