TripleA Logo TripleA Forum
    • TripleA Website
    • Categories
    • Recent
    • Popular
    • Users
    • Groups
    • Tags
    • Register
    • Login

    Total World War: December 1941 (BETA) 2.8.0.5

    Scheduled Pinned Locked Moved Maps & Mods
    472 Posts 20 Posters 754.2k Views 21 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.
    • HeppsH Offline
      Hepps Moderators @General_Zod
      last edited by

      @general_zod Yes I also wondered that. I searched the entire XML for an instance of either; m_destroyedWhenCapturedFrom, as well as m destroyedWhenCapturedFrom... and yielded no results.

      "A joyous heart sours with the burden of expectation"
      Hepster

      redrumR 2 Replies Last reply Reply Quote 0
      • redrumR Offline
        redrum Admin @Hepps
        last edited by

        @hepps This should work:

        <attachment name="triggerAttachmentgermanAirtraninfra1" attachTo="Germany" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
          <option name="trigger" value="conditionAttachmentDummyCondition"/>
          <option name="unitType" value="germanAirTransport"/>
          <option name="unitProperty" value="isInfrastructure" count="false"/>
          <option name="unitProperty" value="attack" count="1"/>
          <option name="when" value="before:germanyCombatMove"/>
        </attachment>
        <attachment name="triggerAttachmentgermanAirtraninfra2" attachTo="Germany" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
          <option name="trigger" value="conditionAttachmentDummyCondition"/>
          <option name="unitType" value="germanAirTransport"/>
          <option name="unitProperty" value="isInfrastructure" count="true"/>
          <option name="unitProperty" value="destroyedWhenCapturedBy" count="China:Russia:Germany:Britain:Italy:Japan:Usa:Spain:Sweden:Turkey:Brazil"/>
          <option name="unitProperty" value="attack" count="0"/>
          <option name="when" value="after:germanyNonCombatMove"/>
        </attachment>
        

        TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

        1 Reply Last reply Reply Quote 0
        • redrumR Offline
          redrum Admin @Hepps
          last edited by

          @hepps This should also work if you want to do the "from":

          <attachment name="triggerAttachmentgermanAirtraninfra1" attachTo="Germany" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
            <option name="trigger" value="conditionAttachmentDummyCondition"/>
            <option name="unitType" value="germanAirTransport"/>
            <option name="unitProperty" value="isInfrastructure" count="false"/>
            <option name="unitProperty" value="attack" count="1"/>
            <option name="when" value="before:germanyCombatMove"/>
          </attachment>
          <attachment name="triggerAttachmentgermanAirtraninfra2" attachTo="Germany" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
            <option name="trigger" value="conditionAttachmentDummyCondition"/>
            <option name="unitType" value="germanAirTransport"/>
            <option name="unitProperty" value="isInfrastructure" count="true"/>
            <option name="unitProperty" value="destroyedWhenCapturedBy" count="FROM:Germany"/>
            <option name="unitProperty" value="attack" count="0"/>
            <option name="when" value="after:germanyNonCombatMove"/>
          </attachment>
          

          TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

          HeppsH 2 Replies Last reply Reply Quote 0
          • HeppsH Offline
            Hepps Moderators @redrum
            last edited by

            @redrum lol

            I did that and was about to save.... then changed it all to what you had just suggested!

            😃

            "A joyous heart sours with the burden of expectation"
            Hepster

            redrumR 1 Reply Last reply Reply Quote 0
            • redrumR Offline
              redrum Admin @Hepps
              last edited by

              @hepps Yeah either way works. You could technically just set the destroyedWhenCapturedBy option on the unit itself instead of a trigger and just flip the "isInfrastructure" in the trigger.

                  <attachment name="unitAttachment" attachTo="germanAirTransport" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                    <option name="isInfrastructure" value="false"/>
                    <option name="destroyedWhenCapturedBy" value="China:Russia:Germany:Britain:Italy:Japan:Usa:Spain:Sweden:Turkey:Brazil"/>
                  </attachment>
              
              <attachment name="triggerAttachmentgermanAirtraninfra1" attachTo="Germany" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                <option name="trigger" value="conditionAttachmentDummyCondition"/>
                <option name="unitType" value="germanAirTransport"/>
                <option name="unitProperty" value="isInfrastructure" count="false"/>
                <option name="unitProperty" value="attack" count="1"/>
                <option name="when" value="before:germanyCombatMove"/>
              </attachment>
              <attachment name="triggerAttachmentgermanAirtraninfra2" attachTo="Germany" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                <option name="trigger" value="conditionAttachmentDummyCondition"/>
                <option name="unitType" value="germanAirTransport"/>
                <option name="unitProperty" value="isInfrastructure" count="true"/>
                <option name="unitProperty" value="attack" count="0"/>
                <option name="when" value="after:germanyNonCombatMove"/>
              </attachment>
              

              TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

              HeppsH 1 Reply Last reply Reply Quote 1
              • HeppsH Offline
                Hepps Moderators @redrum
                last edited by

                @redrum Worked... this is a good example of an opportunity for better notations in POS.

                "A joyous heart sours with the burden of expectation"
                Hepster

                1 Reply Last reply Reply Quote 0
                • HeppsH Offline
                  Hepps Moderators @redrum
                  last edited by

                  @redrum Both ways work.

                  "A joyous heart sours with the burden of expectation"
                  Hepster

                  redrumR 2 Replies Last reply Reply Quote 0
                  • redrumR Offline
                    redrum Admin @Hepps
                    last edited by redrum

                    @hepps Oh one other thing is that I think you should technically be doing a reset on destroyedWhenCapturedBy if you are leaving it in the trigger. As it is a list that gets added to:

                    <attachment name="triggerAttachmentgermanAirtraninfra1" attachTo="Germany" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                      <option name="trigger" value="conditionAttachmentDummyCondition"/>
                      <option name="unitType" value="germanAirTransport"/>
                      <option name="unitProperty" value="isInfrastructure" count="false"/>
                      <option name="unitProperty" value="destroyedWhenCapturedBy" count="-reset-"/>
                      <option name="unitProperty" value="attack" count="1"/>
                      <option name="when" value="before:germanyCombatMove"/>
                    </attachment>
                    <attachment name="triggerAttachmentgermanAirtraninfra2" attachTo="Germany" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                      <option name="trigger" value="conditionAttachmentDummyCondition"/>
                      <option name="unitType" value="germanAirTransport"/>
                      <option name="unitProperty" value="isInfrastructure" count="true"/>
                      <option name="unitProperty" value="destroyedWhenCapturedBy" count="FROM:Germany"/>
                      <option name="unitProperty" value="attack" count="0"/>
                      <option name="when" value="after:germanyNonCombatMove"/>
                    </attachment>
                    

                    Could also just do it in the 2nd trigger instead of the first like this:

                      <option name="unitProperty" value="destroyedWhenCapturedBy" count="-reset-FROM:Germany"/>
                    

                    TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                    1 Reply Last reply Reply Quote 0
                    • redrumR Offline
                      redrum Admin @Hepps
                      last edited by

                      @hepps POS2 XML updated: https://github.com/triplea-maps/the_pact_of_steel/pull/6

                      TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                      HeppsH 1 Reply Last reply Reply Quote 0
                      • HeppsH Offline
                        Hepps Moderators @redrum
                        last edited by

                        @redrum Just an fyi... when I tried moving the "destroyedWhenCapturedBy" out of the trigger and back into just the unit.... the map would no longer load.

                        "A joyous heart sours with the burden of expectation"
                        Hepster

                        redrumR 1 Reply Last reply Reply Quote 0
                        • redrumR Offline
                          redrum Admin @Hepps
                          last edited by

                          @hepps Hmm. Interesting. I don't see any reason that it shouldn't work.

                          TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                          HeppsH 1 Reply Last reply Reply Quote 0
                          • HeppsH Offline
                            Hepps Moderators @redrum
                            last edited by Hepps

                            @redrum May have been something I did as well. Either way when I put it all back in the tigger it worked fine.

                            Now I am onto a different issue.

                            "A joyous heart sours with the burden of expectation"
                            Hepster

                            1 Reply Last reply Reply Quote 0
                            • HeppsH Offline
                              Hepps Moderators
                              last edited by Hepps

                              Just a quick update. All the revisions are done. The new features are completely awesome!

                              We are trouble shooting a few minor issues currently, but these are certainly fixable.

                              The new game includes...

                              1. Rail lines now sustain 3 damage when captured. (Disabled)

                              2. Trains now sustain 2 damage when captured.

                              3. Research Centers now sustain 4 damage when captured.

                              4. Air Transports can now be bombed by Tact. Bombers and can be disabled. (2 H.P. disabled if hit)0_1518636455486_britishAirTransport_disabled.png

                              5. Air Transports are now unselectable as a casualty on defense (1 less user enforced rule) {destroyed upon capture}

                              6. Can now load transports in hostile S.Z. (Included so we can test functionality)

                              7. Trains are now available to L&L. Allied->Russia via Murmansk, Archangelis and Iran. Russia-> China via Altay.

                              Beyond that I have no idea what the future holds.

                              "A joyous heart sours with the burden of expectation"
                              Hepster

                              prastleP 1 Reply Last reply Reply Quote 3
                              • prastleP Offline
                                prastle Moderators Admin @Hepps
                                last edited by

                                @hepps May the Insanity BEGIN! 🙂

                                If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

                                HeppsH 1 Reply Last reply Reply Quote 1
                                • HeppsH Offline
                                  Hepps Moderators @prastle
                                  last edited by

                                  @prastle This is more like lunacy... insanity will be G.D. 😃

                                  "A joyous heart sours with the burden of expectation"
                                  Hepster

                                  1 Reply Last reply Reply Quote 2
                                  • HeppsH Offline
                                    Hepps Moderators
                                    last edited by

                                    So far everything now appears to be working well.

                                    The new functionality looks good and the changes at seem ok. Just testing some of the basic functionality, and barring any issues will release this some time later today.

                                    "A joyous heart sours with the burden of expectation"
                                    Hepster

                                    1 Reply Last reply Reply Quote 0
                                    • HeppsH Offline
                                      Hepps Moderators
                                      last edited by Hepps

                                      The map is ready for re-release.... however I have (in my usual spirit of changing things) decided to add a couple more alterations & features to the game.

                                      1. Russian Marine placed in Nenetsia {slight change for balance}

                                      2. Russian Infantry placed in Northern Kazahk {slight change for balance}

                                      3. American Carrier and Destroyer moved from S.Z. 137 to S.Z. 136 {slight change to balance since the Atlantic is much stronger from game start with the other changes already made. This will stop the Americans from sliding back into S.Z. 37 on turn 1}

                                      4. Improved Special Warfare shall now allow Alpine Infantry to be air dropped into combat. (They can be dropped into any terrain, but they will receive a heavy penalty for para-dropping into anything other than Hills & Mountain)

                                      5. Advanced Logistics shall now allow all Infantry types to be airlifted during noncombat moves.

                                      "A joyous heart sours with the burden of expectation"
                                      Hepster

                                      wirkeyW 1 Reply Last reply Reply Quote 1
                                      • wirkeyW Offline
                                        wirkey Moderators @Hepps
                                        last edited by

                                        @hepps said in Total World War: December 1941 Trains (BETA) 2.8.0.1:

                                        The map is ready for re-release.... however I have (in my usual spirit of changing things) decided to add a couple more alterations & features to the game.

                                        1. Russian Marine placed in Nenetsia {slight change for balance}

                                        so you have two marines ready to land on the shores of Norway? I like that

                                        1. Russian Infantry placed in Northern Kazahk {slight change for balance}

                                        2. American Carrier and Destroyer moved from S.Z. 137 to S.Z. 136 {slight change to balance since the Atlantic is much stronger from game start with the other changes already made. This will stop the Americans from sliding back into S.Z. 37 on turn 1}

                                        Won't be useful for a strike on any japanese fleets in US1, rihgt?

                                        1. Improved Special Warfare shall now allow Alpine Infantry to be air dropped into combat. (They can be dropped into any terrain, but they will receive a heavy penalty for para-dropping into anything other than Hills & Mountain)

                                        Huge change, but I think I'll like it. In that context, I'd like the Chinese being able to gain some Airtranspors via L&L.

                                        1. Advanced Logistics shall now allow all Infantry types to be airlifted during noncombat moves.

                                        We had that before. Wasn't it considered too strong?

                                        One more thing that came to my mind just last night. I'd like to see the possibility of Vichy producing carriers and battleships.

                                        HeppsH 1 Reply Last reply Reply Quote 0
                                        • HeppsH Offline
                                          Hepps Moderators @wirkey
                                          last edited by

                                          @wirkey As per your comments

                                          1. Yes I have been toying with the idea of the Chinese getting some Air Tran action. Not 100% sure yet.

                                          2. We tried it very early on in the game development, when great parts of the game were missing. Additionally I believe we tried it from game start. So this won't be available til later in the game since it is attached to Advanced Logistics.

                                          W1) That is definitely a possibility with some of the American game start changes. As we test more we can certainly look to things like Vichy as balancing mechanisms.

                                          "A joyous heart sours with the burden of expectation"
                                          Hepster

                                          wirkeyW 1 Reply Last reply Reply Quote 0
                                          • wirkeyW Offline
                                            wirkey Moderators @Hepps
                                            last edited by

                                            @hepps said in Total World War: December 1941 Trains (BETA) 2.8.0.1:

                                            @wirkey As per your comments

                                            1. We tried it very early on in the game development, when great parts of the game were missing. Additionally I believe we tried it from game start. So this won't be available til later in the game since it is attached to Advanced Logistics.

                                            I'm sure we had it with some tech, maybe even adv logistics, but most certain imp logistics.

                                            HeppsH 1 Reply Last reply Reply Quote 0

                                            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
                                            • 13
                                            • 14
                                            • 15
                                            • 16
                                            • 17
                                            • 23
                                            • 24
                                            • 15 / 24
                                            • First post
                                              Last post
                                            Copyright © 2016-2018 TripleA-Devs | Powered by NodeBB Forums