Posts made by RogerCooper
Error when converting Middle East scenario
I am applying my usual techniques when converting the old Middle East scenario. I am getting an unusual error:
Could not find attachment 'games.strategy.triplea.attatchments.TerritoryAttachment'. This is can be a map configuration problem, and would need to be fixed in the map XML. Or, the map XML is using a feature from a newer game engine version, and you will need to install the latest TripleA for it to be enabled. Meanwhile, the functionality provided by this attachment will not available.
Could not parse:file:/C:/Users/Judy/triplea/downloadedMaps/Middle_East/games/middle_east.xml
games.strategy.engine.data.GameParseException: MapName: file:/C:/Users/Judy/triplea/downloadedMaps/Middle_East/games/middle_east.xml, Attachment of type games.strategy.triplea.attatchments.TerritoryAttachment could not be instantiated
I have attached the XML file. When I validate against the game.dtd I received the equally mysterious error "Error at line 620, column 18: no declaration found for element 'attachmentList'"
Does anyone see what is wrong?
RE: No Mans Land 2
@imbaked Given the scale of the game, bad weather would probably reflected as penalties to attacking.
There basically 3 ways to handle neutrals enter the war.
- Follow the historical schedule.
- Buy them with influence
Each methods has its pluses & minuses.
Historical schedule is easy to implement. It makes the game more of a puzzle to be solved.However it less realistic because you can anticipate the entry of neutrals and change your strategy accordingly, There is also fewer options and less replay value.
Buying them requires careful balancing to make choices real. Obviously, Bulgaria needs to be a cheaper ally than the US.
Randomized entry is realistic and exciting but can result in unbalanced games and make planning impossible.
Any of these methods can work for a game.
RE: Need a Variant for Military Students
@benjamjensen Features 1 to 3 are not supported by TripleA which makes no provision for limited intelligence. Supporting limited intelligence would require major changes in the engine. You would probably be better off with Civilization series or the soon to be re-released The Operational Art of War.
For that matter "free for all" can be easily done in TripleA (there are many already) but they are thoroughly unrealistic. Real wars have alliances.
There are also plenty of board games that handle limited intelligence well. Pretty much any "Block" game handles this. The simple WW2 game Fog of War link text is easy to learn, fast-playing and covers the issues you wanted.