Looking for an opponent to play G40. I want to be axis, allies can take a 20 bid or I’m open to balance mod.
Must be okay with the game going slowly, as I will not be able to take turns daily.
Looking for an opponent to play G40. I want to be axis, allies can take a 20 bid or I’m open to balance mod.
Must be okay with the game going slowly, as I will not be able to take turns daily.
mapinfo.txt, I changed it but didn’t help
hmm, I looked at the sektorinfo.bmp and nothing jumps out at me as problematic.
I don’t think this would be an issue, but you could try using a unitstats.txt type file instead of toolpieces.txt.
does it crash right away without even opening, or are you able to open it for a few seconds?
is there anything in particular that leads you to believe it is the sektorinfo files? Have you tried it without the .sek file?
Also, is the map particularly big compared to other maps? I’ve tried to make modules before that kept crashing… I narrowed the problem down to the size: I could make the map size 1 pixel column less or smaller, and it would work. one pixel column more or bigger and it wouldn’t. Nothing I could do about it, and I’m not sure it was even bigger than the current working G40 module, but it was quite big. You could try cutting the map into quarters and make a module out of each quadrant and see if any of them work, and if not which ones.
working on the abattlemap module…
Here is my work so far: (For Developers Only) www.axisandallies.us/secondedtion42.zip - it doesn’t works yet
I’m having trouble getting my module to work… it crashes… any developers want to give it a try and see whats wrong with it… the zip file has the module I built plus the paint.net source file I used to make it… I don’t know what the problem is… I’m guessing maybe its my computer or is the file not saved in the right format or something… I’ve redid this module 3x step by step and still crashes.
I have not installed Abattlemap on my computer, but I looked at the files briefly. the Mapinfo.txt doesn’t look quite right. if I recall I think the allied numbers are supposed to be on seperate lines, but in the file I opened everything was on one line
@Cmdr:
There a D-Day module for AAA?
This is the d-day module for abattlemap http://www.axisandallies.us/add/ADD.zip I believe its also packed into the Abattlemapmap installer found at www.abattlemap.com : http://www.mediafire.com/file/w05zwkxji5w/ABattleMap_Installer.exe be careful as when installing this version it may have a different version of some modules and may overwrite them… so backup all your .gim folders before installing and just replace the ones that got messed up with your backup folders
I think it shouldn’t overwrite anything, but it’s good to back up just in case.
@Cmdr:
@Cmdr:
Long live battlemap!� Down with the tripleA pretendership! :P
I like Battlemap and miss it also. I especially like the Forum dice better than the TripleA dice engine. Seems like TripleA rolls strings of numbers rather being truly random.
The problem comes in collecting enough data to prove it though.
Seen a lot of battles where one side has 5% odds to “win” but that win is supposed to be 1 maybe 2 units left and they come out next to unscathed while the attacker dies to whithering fire. Almost makes you want to take the 95% odd from a calculator for all battles (round down) lol
Collecting data is not the only way to prove it. Just find out (e.g. by asking the developers or looking at code) how the “random” numbers are being generated. I’m no expert, but by my understanding, the characteristics you describe are typical of pseudorandom number generation (a computer program is generating the random number). That is, you should be getting a random distribution of numbers given enough rolls, but the particular sequence of the numbers may not be truly random (given a first roll of number N, the probability distribution between N and non-N numbers on the next roll is not truly random). This method is very easy to code (you can learn how to write a program to do it in a couple hours with no prior programming experience), but it is not good for axis and allies dice purposes.
The only way of generating truly random digits is by harvesting data from entropy using special hardware. One way of doing this without actually generating the data in real-time is by having a huge database of a random sequence of numbers which were generated using a truly random number generator. This database can be built into the software and the numbers can be retrieved instead of generated when an instance calls for it. I think this is how conquerclub generates their dice rolls, and may be how the forum dice roller here works as well.
I recall reading a post somewhere on this forum which explains how to call the dice on the forum, and it may explain how the dice numbers are generated. I don’t know if you can find the relevant counterpart for TripleA.
can anyone steer me in the direction of a link to the newest(or best) abattlemap map for the global game? please and thank you.
I wouldn’t know - but if you go to the PBF board and look for some players playing a global game, you could ask them on their game thread. I don’t even know what the latest global axis & allies game is, but if you’re looking for global 1940, they’ll probably call that “G40”. (Perhaps this shows how behind the times I am)
I’m also using the following downloaded starting map:
- AaA1940global_a3_FinalSetup.AAM (9.76 KB - downloaded 3 times.)
Thank you. Your module, in this case, would be the 1940 Global one.
Coding the location of those numbers for each territory is very tedious and most people who make the modules probably won’t find it worth their time (I don’t disagree). Frankly, that feature in the program is not even necessary, since you can put the IPC numbers directly onto the map image. If you would like to do this for yourself, you can open your Map.bmp file in an image-editting program such as Paint.net, add the IPC number value on each territory where you would like it to appear, and then save again as Map.bmp. As long as you don’t change anything else on the map (namely the location of the borders), it will not adversely affect your module or compatibility with playing with others who use the original map.bmp.
If you do this, you could upload your file for others to use too if they also want the IPC values displayed on their map.
Does this help?
Is this the latest version of AbattleMap being used for games today?
The new map looks really good compared to the old one; the only thing I noticed which is a little annoying is it seems the numbers listing the IPC value of the territory is not there like the older versions; it’s still there if I hover over the territory but that’s it; have you guys solved this yet?
Which module are you using?
Ok, running out of ideas again.
Using blank Sektor files the module works fine.
Using Sektor files with something in them it crashes.
Test 1
Made a 4 quadrant SektorInfo.bmp file with black borders and then paint in each of the 4 quadrants with color 1, 2, 3, 4.converted the map file with b242map.exe the text and Sek files are still empty.
When I open the map and try to look at Sektor stuff the sektors are randomly distributed and have nothing to do with the SektorInfo.bmp or SektorInfo.map file. And then it crashes eventually. Can edit stuff using SektorEditor and it seems to save it but like I said the Sektors are random.
Can you copy some files into a new folder and try to make a Simple sektor file and see if it works for you?
Same as with the previous problem, maybe something in the software isnt working right and there is some missing step that isnt included anywhere. Without going into the program I dont know how to solve this.
send me a screenshot of the windows explorer window with all the relavent files in it, as well as the actual files and I’ll see if I notice anything, but I can’t spend too much time on it.
Ok question about Sektors -
So I have my file that contains all of the borders and/or bounding boxes and I need to go in and add the different Sektor colors (1-whatever).
1. If I have territories with mutliple areas can I just pain them all the same Sektor color? When I go to edit that Sektor will I need to edit both (or more) or just one of the areas?
2. Does every space on the map need to be either black border or a Sektor Color? Can there be any blank space? When I draw the borders sometimes there are some shades of black with different transparency levels - Do I need to go and make sure every such box is completely black/transparency = 255? If there are some random pixels left over that dont have a color do I have to fill them in?
Just want to confirm before I do more than necessary for the first round.
yes, any area that has the exact same color will be considered the same sektor. It does not have to be contiguous. on the map it will work just like the two non-contiguous areas are a normal, contiguous, sector/territory. If you click on one of the areas, edit it in sektor editor and save, then click on the other area, you will see the same info that you saved.
yes, every single pixel needs to be either black or corresponding to an entry in sektorinfo.sek. I don’t know how you’re getting colors that you don’t intend, unless you’re using some kind of effects or you have anti-aliasing on. best to stick with just the pencil and fill tools for adding color to your sektorinfo.bmp, and make sure antialiasing is off.
If you have a color that does not correspond to any sector (other than black), your module should open, but if somebody hovers the cursor over that pixel I think it would crash the program.