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    Question about trenches domination 1914 no mans land

    Scheduled Pinned Locked Moved Map Making
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    • 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

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      • RogerCooperR
        RogerCooper @Ramon
        last edited by

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

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        • R
          Ramon @TheDog
          last edited by

          @TheDog

          Hi TheDog Thank you for your response!

          I think you may have misunderstood my question. Im editing the map domination 1914 NML,but i dont have the original map that the relieftile were based on. Im trying to edit some borders, and the basetile is easily editable.

          But im having trouble editing the relief tiles. They seem to contain some kind of transparency, and using the eraser tool doesnt work. Did the original relief tiles usa a different method to create the transparent pixels?

          Do you have any experience with this? Or any idea how to edit the borders in these relieftiles? I used gimp eraser and the paint eraser.

          As example this is how gimp sees my edited border with the eraser tool:
          image.jpeg

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

            @Ramon
            I am no graphic artist, so I might be waffling below.
            As you know how to assemble the reliefTiles, then find the largest area and make that a texture(with the level of transparency) and use that to fill the oval shown.

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

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            • VictoryFirstV
              VictoryFirst
              last edited by VictoryFirst

              @ramon Changing the reliefTiles is difficult when you do not have the overlay that the game used. You can actually modify individual tiles, but it is not recommended if the change is across multiple tiles. Assuming that this is the case, you'd need to use the baseline image, change the borders there, and then break it using the tile image breaker. Then, you'd need to open the reliefmap by combining it using the tile image reconstructor. Also open the modified baseline map so that you can see what borders you removed and where the new borders are. To remove borders from the reliefmap, you can do the following. In the images you sent, you can see that the color of the territories isn't empty, it has a black-ish (or white/gray-ish in the other) color with a very low opacity. Try selecting this as color and remove the borders using this color. If you use GIMP, you can select the color using CTRL+click when having the pencil tool selected. Do not make it transparent as you did, that will make the territory shade go away completely. You should not be using the eraser at all, only the pencil tool. To draw new borders, you can select the white border color and use it to draw the new borders. If you lower the opacity of the baseline map and put it above the reliefmap, you can see the new borders and you can trace them. Then you can use the heal tool to make the borders and territory colors look more like the rest of the reliefmap, with different shades of colors. This doesn't necessarily make it look nice though. Even if you do your best, you will still probably have spots with a different shade than the rest of the map, but it's better than nothing.

              One small tip is to past the reliefmap not once several times in GIMP, so that you have like 10 identical layers. This will increase the opacity of the reliefmap. If you then combine all these layers, you essentially have increased the opacity. This allows you to actually see everything properly. You'd still need the heal tool to make the colors blend into each other better. Then you can lower the opacity of the layer so that it is around the same as the original reliefmap.

              Last option is to create your own relief tiles using your own overlay. This might be a lot of work but it would ensure that the map looks nice.

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              • R
                Ramon @VictoryFirst
                last edited by

                @VictoryFirst

                Hi Victory thank you for your reply!

                Its very unfortunate that i dont have the original overlay that the map used.
                I will see what i can do!

                Cheers!

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

                  @Ramon No problem! I ran into the same problem when making changes to my North Africa map. Black_Elk made very cool reliefTiles for our map, but I didn't know how he made them. So when changing some territory borders, the reliefTiles didn't update along with them. I tried several things and what I described above ended up working the best. You can still see that the map is slightly darker at the places where the change happened, but I still tried my best to conceal it.

                  image.jpeg

                  The best thing actually to do is trying to contact the map maker! However, the map maker for NML is Black_Elk, and when I contacted him for North Africa, he didn't reply. But maybe you have more success!

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                  • B
                    beelee
                    last edited by

                    @black_elk

                    you are the only one. Help us BlackElk

                    😁

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                    • R
                      Ramon @beelee
                      last edited by

                      Hi everyone!

                      I have another question about Seamine placement,

                      How seamines should work:

                      Can be placed on any Sea Zone if there is a friendly warship (requiresUnits:)
                      It shouldnt need a Factory, yet when i playtest it i get an error:

                      "no factory in or adjacent to Sea Zone..."

                      Am i doing something wrong?

                      ~Ramon

                      Seamine unitattachment:

                      <attachment name="unitAttachment" attachTo="seamine" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                      <option name="isSea" value="true"/>
                      <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="damageableAA" value="true"/>
                      <option name="targetsAA" value="destroyer:transport:battleship:battlecruiser:cruiser:carrier:submarine"/>
                      <option name="isConstruction" value="true"/>
                      <option name="constructionType" value="landmines"/>
                      <option name="constructionsPerTerrPerTypePerTurn" value="1"/>
                      <option name="maxConstructionsPerTypePerTerr" value="10"/>
                      <option name="isSuicideOnDefense" value="true"/>
                      <option name="isSuicideOnHit" value="true"/>
                      <option name="requiresUnits" value="destroyer"/>
                      <option name="requiresUnits" value="cruiser"/>
                      <option name="requiresUnits" value="battlecruiser"/>
                      <option name="requiresUnits" value="battleship"/>
                      <option name="requiresUnits" value="carrier"/>
                      <option name="requiresUnits" value="submarine"/>
                      <option name="destroyedWhenCapturedBy" value="BY:Japanese"/>
                      <option name="destroyedWhenCapturedBy" value="BY:Chinese"/>
                      <option name="destroyedWhenCapturedBy" value="BY:Americans"/>
                      <option name="destroyedWhenCapturedBy" value="BY:British"/>
                      <option name="destroyedWhenCapturedBy" value="BY:Germans"/>
                      <option name="destroyedWhenCapturedBy" value="BY:French"/>
                      <option name="destroyedWhenCapturedBy" value="BY:Austrians"/>
                      <option name="destroyedWhenCapturedBy" value="BY:Italians"/>
                      <option name="destroyedWhenCapturedBy" value="BY:Ottomans"/>
                      <option name="destroyedWhenCapturedBy" value="BY:Russians"/>
                      <option name="destroyedWhenCapturedBy" value="BY:Dutch"/>
                      <option name="destroyedWhenCapturedBy" value="BY:Portuguese"/>
                      </attachment>

                      VictoryFirstV 1 Reply Last reply
                      Reply Quote 0
                      • VictoryFirstV
                        VictoryFirst @Ramon
                        last edited by VictoryFirst

                        @Ramon I ran into the same problem for the North Africa game. You need to make sure a land territory is adjacent to every sea territory using canal attachments.

                        <attachment foreach="$SeaZones$" name="canalAttachmentSeaMine@SeaZones@" attachTo="A-B" javaClass="CanalAttachment" type="territory">
                        	<option name="canalName" value="Sea Mine @SeaZones@"/>
                        	<option name="landTerritories" value="A-B"/>
                        	<option name="excludedUnits" value="none"/>
                        </attachment>
                        

                        The code above makes sure every sea zone gets canal attached to the territory A-B, which is a territory belonging to a special player that deals with the mines. This way, this player is able to place sea mines in every territory. For your game, you would need to do this for every player in your game. You should attach the canal to a territory that is likely to be owned by that player for the entire game. I believe it doesn't need to be adjacent to a factory. If you make the sea mine a construction and have the relevant properties at the correct settings, I think you can get away with it.

                        You can create canal attachments to every sea zone and every player using a nested foreach:

                        <attachment foreach="$SeaZones$^$Territories$" name="canalAttachmentSeaMine@Territories@@SeaZones@" attachTo="@SeaZones@" javaClass="CanalAttachment" type="territory">
                        	<option name="canalName" value="Sea Mine @Territories@ @SeaZones@"/>
                        	<option name="landTerritories" value="@Territories@"/>
                        	<option name="excludedUnits" value="none"/>
                        </attachment>
                        

                        You also need one attached to the territories:

                        <!-- NOTICE THAT THIS ONE SAYS attachTo="@Territories@" -->
                        <attachment foreach="$SeaZones$^$Territories$" name="canalAttachmentSeaMine@Territories@@SeaZones@" attachTo="@Territories@" javaClass="CanalAttachment" type="territory"> 
                        	<option name="canalName" value="Sea Mine @Territories@ @SeaZones@"/>
                        	<option name="landTerritories" value="@Territories@"/>
                        	<option name="excludedUnits" value="none"/>
                        </attachment>
                        

                        and variable lists (this should be below diceSides at the top of the XML):

                        <variableList>
                        <variable name="SeaZones">
                          <element name="Sea Zone 1"/>
                          <element name="Sea Zone 2"/>
                          <element name="Sea Zone 3"/>
                        ...
                        <variable name="Territories">
                          <element name="Algiers Convoy UK"/>
                          <element name="Algiers Convoy US"/>
                          <element name="Atlantic Ocean Convoy"/>
                        ...
                        

                        SeaZones should be a list containing all sea zones in the game. Territories should contain one territory for every player in the game that acts as the "sea mine base". If this territory is controlled by that player, they should be able to place sea mines in any sea zone. It can be a land-locked territory. You could for example put every player's capital territory in the list Territories, as if the capital is taken you cannot produce units anyway.

                        Also, you need to specify connections between the territories and every sea zones in the connection list:

                        <connection t1="A-B" t2="Sea Zone 1"/>
                        <connection t1="A-B" t2="Sea Zone 2"/>
                        <connection t1="A-B" t2="Sea Zone 3"/>
                        
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