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    General_Zod

    @General_Zod

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    Posts made by General_Zod

    • RE: Expand RandomStartDelegate to also include sea units and sea territories

      @Frostion

      An alternate method involves using bidPlace delegates. If you want to place one sea unit per player turn in a turn order. You will need to place the multiple delegates before the regular sequence begins. The trick here would be to trigger one sea unit to place (during the bidPlace) and additionally trigger an invisible sea unit (owned by nation whos turn it is) into every available sea zone during the bidPlace and remove all of them after the bidPlace. This will allow you to place sea units in sea zones that look empty or unowned.

      But if you actually require ownership of the seazones to be changed, you need to trigger them as well. Or try assigning each seazone and attachment before hand that has ownership assigned, and see what happens. But I think triggers would still be required here. Maybe try adding production=0 to seazones too, then it should switch ownerships.

      posted in Feature Requests & Ideas
      General_Zod
    • RE: Expand RandomStartDelegate to also include sea units and sea territories

      @Frostion

      I have used the existing feature extensively on one of my maps, although I have more coding before completed. It involves selecting territories like risk. But it follows rules custom to the game and makes use of different value territories rather than all the same values. So a lot of conditions to code. But it's like 75% done.

      Oh and we have also edited manually to same effect when we want use this rule set. It's for my Bad-Ass 4 Nation FFA. But soon will be an engine supported ruleset 🙂 .

      I can play around with what I have currently to see if seazones can be selected during that delegate. Otherwise it can likely be done with useraction and a ton of triggers and conditions. I'll get back to you.

      posted in Feature Requests & Ideas
      General_Zod
    • RE: Expand givesMovement Option To Require Specific Units At Destination

      @redrum By the way what does the randomStart delegate feature request entail. I have used the existing feature extensively on one of my maps, although I have more coding before completed. It involves selecting territories like risk. But it follows rules custom to the game and makes use of different value territories rather than all the same values. So a lot of conditions to code. But it's like 75% done.

      posted in Feature Requests & Ideas
      General_Zod
    • RE: Expand givesMovement Option To Require Specific Units At Destination

      @redrum

      Ok, so it's on the short list I guess. That's cool. I was wondering if it got knocked off the list between the time this topic was being initially discussed and the feature list votes. You seemed to green light the feature back then.

      Anyways, greatly appreciated. I will also post a thread to show my progress on the map thus far and direction I want to take it. By the way this feature has immediate use a bug fix for TWW as you may recall (materials from harbors to transports). And I think some of the other map makers could make good use of it once they take a good look at it. @Cernel already pointed out it was useful as logistical solution rather than using land canals (above). So it's got a lot of potential.

      If there was an additional attribute that caused the waypoints to be checked for the specific units. Then it could be used as terrain or weather movement penalties or as bonuses for stuff like autobahn/highways. But if that's too complex to code, don't bother. I'm mainly pulling for what we discussed already.

      posted in Feature Requests & Ideas
      General_Zod
    • RE: Expand givesMovement Option To Require Specific Units At Destination

      @redrum

      Thanks for all your hard work and efforts elsewhere, all are also greatly appreciated. But I kind of need to know where I stand here.

      I know you have created a vote system for feature requests. That's ok, however it is imperfect. Since non mapmakers can vote and skew the results to features that might not even be on any ones drawing board for immediate future.

      That being said, do you think it would be too much trouble to squeeze this feature request in eventually. No hurry really, but... My whole map design hinges on it being implemented eventually.

      I think it's quite a revolutionary design and should play well once it's thoroughly tested and fine tuned. Thus a worthy feature request. This design should facilitate the necessity and importance of solid sea strategies and not to simply allow them to be ignored as so many maps currently do allow. Especially in the strategies in the Atlantic theatre.

      Basically this design will use a combination underwater sea zones, naval bases and hybrid shipping lanes. In conjunction with convoy attachments, routes, seazone blockades , seazone production, custom bonuses. And possibly if not to much work for players, a system that requires sea nations to transport certain resources to their capitals where they are then exchanged for income. I have a few options on implementation of latter portion. But I need this feature request in the end.

      posted in Feature Requests & Ideas
      General_Zod
    • RE: Update for Domination 1914 No Man's Land

      @schulz Imo 1 week should not be the bar to take over some ones map. I recommend you simply mod it, and not use the same name. Maybe when he returns he can give blessing to merge the files.

      posted in Maps & Mods
      General_Zod
    • RE: Rescuing the load game.

      @schulz Look in the autosave folder, maybe triplea autosaved before it crashed.

      C:\Users\username\triplea\savedGames\autoSave

      Also double check.

      C:\Users\username\triplea\savedGames

      posted in Help & Questions
      General_Zod
    • RE: Update for Domination 1914 No Man's Land

      @hepps Can I see the whole map?

      posted in Maps & Mods
      General_Zod
    • RE: How would you rate countries and territories considering realism in big WWII maps.

      @schulz Oh, my bad, I didn't see , you did respond. Anyways, you should fix it if broken. Then you don't need permission to mod NML.

      posted in Help & Questions
      General_Zod
    • RE: How would you rate countries and territories considering realism in big WWII maps.

      @schulz Btw, why no response to the "blood and steel" question?

      posted in Help & Questions
      General_Zod
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