TripleA Logo TripleA Forum
    • TripleA Website
    • Recent
    • Popular
    • Register
    • Login

    Question about trenches domination 1914 no mans land

    Scheduled Pinned Locked Moved Map Making
    86 Posts 6 Posters 4.6k Views 6 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • B
      beelee @Ramon
      last edited by

      @Ramon

      The other option would be to disallow the Flying Boat to enter land altogether.

      yea that's what I was trying to suggest, I just can't remember how to do it 🙂

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

        @Ramon said:

        Is disallowing the flying boats to attack and land on land altogether relatively easy? If so how can this be done?

        Using "unitsNotAllowed" in territoryEffect.

        Cheers...

        1 Reply Last reply
        Reply Quote 1
        • VictoryFirstV
          VictoryFirst @Ramon
          last edited by VictoryFirst

          @Ramon I think the best way to do this is to add a territoryEffect called "Land", add the territory effect to every land territory in the game, then create a territoryEffectAttachment for "Land" with the option "unitsNotAllowed", as WC said above.

          First specify this after relationshipTypes and before gamePlay

          <territoryEffectList>
              <territoryEffect name="Land"/>
          </territoryEffectList>
          

          Then add this to every territoryAttachment of land territories. You can probably use AI to speed up this process.

          <attachment name="territoryAttachment" attachTo="Albania" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
              ...
              <option name="territoryEffect" value="Land"/>
              ...
          </attachment>
          

          Lastly, add this:

          <attachment name="territoryEffectAttachment" attachTo="Land" javaClass="TerritoryEffectAttachment" type="territoryEffect">
                <option name="unitsNotAllowed" value="FlyingBoat"/>
          </attachment>
          
          B R 3 Replies Last reply
          Reply Quote 3
          • B
            beelee @VictoryFirst
            last edited by

            @VictoryFirst said:

            <property name="Movement By Territory Restricted" value="true" editable="false">
            <boolean/>
            </property>

            there it is. I knew I'd remember if I just saw it again lol.

            Good luck Ramon. You have the A Team helping you. If those guys can't figure it out, then it can't be done.

            Then they will have to make engine changes 🙂

            R 1 Reply Last reply
            Reply Quote 0
            • B
              beelee @VictoryFirst
              last edited by

              @VictoryFirst said:

              <property name="Movement By Territory Restricted" value="true" editable="false">
              <boolean/>
              </property>

              there it is. I knew I'd remember if I just saw it again lol.

              Good luck Ramon. You have the A Team helping you. If those guys can't figure it out, then it can't be done.

              Then they will have to make engine changes 🙂

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

                @Ramon said:

                Is it possible to give the player a choice? either buy 6 dice or dont buy any?

                Create it as a purchasable item:

                    <productionRule name="buyTechTokens">
                      <cost resource="PUs" quantity="20"/>
                      <result resourceOrUnit="techTokens" quantity="6"/>
                    </productionRule>
                

                and add to the production of each player. The triggers are not needed when doing this.
                "userActions" can be used:

                    <attachment name="userActionAttachment_Japanese_Purchase_6TT" attachTo="Japanese" javaClass="UserActionAttachment" type="player">
                      <option name="conditions" value="conditionAttachment_Is_Japanese_Not_AI"/>
                      <option name="activateTrigger" value="triggerAttachment_Give_Japanese_6_techTokens"/>
                      <option name="activateTrigger" value="triggerAttachment_Take_20_PUs_From_Japanese"/>
                      <option name="text" value="Japanese_6TT"/>
                      <option name="attemptsPerTurn" value="1"/>
                    </attachment>
                

                Then the actionstext.properties:

                Japanese_6TT.BUTTON=[Purchase]
                Japanese_6TT.DESCRIPTION=Purchase 6 techTokens for 20 PUs.
                Japanese_6TT.NOTIFICATION_SUCCESS=You have purchased 6 techTokens for 20 PUs.
                Japanese_6TT.OTHER_NOTIFICATION_SUCCESS=The Japanese have purchased 6 techTokens for 20 PUs.
                

                There are 2 problems with this approach. The AI does not use "userActions". This can be checked by using "isAI":

                    <attachment name="conditionAttachment_Is_Japanese_AI" attachTo="Japanese" javaClass="RulesAttachment" type="player">
                      <option name="isAI" value="true"/>
                    </attachment>
                    <attachment name="conditionAttachment_Is_Japanese_Not_AI" attachTo="Japanese" javaClass="RulesAttachment" type="player">
                      <option name="conditions" value="conditionAttachment_Is_Japanese_AI"/>
                      <option name="invert" value="true"/>
                    </attachment>
                     <attachment name="triggerAttachment_Japanese_Purchase_6TT" attachTo="Japanese" javaClass="TriggerAttachment" type="player"> 
                		<option name="conditions" value="conditionAttachment_Is_Japanese_AI"/>
                		<option name="chance" value="3:6"/>
                		<option name="chanceIncrementOnFailure" value="1"/>
                		<option name="chanceDecrementOnSuccess" value="1"/>
                		<option name="notification" value="Japanese_6TT"/>
                		<option name="when" value="before:JapaneseTech"/>
                		<option name="players" value="@All-Players@"/>
                      <option name="activateTrigger" value="triggerAttachment_Give_Japanese_6_techTokens"/>
                      <option name="activateTrigger" value="triggerAttachment_Take_20_PUs_From_Japanese"/>
                	</attachment> 
                

                The other problem is there is no way to test if Japanese have the 20PUs, they will always be able to purchase the 6 techTokens.

                Cheers...

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

                  @VictoryFirst

                  Hi Victory!

                  Thanks a lot for the suggestion! It works perfectly!

                  Cheers!

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

                    @beelee

                    They are indeed the best! I greatly appreciate all the help from you guys!

                    Cheers!

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

                      @wc_sumpton

                      Thanks a lot for your response!

                      So if i understand correctly with this trigger there is no way for the engine to check if the Japanese have 20PU's?

                      Meaning they can always buy tech?

                      Cheers!

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

                        @Ramon said:

                        So if i understand correctly with this trigger there is no way for the engine to check if the Japanese have 20PU's?

                        Meaning they can always buy tech?

                        Yes

                        Cheers...

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

                          @wc_sumpton

                          Is it possible to give tech a dice of 4 instead of 6?

                          VictoryFirstV 1 Reply Last reply
                          Reply Quote 1
                          • VictoryFirstV
                            VictoryFirst @Ramon
                            last edited by VictoryFirst

                            @Ramon I believe by default tech dice use the dice sides specified on the top of the XML (by default 6). So if you want to give tech a dice of 4, you'd be changing the dice sides that regular combat units use as well.

                            If you want tech to be rolled with 4 dice sides and the other rolls with 6 dice sides, I think theoretically it would possible, but would it would be insanely complicated and require the use of a user action phase with a lot of nested triggers/conditions.

                            Also, some of the stuff you want to implement that is currently not possible can be made possible by making changes to the engine. So if you'd like to see this happen, feel free to post a feature request here: https://github.com/triplea-game/triplea/issues
                            (click on "New Issue" and select the top option "Feature Request")

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

                              Hi!

                              I have a question about editing the relieftiles of a map.

                              Im using gimp and try to erase some lines to redraw borders with the eraser tool.
                              The problem is that once i erase the original transparent pixels i get weird white pixels on my map? Do any of you have experience with this? Can i edit the relief tiles?

                              image.jpeg

                              image.jpeg

                              RogerCooperR 1 Reply Last reply
                              Reply Quote 0
                              • RogerCooperR
                                RogerCooper @Ramon
                                last edited by

                                @Ramon I don't the answer to the question but you normally would not edit the relief tiles individually. Instead you edit the overall image and the have the "Tile Image Breaker" create the individual tiles.

                                R 1 Reply Last reply
                                Reply Quote 0
                                • R
                                  Ramon @RogerCooper
                                  last edited by

                                  @RogerCooper

                                  Thanks for your reply! I'm editing the overall image and use the tile Image Breaker to create the individual tiles.

                                  I'm a bit confused why my transparent eraser isn't working?

                                  Do you know if i can use my base tile map to create an relief tile map?

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

                                    @Ramon

                                    Hi

                                    In case you haven't seen it this is pretty helpful https://forums.triplea-game.org/topic/3423/a-brief-guide-for-making-a-map-relief

                                    I had the same problem trying to erase a line. If I remember right, I think Elk said to paint over the existing line but I don't really know. I tried it with limited success.

                                    @cernel and @victoryfirst would probably know.

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

                                      @beelee

                                      Thank you for your response!

                                      Unfortunately i dont have original map.png for the reliefmap.

                                      Do you have any idea if i can make a reliefmap based on originalmap?

                                      RogerCooperR TheDogT 2 Replies Last reply
                                      Reply Quote 0
                                      • RogerCooperR
                                        RogerCooper @Ramon
                                        last edited by

                                        @Ramon Check out Map Creator Tools/Optional Things/Run the Tile Image Reconstructor

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

                                          @Ramon
                                          Yes you can, its messy.
                                          Map Creator Tools> Other optional things: > Run the tile image reconstructor

                                          The rest is up to you and the way you install TripleA, but as a guide something like this

                                          C:\Users\%USERNAME%\triplea\downloadedMaps\1941_global_command_decision\map\reliefTiles

                                          If your on Windows, copy and paste the above into your windows file manage to get an idea.

                                          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
                                          • RogerCooperR
                                            RogerCooper @Ramon
                                            last edited by

                                            @Ramon Can't help you with the transparent eraser. I use plain old Paint

                                            1 Reply Last reply
                                            Reply Quote 1

                                            Hello! It looks like you're interested in this conversation, but you don't have an account yet.

                                            Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

                                            With your input, this post could be even better 💗

                                            Register Login
                                            • 1
                                            • 2
                                            • 3
                                            • 4
                                            • 5
                                            • 4 / 5
                                            • First post
                                              Last post
                                            Powered by NodeBB Forums