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    JOSEPH PRINCE

    @JOSEPH PRINCE

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    Best posts made by JOSEPH PRINCE

    • Using triggers to add units with options

      In Charles de Gaulle Neutrals, triggers are used to add and remove units at the start of the game simply by selecting options.

      I want to make a configurable map where you can change the unit setup and add new units to the game simply by checking boxes in the game options menu. How do I do this in XML?

      Never mind I figured it out someone please delete this post

      posted in Map Making
      JOSEPH PRINCE
      JOSEPH PRINCE
    • Remade the old ANZAC unit images

      https://drive.google.com/drive/folders/13aZtzCIH4xGk-1mTn-txYMn2yTalZPC0?usp=sharing
      When the ANZAC faction was called "Australians" they had their own special unit images. After the colour scheme was updated, from dark orange to dark blue, the units became simply clones of British units. In the Google Drive folder is the old Australians units changed to the new colour. I kept some of the British-cloned units the same (namely the Artillery) because I thought they fit better. I hope this gets added to official assets.
      dutchinfantry.png anzacinfantry.pnginfantry.png

      posted in Feature Requests & Ideas
      JOSEPH PRINCE
      JOSEPH PRINCE
    • RE: TOTAL GLOBAL WORLD WAR II- fusion & clean-up PROJECT

      made some new unit images and working on more:
      artillery.png
      American artillery
      lightArmour.png
      American light armour
      armour.png
      British armour (custom)
      armour.png
      Canadian armour (custom)
      armour.png
      Free French armour
      mech_infantry.png
      Free French mech infantry
      armour.png
      Vichy French armour (custom made)
      artillery.png
      Vichy French artillery
      armourLight.png
      Vichy French light armour (also custom)

      posted in Map Making
      JOSEPH PRINCE
      JOSEPH PRINCE
    • Multiple unit images

      An idea has come to mind of a system for multiple unit images and it comes from this problem.
      Each unit can have only one image. If you want to have different unit images you have to put in the effort of making another unit and copying all the stats, and I think it could be made a lot simpler. Also, some might want it so that certain factories / production units produce units differing in appearance. That is why I have thought up this system.

      The way one would give a unit multiple appearances would simply be by adding a number to the end of the unit image name (1) and the next being (2) and so on. If the unit image does not have a number coming afterwards the system would treat it as a (1) to prevent problems.

      Doing that without changing anything else would make the game assign the images randomly. If anyone would want to increase or decrease the odds of the different images being used they could make multiple copies of the same image.

      For the problem with unit stacks: let’s say a unit with appearance(1) and a unit with appearance(2) are being stacked. The one with a lower appearance value represents the stack, but when you click on the stack a random unit from the stack is taken. The unit appearance is not overwritten.

      But what if you want to make it so that certain territories / factories produce units different in appearance? This would be done through the game’s xml code, with the way it works described below.
      <option name=”unitImages” value=”(1),(2)”/>
      <!-- The images to use this game, if not mentioned then the engine assumes all of them -->
      <option name=”image(1)territoryOrigin” value=”territory”/>
      <!-- Where the unit can originate from. Any number of territories can be entered as values. If this unit is produced in this territory, it takes on this appearance. If not mentioned the game engine assumes the unit can originate from any territory. Cannot be used alongside unitOrigin -->
      <option name=”image(2)unitOrigin” value=”factory”/>
      <!-- Will probably not be used very often, however would be useful if you have a “general” unit that produces units with a different appearance but the same stats. If not mentioned the game engine assumes it can be produced in this appearance by any unit. Cannot be used alongside territoryOrigin -->

      If you want a unit to have a certain appearance at the start of the game just do this:
      <unitPlacement unitType="unit" territory=”territory" quantity="#" owner=”player" appearance=”(1)”/>
      If an appearance is not selected then the game engine uses the first image.

      This would be a good addition for a number of reasons:
      1- It’s not a very complicated system.
      2- It would make the game more visually appealing with lots of different unit images.
      3- It is completely optional and would not break any existing games.
      4- It would make things easier for the people who like to track their “favorite” units.
      5- It would make it more historically accurate, for example infantry produced in colonies could represent their nationality and tanks produced in a certain factory could be of different models.
      Please consider my suggestion.
      Joseph Prince

      posted in Feature Requests & Ideas
      JOSEPH PRINCE
      JOSEPH PRINCE
    • Does anyone have a folder with the old Canadians unit images?

      Like this: infantry.png
      They were removed from the TripleA "units" folder in an update recently. This has broken quite a few games which had Canada in them.

      posted in Map Making
      JOSEPH PRINCE
      JOSEPH PRINCE
    • RE: Multiple unit images

      Another idea: this would be perfect for lend-leased or captured units.
      example1.PNG
      So here we have France, which has just been conquered by the Germans. An infantry and an armor have survived the blitzkrieg but lay within what is to be Vichy France.
      example2.png
      With the system for multiple unit images in place one could make special cases for units that switch control.
      example3.png
      The Germans on their next move bring an Artillery into Vichy France and convert the Infantry and Armor into German units. The way this would work is that there are special unit images in both the Neutral_axis and German unit directories. These would not appear in unit production but only appear when French units switch control to being Neutral_axis or when previously French Neutral_axis units switch control to being German.

      This could also work with a lend-lease system (I will add example images for that soon)

      posted in Feature Requests & Ideas
      JOSEPH PRINCE
      JOSEPH PRINCE
    • RE: Victory Cities ICon

      It is usually in the "misc' folder which is inside the "map" folder. Look for it under the name vc.png.

      posted in Map Making
      JOSEPH PRINCE
      JOSEPH PRINCE
    • RE: Remade the old ANZAC unit images

      @LaFayette Most of the games based on the Global 1940 / Pacific 1940 boards would be great with this. (Pretty much any game with ANZAC in it). Also, I do know how to change the unit images (by going into the map .zip folder and adding them to "units") but I posted this here so that other people can use them too.

      posted in Feature Requests & Ideas
      JOSEPH PRINCE
      JOSEPH PRINCE
    • RE: TOTAL GLOBAL WORLD WAR II- fusion & clean-up PROJECT

      also some players don't have intro screens, or are missing information on their intro notifications.
      Firstly the Vichy French intro notification is broken
      Extra wartime objectives for Canada:

      1. Use the Royal Canadian Navy to patrol the Atlantic for submarines
      2. Send your transports to convoy units to the greater conflict in Europe and Africa
      3. Build up Canadian war industry and protect the homeland
      posted in Map Making
      JOSEPH PRINCE
      JOSEPH PRINCE
    • RE: Remade the old ANZAC unit images

      Oh cool! I didn't know you could do that. Time to try it out!

      posted in Feature Requests & Ideas
      JOSEPH PRINCE
      JOSEPH PRINCE

    Latest posts made by JOSEPH PRINCE

    • RE: TOTAL GLOBAL WORLD WAR II- fusion & clean-up PROJECT

      also some players don't have intro screens, or are missing information on their intro notifications.
      Firstly the Vichy French intro notification is broken
      Extra wartime objectives for Canada:

      1. Use the Royal Canadian Navy to patrol the Atlantic for submarines
      2. Send your transports to convoy units to the greater conflict in Europe and Africa
      3. Build up Canadian war industry and protect the homeland
      posted in Map Making
      JOSEPH PRINCE
      JOSEPH PRINCE
    • RE: TOTAL GLOBAL WORLD WAR II- fusion & clean-up PROJECT

      @ebbe only thing that needs to be done, game needs images for refinery, as it is missing for some nations

      posted in Map Making
      JOSEPH PRINCE
      JOSEPH PRINCE
    • RE: TOTAL GLOBAL WORLD WAR II- fusion & clean-up PROJECT

      made some new unit images and working on more:
      artillery.png
      American artillery
      lightArmour.png
      American light armour
      armour.png
      British armour (custom)
      armour.png
      Canadian armour (custom)
      armour.png
      Free French armour
      mech_infantry.png
      Free French mech infantry
      armour.png
      Vichy French armour (custom made)
      artillery.png
      Vichy French artillery
      armourLight.png
      Vichy French light armour (also custom)

      posted in Map Making
      JOSEPH PRINCE
      JOSEPH PRINCE
    • RE: Searching for a version of AA50 1941 with attractive unit art

      Wait I remember better now its actually WW2 v3 1942

      posted in Player Help
      JOSEPH PRINCE
      JOSEPH PRINCE
    • Searching for a version of AA50 1941 with attractive unit art

      I remember it in my head: a version of AA50 which had well made unit art and a new map. However, I have gotten lost in the endless number of AA50 modifications. Can someone help me?

      posted in Player Help
      JOSEPH PRINCE
      JOSEPH PRINCE
    • RE: TOTAL GLOBAL WORLD WAR II- fusion & clean-up PROJECT

      15 December is only 10 days away now!

      posted in Map Making
      JOSEPH PRINCE
      JOSEPH PRINCE
    • RE: Victory Cities ICon

      It is usually in the "misc' folder which is inside the "map" folder. Look for it under the name vc.png.

      posted in Map Making
      JOSEPH PRINCE
      JOSEPH PRINCE
    • RE: TOTAL GLOBAL WORLD WAR II- fusion & clean-up PROJECT

      Some additional new territories you should add: Serbia-Macedonia (lower part of Yugoslavia) effectively cutting Yugoslavia in half and insuring Greece survives for at least 1 turn before German units reach it. Greece itself could also be cut into Northern Greece and Peloponnese (Southern Greece) and lastly Crete which would make the campaign there more interesting. Generally a lot of areas in the balkans (Slovakia Hungary could be made into just slovakia and hungary, Greater South Germany could be split into Czechia/Bohemia and Austria). In the pacific Borneo should be split in half between the British and Dutch into Borneo and Malaya. Back to Europe, some of the neutral nations like Turkey and Spain could be divided into multiple territories. Otherwise the map looks good. I'm excited to play it come 15 december!

      posted in Map Making
      JOSEPH PRINCE
      JOSEPH PRINCE
    • RE: TOTAL GLOBAL WORLD WAR II- fusion & clean-up PROJECT

      Maybe the Free French could have "partisans" which would spawn in German-controlled France on occasion, meaning it would be necessary for the Germans to keep a lot of units there to hold France (because if they left it empty partisans would take back control). Also you should make it so that as soon as Paris is retaken all Vichy French territories turn Free French

      posted in Map Making
      JOSEPH PRINCE
      JOSEPH PRINCE