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    Question about trenches domination 1914 no mans land

    Scheduled Pinned Locked Moved Map Making
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    • 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"/>
      
      R 1 Reply Last reply
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      • R
        Ramon @VictoryFirst
        last edited by

        @VictoryFirst

        Hi Victory thanks a lot for your response!

        I implemented it in my map and it works perfectly for seamines!

        but... my blockades are now connected to each country as well? making one blockade block everything? (see screenshot)

        This makes sense because everything is connected, but is there a way i can fix this?

        image.jpeg

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

          @Ramon That is a shame, I didn't know you had blockade sea zones in your game. In that case, there is no easy way to solve this. One solution I see is to implement the sea mines the same way as in North Africa, namely by creating a separate player called "Mines" or "Sea mines" that purchases and places sea mines. You can add a purchase and place phase for this player after every players' purchase/place phase. Then, players would need to leave some money left over when purchasing, and then this special player purchases the sea mines. You can use conditions/triggers to convert the placed sea mine to a sea mine controlled by the actual player.

          Honestly, I think there should be better ways to allow units to be placed in any sea zone. Once I ever get some time again, I will see if I add this functionality to the engine.

          TheDogT R 2 Replies Last reply
          Reply Quote 2
          • TheDogT
            TheDog @VictoryFirst
            last edited by

            I have not followed this.

            In 1941 GCD ,Winter units are placed as Allied units and then cause a movement terrain effect, would that be good enough? Or do you need damage?

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

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

              @VictoryFirst

              Hi victory!

              I agree with you, its unfortunate but it is what it is!

              Thanks a lot for your time!👍

              ~Ramon

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

                @TheDog This is about being able to place sea mines in any sea zone as a player. My solution was to make a territory adjacent to every sea zone in the game, but that inadvertently made blockade sea zones also adjacent to these territories, allowing you to blockade every player with one blockade zone.

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