Optional SZ 16 rule
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Hi, sorry if this has been covered somewhere else but I can't find how to change the optional rule for sz16 to be closed to ships for axis and allies world war II v5 second edition. It says it in the notes but I can't find the option. Any help would be appreciated with this. On a side note, but less important whether i have 'choose AA casualties' on or off it doesn't seem to make a difference and I'm still able to select them as casualties either way.
Thanks for the help!
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@suriyan I don't believe the engine enforces the optional sz16 rule just mentions it in the notes. So it would need to be a player enforced rule at the moment. It would be possible to create a version that enforced that rule though just don't think anyone has.
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@redrum cernel added it to Advanced Tech if ya want to glance at it there.
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Ah, I was just playing against the computer so no way of telling them not to do it. I think it's closed by default in the actual board game so I wasn't used to it.
@prastle where is advanced tech?
Thanks for getting back to me guys
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@suriyan I believe it is WWII v3 Variants in the downloads list of the in game downloader.
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@prastle, sorry i'm a bit new to the game, I'm can't even find the in game downloader. I tried downloading world war 2 v3 to see if it was in the map options on there but couldn't see it.
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@suriyan It is located under the Experimental list of maps near the bottom. So click the Downloads Maps button. Then select Experimental near the top. Then scroll to the bottom of the list for WW2v3_Variants
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Thanks @prastle, I found the tech advance version with the option for the turkey canal but this is the 1941 edition unfortunately once I downloaded it. No worries though, I think what I want just doesn't exist for the 1942 second edition.
I appreciate all the help though, if it's ever implemented maybe you could let me know?
Cheers
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@suriyan well we always need new developers so steal the code from item a and add it to item b NP welcome aboard
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haha, working with code is a bit past my expertise, i'll leave it to the pros
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@suriyan you do have another option as well. Open v3 41 Advanced tech
choose the settings you want for YOUR v42
then edit in the starting units and resave the game file before it launches. Just an additional thought since both maps are the same. Except the starting positions and rule settings. -
@suriyan
Have any luck with this rule? I've attached a file. Unzip and replace the xml in the game directory with this one and let us know what you think.0_1521413969626_WW2v5_1942_2nd.zip
Cheers...
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@wc_sumpton Great! Just tried it and it works grand. Thank you so much for this!
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@suriyan
No problem, glad to be of service. If you have the time and interest, I made some comments inside the xml file if you would like to see what was changed. If you have questions about the changes feel free to post them here. I and others will be more then happy to help.And again welcome to the insane world of TripleA xml scripting!!
Cheers...
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@wc_sumpton If you want you could create a repo and upload that version as a ww2v5_variants.
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@redrum
No problem. I'll just check the other xml to see if it also has the same option and will try to upload them both.Cheers...
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@redrum
Uploaded and pull request created.Cheers...
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@wc_sumpton cool! I will have a look and see what's new, give me a little insight into the scripting part of the work.
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@suriyan
You can look at the xml file with a text editor (notepad will do if you are using windows os).Not to get to detailed, I added a territoryEffect to block SZ16 and a trigger to read the setting of the Map Option and remove the territoryEffect if needed. If you look at the xml you will see a few comments around the changes I made.
Hope this helps.
Cheers...