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    Question about trenches domination 1914 no mans land

    Scheduled Pinned Locked Moved Map Making
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    • R Offline
      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 Offline
          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 Offline
            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...

              R 1 Reply Last reply Reply Quote 2
              • B Online
                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

                R 1 Reply Last reply Reply Quote 2
                • TheDogT Offline
                  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

                  R 1 Reply Last reply Reply Quote 2
                  • R Offline
                    Ramon @TheDog
                    last edited by

                    Hi, @TheDog

                    Thanks a lot for your response!

                    I made the following changes:

                    -added the variable list all players/all sz.
                    -added your code:

                    <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="0"/>
                    </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>

                    However i'm not getting it to work correctly.

                    The seazones flips to the occupier as intended, but the PUs do not transfer (the original owner does lose the PUs)

                    for reference, each sea zone is defined like this:

                    each sz is defined like this:
                    <territoryOwner territory="Sea Zone 1 Hudson Bay" owner="British"/>

                    <territory name="Sea Zone 1 Hudson Bay" water="true"/>

                    <attachment name="territoryAttachment" attachTo="Sea Zone 1 Hudson Bay" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
                    <option name="production" value="1"/>
                    <option name="blockadeZone" value="true"/>
                    </attachment>

                    am i missing something, or could this be due to the map being outdated?

                    Cheers!

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

                      Hi, @wc_sumpton

                      Thanks a lot for your response,

                      The minus signal works perfectly! Thanks!

                      About the Sea Zones, to clarify:

                      In this map, we want Sea Zones to have a value of 1 PU. When an opponent captures a Sea Zones, the PU should transfer accordingly, so that the new owner receives 1 production each turn.

                      Cheers!

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

                        Hi, @beelee

                        Thanks a lot about the research and suggestions!

                        It doesnt seem to work in the usual way, but it could be made to work with triggers (as the dog suggested).

                        I just wanted to thank you for your help and thinking along with me.

                        Cheers!

                        1 Reply Last reply Reply Quote 2
                        • TheDogT Offline
                          TheDog @Ramon
                          last edited by

                          @Ramon

                          So here it is working in the new map.
                          Check the Territory Tab for
                          Current Owner=Original Owner

                          0ca42bb0-b0a8-4272-b170-3a538c0ba7b6-image.jpeg

                          .
                          In History EndTurn/Resources find Trigger SZ in the relevant round

                          891d58fd-8bd4-4d83-8d11-f3cf991b5901-image.jpeg

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

                          R 1 Reply Last reply Reply Quote 1
                          • R Offline
                            Ramon @TheDog
                            last edited by

                            @TheDog

                            The original owner doesnt change, and i dont see the relevant history like in your map.

                            is this a problem with the code or with the version?

                            Maybe a bit of a noob question but does the order where i put the relevant code in the xml matter? That might screw things up?

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

                              @Ramon

                              The original owner doesnt change, and i dont see the relevant history like in your map.

                              If the original owner does not change then the entry in the history list will not appear.

                              .

                              is this a problem with the code or with the version?

                              Very probably not, as it works fine with 11 Rings of Power (the new unpublished map) and does not work with 1888A Steam and Steel. So like you I cant deduce why 1888A is not working 🤯🤯🤯
                              I have compared xml properties and map properties 😕 😖 to no avail.

                              .

                              Maybe a bit of a noob question but does the order where i put the relevant code in the xml matter? That might screw things up?

                              Only that it must be in the Attachment block of code , that is inside
                              <attachmentList>
                              </attachmentList>
                              The order should not matter, but I put Triggers/conditions after other stuff in the attachmentList block.

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

                              B R 2 Replies Last reply Reply Quote 1
                              • B Online
                                beelee @TheDog
                                last edited by

                                @ramon

                                I think the condition that activates the trigger/condition has to come before the trigger/condition.

                                Also, other things will still work but depending on where they're listed, will affect how they show up in the purchase window for example.

                                Support attachments as well but I don't remember the specifics. WC clued me in on it. I need to look it up again.

                                1 Reply Last reply Reply Quote 1
                                • R Offline
                                  Ramon @TheDog
                                  last edited by

                                  Hi, @TheDog

                                  I noticed the top line:

                                  <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>

                                  As i understand it, this should make each sea zone worth 1 PU? That doesn't seem to happen in my map, so im wondering if this might be related to the issue?

                                  I dont know honestly, but thanks for all the help! Let me know if you somehow find a fix!


                                  Another question regarding map creater tool.

                                  I'm editing a map right now (domination 1914 NML).

                                  and following this guide: https://forums.triplea-game.org/topic/3432/a-brief-guide-to-the-map-creator-tools-utilities

                                  Splitting territories in two has worked for me, but creating new territories (islands as example) works differently? I cant get it to work, i assume its different from dividing excisting territories but how does this work?

                                  Same goes for sea zones, does that also work different?

                                  Thank you!

                                  B wc_sumptonW 2 Replies Last reply Reply Quote 0
                                  • B Online
                                    beelee @Ramon
                                    last edited by

                                    @Ramon

                                    For a new TTy you will need the correct xml info and then do the centers poly thing as well as drawing the new TTy.

                                    I forget the specifics but I'd pick a TTy and follow it through the xml adding the new name next to it. You can add the connections later but it shouldn't hurt to do it now either.

                                    Once the xml is up to date, follow Elk's guide step by step. @thedog probably more up to date on it than I 🙂

                                    If need be, we'll bring in reinforcements if you get stuck 🙂

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

                                      @Ramon said:

                                      As i understand it, this should make each sea zone worth 1 PU? That doesn't seem to happen in my map, so im wondering if this might be related to the issue?

                                      This is a condition statement and is checking if player owns a sea zone.

                                      Cheers...

                                      1 Reply Last reply Reply Quote 0

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