Total World War: December 1941 (BETA) 2.8.0.5
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@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> -
@redrum lol
I did that and was about to save.... then changed it all to what you had just suggested!

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@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> -
@redrum Worked... this is a good example of an opportunity for better notations in POS.
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@redrum Both ways work.
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@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"/> -
@hepps POS2 XML updated: https://github.com/triplea-maps/the_pact_of_steel/pull/6
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@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.
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@hepps Hmm. Interesting. I don't see any reason that it shouldn't work.
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@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.
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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...
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Rail lines now sustain 3 damage when captured. (Disabled)
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Trains now sustain 2 damage when captured.
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Research Centers now sustain 4 damage when captured.
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Air Transports can now be bombed by Tact. Bombers and can be disabled. (2 H.P. disabled if hit)

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Air Transports are now unselectable as a casualty on defense (1 less user enforced rule) {destroyed upon capture}
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Can now load transports in hostile S.Z. (Included so we can test functionality)
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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.
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@hepps May the Insanity BEGIN!

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

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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.
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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.
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Russian Marine placed in Nenetsia {slight change for balance}
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Russian Infantry placed in Northern Kazahk {slight change for balance}
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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}
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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)
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Advanced Logistics shall now allow all Infantry types to be airlifted during noncombat moves.
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@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.
- 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
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Russian Infantry placed in Northern Kazahk {slight change for balance}
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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?
- 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.
- 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.
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@wirkey As per your comments
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Yes I have been toying with the idea of the Chinese getting some Air Tran action. Not 100% sure yet.
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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.
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@hepps said in Total World War: December 1941 Trains (BETA) 2.8.0.1:
@wirkey As per your comments
- 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.
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@wirkey I don't remember exactly how it was implemented in its original form to be honest with you. Nice thing about a BETA is that it is a BETA. So we can always remove things. If we find it uber powerful.... then we can always remove it.
I was also worried about the BB changes... but those are turning out to be a great deal of fun and add a huge amount of depth to the naval game-play.
If we find it is over powered we can always revisit it. But the idea makes a great deal of sense to me.
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@hepps is the latest version available anywhere?
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