Uploaded and pull request created.
No problem, glad to be of service. If you have the time and interest, I made some comments inside the xml file if you would like to see what was changed. If you have questions about the changes feel free to post them here. I and others will be more then happy to help.
And again welcome to the insane world of TripleA xml scripting!!
I also have a few suggestions for you:
add the 'endTurnNoPU' delegate for the 'Neutral' so you don't have to delete the PUs at the end of their turns.
Use 'each' to count the special resources, and count these only for the Nations that receive those resources. So for the Germans and the SS-Potential:
First remove the createsResourcesList'
<attachment name="unitAttachment" attachTo="SS-Potential" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType"> <option name="isInfrastructure" value="true"/> <!-- <option name="createsResourcesList" value="1:SS"/> --> </attachment>
Then to count the resource for Germany:
<attachment name="conditionAttachment-German-Axis-SS-Potential" attachTo="Germany" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="directPresenceTerritories" value="controlled" count="each"/> <option name="unitPresence" value="SS-Potential" count="1"/> <option name="players" value="Germany:Balkan:Finland:Italy:Iraq:Iran:Japan:Thailand:Pro-Axis-Neutral"/> </attachment> <attachment name="triggerAttachment-German-Axis-Receives-SS" attachTo="Germany" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment-German-Axis-SS-Potential"/> <option name="resource" value="SS"/> <option name="resourceCount" value="1"/> <option name="when" value="before:GermanyEndTurn"/> </attachment>
Using this method removes all the placement/removeUnits conditions and triggers for each territory involved. Plus you can add/remove the 'SS-Potential' unit on the map without having to change the section of the xml.
Also if you do the same with the 'Colony' you can add/remove nations with just the adding of the 'each' count.
Doing this for the 'Commissariat', 'SS-Potential', 'Colony' and 'Pilot' would mean you would not have to delete these resources from each nation that does not use them.
@redrum I tend to agree with @General_Zod here. Choice 2.
If you have a loaded transport, you only need to click on the transport to move it an its cargo. Moving the ac and fighter requires that both items are clicked on to move. I can see the point of not charging for a NCM where both ac and fighter start and end in the same territory. But any move during CM, which implies that both are going into battle, should charge both their movement resources.
@cernel I understand how the renaming of the Techs work, and it is a good thing. It would be nice if this type of renaming worked for other elements like:
<option name="Infantry" unit="germanInfantry"/> <option name="Infantry" unit="russianInfantry"/>
In this manner the purchase window, tool tips and other displays to the player would IMOA be a little cleaner. But this is something just for looks.
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