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    andrewthree

    @andrewthree

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    Best posts made by andrewthree

    • RE: Fun İssue

      @redrum said in Fun İssue:
      "I think good examples of mechanics that helps minimize this to some degree are some form of "pop" or "upkeep" to limit how many cheap units you can build (Civil War is a very good example of this) and asymmetric victory conditions which can make it so there are different paths to victory for each side and its not just a who gets the most production race."

      Asymmetric victory conditions for WWII in Europe could be that the allies must conquer Berlin within a certain number of rounds or the axis win. Presumably the game would be balanced slightly in favor of the allies so that the axis would have some chance (though not much) of winning outright but another main way they would win would be by conducting a successful defense against the allied counteroffensive. This would perhaps maintain suspense and interest to the end of the game.

      Another thing would be to use national objectives to add income to a country's own territory so that it would not gain as much from conquered foreign territories as from its own. This would lessen the "snowball" effect. Germany is stronger after it conquers France and Eastern Europe but not so much so that it could necessarily easily stop an allied counterattack.

      posted in Map Making
      A
      andrewthree
    • RE: unitInitialize

      Thank you both! It's amazing how you can be looking right at something and not see it.

      posted in Map Making
      A
      andrewthree
    • Convoy zone

      Hi, I'm trying to create sea zones which will give income to UK unless there is an axis sub or other naval unit on it at the time that UK collects income. I tried copying xml from Napoleonic Empires and the XML Option Browser but not having much luck. The sea zones are called: "CZ1","CZ2","CZ3","CZ4","CZ5". What is the best way to do this? These sea zones are not adjacent to any land areas. Thanks

      posted in Map Making
      A
      andrewthree
    • RE: Convoy zone

      @beelee I actually do not want any flag there. I was thinking about something like in ww2v3 where the italians get +5 PUs if they control certain land territories and there are no allied surface ships in the mediterranean. I want UK to get +1 PU for each of these sea zones which have no axis surface ship or submarine (usually it will be a submarine) in it at the end of the UK turn. There are no land areas which have to be controlled by UK (other than London of course).

      posted in Map Making
      A
      andrewthree
    • RE: Convoy zone

      I think I have it working. I am using national objectives. Thanks for the help.

      posted in Map Making
      A
      andrewthree
    • Second combat movement phase

      I am making a map and trying a second combat movement phase and second combat phase after the first ones, so as to be able to have tank units exploit breakthroughs. I inserted the second set of phases into the xml and it seems to work mostly the way I want it to. The sequence of play is: 1) Combat Movement Phase, 2) Combat Phase, 3) Combat Movement Phase, 4) Combat Phase, 5)Non-Combat Movement Phase. Units which did not move during the first combat movement phase can move during the second combat movement phase. Unfortunately when I try to move a unit through an area that was conquered during the first combat phase, deeper into enemy controlled territory, it won't let me and it says, "cannot move out of a battle into enemy territory." Is there any way to overcome this? It seems like a battle is created when entering the area and it is not ended right away when the area is conquered. Thanks

      posted in Map Making
      A
      andrewthree
    • RE: Second combat movement phase

      Well I have played with it a little more. If the area one attacks during the first combat phase is still enemy-controlled at the end of the first combat phase (either because you just attack with air units or because there is a ground unit but it does not survive the attack), then during the second combat movement phase you can move a friendly ground unit into the area and then directly into another enemy-controlled area. Otherwise, you can move into the attacked, now-friendly-controlled area, but not then move from there into an enemy-controlled area.

      Then I tried putting the second combat movement and combat at the very end of the turn, after the EndTurn phase and now it works, I can move into the previously attacked area (whether it is friendly-controlled or enemy-controlled) and from there directly into an enemy-controlled area. You cannot use air units to support any attack you make in the second combat phase (because they had to land during noncombat movement). But this does not bother me.

      If anyone has a better way to do this please let me know.

      posted in Map Making
      A
      andrewthree

    Latest posts made by andrewthree

    • RE: Runtime error on unit placement

      Thanks for the responses. I'm glad it's working for somebody. My xml is just screwed up. I'll have to get it straightened out.

      posted in Map Making
      A
      andrewthree
    • RE: Runtime error on unit placement

      @Hepps without the trigger it doesn't work. There is something about my factories that is not working. I don't get it. Maybe I'll just go back to normal factories and find another way to generate PUs.

      posted in Map Making
      A
      andrewthree
    • RE: Runtime error on unit placement

      This is my unit attachment so far:

      <attachment name="unitAttachment" attachTo="GermanFactory" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
        <option name="attack" value="0"/>
        <option name="defense" value="0"/>
        <option name="createsResourcesList" value="1:PUs"/>
        <option name="isConstruction" value="true"/>
        <option name="constructionType" value="bunker"/>
        <option name="constructionsPerTerrPerTypePerTurn" value="1"/>
        <option name="maxConstructionsPerTypePerTerr" value="1"/>
        <option name='canProduceUnits' value='true'/>
        <option name='canProduceXUnits' value='-1'/>
        <option name='canBeDamaged' value='true'/>
        <option name='maxDamage' value='2'/>
      </attachment>
      posted in Map Making
      A
      andrewthree
    • RE: Runtime error on unit placement

      That is what i'm trying now. Still getting error... I wonder if there are certain things that have to be there, or that I should leave out

      posted in Map Making
      A
      andrewthree
    • RE: Runtime error on unit placement

      Ok, i think I figured out what is causing the error. There is something wrong with the factories. I have a different factory for each player, GermanFactory, RussianFactory, etc. Whenever a player builds a factory, the error appears when you try to place the factory, or you try to place any other unit on an existing factory. But if you don't build a factory, the error does not happen.

      Is there a way to have player specific units that are factories? I want to have player specific factories because I want to give the factories each the ability to generate 1 PU per turn, and to make the factories cost different amounts for each player. For example, Italian factories cost 20 PUs but American factories cost 7. The US player can rapidly grow his income by building factories (there is no limit to number of factories which can be built in a territory) but the Italian player will probably build very few. I know how to do the XML properties but something about it is causing an error.

      If I have to use plain old factories which are the same for each player and don't generate extra income (I don't see the point of having income generating factories unless I can make the cost different for each player) I will but i'd really like to have this feature if possible. Thanks

      posted in Map Making
      A
      andrewthree
    • Runtime error on unit placement

      I'm working on a map and starting yesterday it has started giving me the message "RuntimeException - Exception on remote" when I try to place Russians starting in round 2. It's only the Russians, it only starts in round 2, and it only started doing this yesterday and I've been working on this a long time. Any ideas what usually causes this kind of error?

      The only thing I did to the Russians yesterday was I added a trigger attachment for the them to have a different production frontier starting in turn 8.

      posted in Map Making
      A
      andrewthree
    • RE: negative PUs?

      Is it possible to have negative PUs for a national objective (in effect you are giving back some of the PUs which simulates the diplomatic/political costs of violating that country's neutrality)? Or you could receive some PUs if the other side enters a country in your "sphere of influence", for example, Germany receives some PUs if there are Allied units in Spain.

      posted in Map Making
      A
      andrewthree
    • RE: canNotTarget/canNotBeTargetedBy on Attack/Defense

      What about giving bombers a bonus on offense of -6 "high altitude" (or whatever) against 99 enemy units (ground units) for (however many) number of rounds? This would make them invulnerable to ground fire. I have not actually tried something like that, it is just a thought.

      posted in Maps & Mods
      A
      andrewthree
    • Neutral joins opposing alliance

      I'm modifying NWO, trying to find a way to get a neutral country (for example Greece and S.Greece make up the country of 'Greece', all the territories that made up pre-war Yugoslavia would make up the country of 'Yugoslavia'), if attacked by one alliance, to join the opposing alliance. Basically for example, if italians captured Kroatia, then Bosnia, Serbia and Macedonia would switch from Neutral to British control and the neutral infantry would be removed and an equivalent number of British infantry would be placed. On the other hand if Allies attacked first, the German player would get the other territories/units. I want to make it less attractive to attack neutral countries, at least unless the attacker is willing to come with overwhelming strength.

      This is the XML:

      <attachment name="conditionAttachmentGreeceWillJoinAxis" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
        <option name="directExclusionTerritories" value="Greece" count="1"/>
        <option name="alliedExclusionTerritories" value="Greece" count="1"/>
        <option name="enemyExclusionTerritories" value="Greece" count="1"/>
        <option name="enemyPresenceTerritories" value="S.Greece" count="1"/>
      </attachment>
      <attachment name="conditionAttachmentGreeceWillJoinAllies" attachTo="British" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
        <option name="directExclusionTerritories" value="Greece" count="1"/>
        <option name="alliedExclusionTerritories" value="Greece" count="1"/>
        <option name="enemyExclusionTerritories" value="Greece" count="1"/>
        <option name="enemyPresenceTerritories" value="S.Greece" count="1"/>
      </attachment>
      <attachment name="conditionAttachmentS.GreeceWillJoinAxis" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
        <option name="directExclusionTerritories" value="S.Greece" count="1"/>
        <option name="alliedExclusionTerritories" value="S.Greece" count="1"/>
        <option name="enemyExclusionTerritories" value="S.Greece" count="1"/>
        <option name="enemyPresenceTerritories" value="Greece" count="1"/>
      </attachment>
      <attachment name="conditionAttachmentS.GreeceWillJoinAllies" attachTo="British" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
        <option name="directExclusionTerritories" value="S.Greece" count="1"/>
        <option name="alliedExclusionTerritories" value="S.Greece" count="1"/>
        <option name="enemyExclusionTerritories" value="S.Greece" count="1"/>
        <option name="enemyPresenceTerritories" value="Greece" count="1"/>
      </attachment>
      <attachment name="triggerAttachmentGermansGreeceJoinsAxis" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
        <option name="trigger" value="conditionAttachmentGreeceWillJoinAxis"/>
        <option name='changeOwnership' value="Greece:Neutral:Germans:false"/>
        <option name="removeUnits" value="Greece:all"/>
        <option name="placement" value="Greece:Infantry:8"/>
      </attachment>
      <attachment name="triggerAttachmentBritishGreeceJoinsAllies" attachTo="British" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
        <option name="trigger" value="conditionAttachmentGreeceWillJoinAllies"/>
        <option name='changeOwnership' value='Greece:Neutral:British:false'/>
        <option name="removeUnits" value="Greece:all"/>
        <option name="placement" value="Greece:Infantry:8"/>
      </attachment>
      <attachment name="triggerAttachmentGermansS.GreeceJoinsAxis" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
        <option name="trigger" value="conditionAttachmentS.GreeceWillJoinAxis"/>
        <option name='changeOwnership' value="S.Greece:Neutral:Germans:false"/>
        <option name="removeUnits" value="S.Greece:all"/>
        <option name="placement" value="S.Greece:Infantry:1"/>
      </attachment>
      <attachment name="triggerAttachmentBritishS.GreeceJoinsAllies" attachTo="British" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
        <option name="trigger" value="conditionAttachmentS.GreeceWillJoinAllies"/>
        <option name='changeOwnership' value='S.Greece:Neutral:British:false'/>
        <option name="removeUnits" value="S.Greece:all"/>
        <option name="placement" value="S.Greece:Infantry:1"/>
      </attachment>
      

      When I try to run the mod I get the following error:

      GameParseException: map name: 'file:/C:/Users/Linda/triplea/downloadedMaps/nwo_one_round_combat/map/games/nwo_one_round_combat.xml', game name: 'nwo_one_round_combat', Unexpected Exception while setting values for attachment: TriggerAttachment attached to: PlayerId named:Germans with name: triggerAttachment_GermansGreeceJoinsAxis

      I have no other conditions or triggers named the same as these. I have Use Triggers set to "true".

      There is probably something with politics I am supposed to do but I don't yet understand politics very well and I thought I could just do something simple where if any one of a colon-delineated list becomes conquered by one side and a given territory is still neutral it would be transfered to the control of the other side.

      Thanks for any help

      posted in Map Making
      A
      andrewthree
    • RE: Second combat movement phase

      Well I have played with it a little more. If the area one attacks during the first combat phase is still enemy-controlled at the end of the first combat phase (either because you just attack with air units or because there is a ground unit but it does not survive the attack), then during the second combat movement phase you can move a friendly ground unit into the area and then directly into another enemy-controlled area. Otherwise, you can move into the attacked, now-friendly-controlled area, but not then move from there into an enemy-controlled area.

      Then I tried putting the second combat movement and combat at the very end of the turn, after the EndTurn phase and now it works, I can move into the previously attacked area (whether it is friendly-controlled or enemy-controlled) and from there directly into an enemy-controlled area. You cannot use air units to support any attack you make in the second combat phase (because they had to land during noncombat movement). But this does not bother me.

      If anyone has a better way to do this please let me know.

      posted in Map Making
      A
      andrewthree