My apologies, I mistook "info name" for "mapName". Changing to lower case seems to have solved it. So I believe I just need to update this in the version on GitHub.
Thanks for your help.
My apologies, I mistook "info name" for "mapName". Changing to lower case seems to have solved it. So I believe I just need to update this in the version on GitHub.
Thanks for your help.
Thanks for the suggestion. Although I think I've found a simpler way to override the warning message...
I gave the bomber an OffesiveAttackAA value and set targetsAA to a non-existent unit. Thus the engine thinks it can attack and doesn't throw the warning.
Good idea, although it appears the createsUnitsList fires during "endTurn" rather than "place" step.
I first tried making a duplicate endTurn in the phase, but this causes income collection twice.
However, I've discovered the NoPUEndTurn step, so now I have that at the beginning of the turn to create the payload units, and the regular endTurn at the end.
The result is that I have the payload units being created twice, but I'm able to work around that with two triggers to clear them out.
Long story short: I think I'm in a good place on this now. One downside is that the user gets notified at the end of the turn that they received payload units, which immediately disappear.
It’s meant as a replacement for the PU transfer when taking capitals. I wanted my map/mod to be without capitals, such that, powers can continue with income and purchasing so long as they retain one major city. So, instead of getting one large transfer of cash for taking a capital, you get several smaller ones as a reward for aggression. It's not quite as steep when balanced against the loss of the capital capture ability and knocking out all of the opposing nation's future income.
Here’s where I’m at with this now:
The positive side of the cash transfer is 100% handled with something similar to the loot in the Warcraft map @Frostion made.
For the negative side I’m creating a trigger for each territory that begins the game with a factory or a city that will give the original holder -PUs one time if they lose it.
So, the only gap currently is that any newly created factory after the start of the game would not trigger the lost PUs, only the positive ones.
I went through Age of Tribes and it also looks to be using the createsUnitsList, which is hard wired to produce the units at the end of the turn, as far as I can tell.
At any rate, I've discovered the isSuicideOnDefense option, so at least my payload units will be ignored if they territory they are parked in does get attacked.
Thanks for the input.
@Hepps said in One Time PU Capture For Certain Events:
@Contango said in One Time PU Capture For Certain Events:
So, the only gap currently is that any newly created factory after the start of the game would not trigger the lost PUs, only the positive ones.
You could make 2 types of Factory.
Unconquered Factroy would be all your existing factories at game start as well as any newly built ones by players. This is the unit that would be in the production frontier for every player.
Conquered Factory would be what the above turns into if captured. It cannot be bought and would be what all Unconquered Factory is turned into if and when they are captured.
You could then also have the Unconquered Factory produce a unit (at the time it is captured) that has a maintenance cost of 2 PU and is removed automatically at the end of the players next turn.
You could do the exact same thing with Victory Cities... just have an unmovable "Dummy" unit in each City that when the territory is captured turns into the same unit as the factory.
Yup, this is nearly exactly what I did, with the exception of the bit about the maintenance cost... I used "createsResourcesList" to create the positive cash flow for the attacker. The dummy units are then removed at the end of the turn.
The uncapturable capital thing is a good idea... I actually stumbled upon that previously. I have a trigger that will turn the owner of these fake capitals over to a different owner if all of that nation's cities are captured. (in order to make them no longer collect an income)
I also made triggers for PU penalty for all territories with a factory, and similarly with cities. The only down side is that those need to be known before the game starts, so it can't handle factories created mid-game.
So yup, pretty close to what I wanted.
@beelee said in Unable to Load Polygons.txt Error:
@Contango something else I noticed. You have upper case on mapName. I think it needs to be lower. In the xml
I've seen a few with upper case names that seem to be fine, but just in case I tried changing it, but that didn't help. Also tried with spaces VS underscores and no difference.
This reminds me of an issue I had where I made changes to a placement file, but then when running the game I was still getting my original placement locations.
If I remember correctly it was a problem of having multiple copies of my map folder (for previous versions) and the game was continuing to call the information from a previous folder even though the XML was the newest version.
Long story short, I’m wondering if it might be a similar problem of calling info from a folder you’re not expecting. Perhaps you think you’re running the game on the latest XML but TripleA is actually running an older version that still has references to your deleted territories.
I’m far from experienced, so just a guess.
I'm wondering when the Bots in the TripleA Lobby refresh their list of maps and if there's a way to trigger this to happen.
I'd like to test my map on a live online game hosted by a bot, but unfortunately the initial upload of my map had an issue which made it unable to launch. The Bots all still hold the original version unfortunately.
This reminds me of an issue I had where I made changes to a placement file, but then when running the game I was still getting my original placement locations.
If I remember correctly it was a problem of having multiple copies of my map folder (for previous versions) and the game was continuing to call the information from a previous folder even though the XML was the newest version.
Long story short, I’m wondering if it might be a similar problem of calling info from a folder you’re not expecting. Perhaps you think you’re running the game on the latest XML but TripleA is actually running an older version that still has references to your deleted territories.
I’m far from experienced, so just a guess.
Just wanted to point out that I don't think this is unique to your map...
I noticed the same thing recently on World War II Global 1940 2nd Edition. The units produced in India don't properly transfer over to UK Europe ownership like they normally do.
My apologies, I mistook "info name" for "mapName". Changing to lower case seems to have solved it. So I believe I just need to update this in the version on GitHub.
Thanks for your help.
I also tried uninstalling TripleA and deleting the downloadedMaps folder, and then re-installing it.
Immediately when I load it up I get an error that it can’t find my map zip folder:
java.nio.file.FileSystemNotFoundException: C:\Users\name\triplea\downloadedMaps\g40_alt_universe-master.zip
That’s odd since it’s a newly installed instance of TripleA. How would it even know that such a map existed in that location? I’m wondering if TripleA stores some kind of reference information elsewhere that I need to clear out.
@beelee said in Unable to Load Polygons.txt Error:
@Contango something else I noticed. You have upper case on mapName. I think it needs to be lower. In the xml
I've seen a few with upper case names that seem to be fine, but just in case I tried changing it, but that didn't help. Also tried with spaces VS underscores and no difference.
@beelee said in Unable to Load Polygons.txt Error:
@Contango Hmm...so your git one isn't working but the local one that you tested on and then uploaded to git does ? If so maybe try adding map from your working local to the git repo again. Check to make sure it didn't have any fails or errors. If on terminal I've blown by them before.
Interestingly, they both work when the local one is present, but if I remove it (which would be the case for anyone downloading it from Triple A) then the downloaded one doesn't work. Also, I've discovered that if I re-name my local file, then even it won't work. So it seems to want that particular folder name for some reason. I even tried re-constructing a new folder with a new name (and new name in the XML file) and it still won't work.
Thanks for the suggestions, I deleted the extra text file to no effect.
I also tried moving the description folder above the map folder and deleting the other one that was inside the map folder. This also didn't work and has the unfortunate consequent that it means the map snapshot won't show up anymore. (the YAML file is linking to where I originally had the snapshot)
I made another discovery, that if I return my original local folder for my map to the "downloadedMaps" directory on my computer, both instances will now work.
So it would seem that the version of my map downloaded from TripleA is attempting to reference the polygons file from my original working folder and when I remove it, it's getting confused.
Does anyone know how to remedy that? And what do other mapmakers generally do if they are keeping a live instance and a working instance of their maps for making updates?
@LaFayette, @ff03k64
Alright, so in GitHub I’ve changed the default branch to be the master branch… in fact I removed the other one so that there’s only one branch now. (mimicking warcraft_war_heroes as an example) I’ve removed the map within TripleA, re-downloaded it and the error persists.
@LaFayette
I’m not following what you mean about “map” being the top level folder, when I download the G40_Alt_Universe zip file the structure looks like:
\g40_alt_universe-master.zip\g40_alt_universe-master\map
Using warcraft_war_heroes to compare, I see:
\warcraft_war_heroes-master.zip\warcraft_war_heroes-master\map
So, it seems similar to me, unless I'm not looking at the same thing as you are.
Thanks both for the help, I appreciate it.
The map I created is now live on TripleA, however, when downloaded it give’s the below error when trying to start the game:
Failed to start game
java.lang.IllegalStateException: Error in resource loading. Unable to load expected resource: polygons.txt, the error is that either we did not find the correct path to load. Check the resource loader to make sure the map zip or dir was added. Failing that, the path in this error message should be available relative to the map folder, or relative to the root of the map zip
I didn’t experience this error when working on the map locally. I understand it usually has to do with a folder structure problem, but nothing is jumping out at me as a likely cause.
I also tried downloading the map through TripleA on a separate computer which wasn’t used for development to make sure it wasn’t an issue of having multiple instances of the same map.
Thus far the only thing I noticed as a possible cause is that the XML file name has an extra “_vB1” at the end of it, but removing that doesn’t seem to fix the problem.
I’m probably missing something simple, but I’m wondering if one of you with more experience could download the map and see if the cause is obvious to you. Below are the details:
Section: Experimental
Name: G40_Alt_Universe