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.
Yep, with blank files - meaning
SektorInfo.bmp is the same size map and all black
made SektorInfo.map from that file
Blank SektorInfo.txt file
Made SektorInfo.sek from the txt fileIt works.
good to know
Ok so yeah I created a very simple map and used tool piece and such files from another module and it didnt work.
Then I made the necessary SektorInfo files and added them and the program worked fine.
So it seems pretty clear that the SektorInfo files are mandatory and not optional. Perhaps in a different version they were optional but not in the 0.8 alpha 1 version.
I guess the best way to make my own Sektor files is to make the map, color it up and save it as SektorInfo.bmp and take note of how many Sektors there are. Then create the sektorInfo.txt file, leave it blank, then use csek.exe to create the SektorInfo.sek file.
Then the program works fine and you can edit the Sektor files either using the txt file or the Sektor Editor and be on your way.
But I think you should update the tutorial to reflect this as the Sektor Files are not optional as stated.
Let me know if you see differently but it seems conclusive to me that this is the case.
Without going into unnecessary detail here as to why, what you suggest is very possibly the case.
Have you tried creating just a blank all-black sektorinfo.map and blank sektorinfo.txt?
Ok the previous problem was that the name of the folder wasnt 1-3 characters.
Now it opens and loads the toolpieces and map file but crashes after you try to do anything. I tried to simplify things by trying to get it to work with only the three necessary files MapInfo.txt, Map.bmp, ToolPieces.bmp but that didnt help either.
MapInfo.txt contains 1 line to be simple - just the name
Map.bmp is a flattened bmp file created from paint.net. Tried 8 bit and 24 bit and neither options helped.
ToolPieces.bmp is 150x90 pixels - 10x9 markersIs there something that has to be reset? Kind of like a new install or something? Does it matter what size the map is? Currently its smaller than some other maps.
Map size isn’t supposed to matter, but it has mattered for me in the past (we never figured out why - other maps have been same size as what didn’t work for me). In my case, my map was too big. Idk if you can solve your problem by changing the map size.
In this case, I don’t think “resetting” or reinstalling anything will be of any help, so long as you already have all the files you are supposed to have in your abattlemap directory.
have you tried opening another module with only the 3 essential files?
You said your mapinfo.txt file is only one line. I do not know if that is allowable or not. do other working modules have only one in that file? Also am I correct in assuming you have not created your start.aam file yet?
Can you send me a screenshot of your file explorer window with your module directory (.gim folder) open? Also, can you send your mapinfo.txt and toolpieces.bmp files?
If i put two of some unit or flag in an area and other units in another what keeps them from stacking. Isn’t it the borders of the territory which are what sectors are? Otherwise how does the program know when two placed say infantry are in the same vicinity. So at the bottom of the map when you stack flag markers to indicate how many ipcs you have for each country our what turn it is, the two sets of flags don’t combine because they are not in the same defined space. If that isn’t a sector then what defines the borders of that space? Just a black line?
Great question. Hopefully my memory will serve me well here in my answer, I could be slightly off (I no longer have Abattlemap on my pc):
You are right about the program stacking all of the same kind of pieces that are within a sector. however, even on a map with sectors, you can have space that doesn’t correspond to any sector at all (this is just black space on the sektorinfo.bmp image). If I remember right, pieces placed in one of these areas I think will [only] stack if you try to stack them (you literally have to click in the vicinity of the existing pieces), but don’t stack automatically. You can try this by placing pieces of the same type exactly on the border line between two sea zones in an existing module. They should not stack unless you place them really close together. In most modules the borders are a non-sector pixel/space, which you can verify by seeing no sector name in the title bar of the application when you hover your cursor on the line, and you can also see on the sektorinfo.bmp (if you have it) that the line is black (color 000000) there.
I think this is also how it works if you don’t have any sektorinfo.bmp or sektorinfo.sek files at all.
It could be that you just have to create a big black sektorinfo.bmp and use that, but I don’t think this is the case. Per the tutorial (emphasis added):
@Stoney229:
SektorInfo.map contains the information of which sector (territory, sea zone, space, etc.) each pixel on the map belongs to. It is not required, but if used, it does require the accompaniment of SektorInfo.sekL. Without these two files, a module will not contain any distinction of territories or sea zones, so IPC income calculations in the program�s �InfoView� window are not possible.
SektorInfo.sek contains all the information (except map/board location) about specific sectors, including name (as displayed in ABattleMap�s title bar), type (land or water), IPC value, original owner, and much more. It also includes other special sector-related information, such as damage/�convoy disruption� criteria. It is not required, but if used, it does require the accompaniment of SektorInfo.mapF. Without these two files, a module will not contain any distinction of territories or sea zones, so IPC income calculations in the program�s �InfoView� window are not possible.
Does that make sense? Did I answer your question?
Do i need sectors for the ipc counts and turn number?
sectors are required for all the information in the top five rows of the infoview window. without the sectors, you would have to put a production chart area on the map.bmp image and the players can keep track of production manually just like they would in a face-to-face game. Does that make sense?
I’m not sure what you mean by turn number. if you’re wanting the game to display how many rounds have gone by, I don’t think there’s any way for the program to calculate that automatically. players would just manually count/keep track… you could easily put a space on the map for them to do this. Am I understanding you correctly?
Yeah, I’m trying we will see how it goes.
Just take it one step at a time. If you have any questions that are not answered by the tutorial, let me know. Some of the parts that take the longest are things like making the map look good that are really just up to you how much time you want to put into it. So long as you have everything else right, you can always make aesthetic changes to the Map.bmp file later without any problems or hassles for players (assuming you are not changing the placement of the actual territories and borders). You can also go without the sector information entirely, and the module will just be pieces on a board like the real game without any statistics or analytical info.
Is anyone going to work on a module for a simple 1914 battlemap?
If nobody’s posted a thread about it, then probably not. Here’s a tutorial if you want to take a stab at it yourself. It’s pretty straightforward.
Glad you’re around, Stoney.
I was really only able to do anything because of your tutorial.
Very happy to hear it was useful to you. It was fun to write and figure it all out… like a puzzle game where I had to fit all the abstract pieces together! Of course I had a lot of help from conversations with Atti, too, but he is no longer developing the thing.
OK, so I am not HolKann, TMTM, Funcioneta, or Stoney. But I do have an improvement to submit to ABattlemap for 1940 Global.
Since Larry changed the turn order again now in Alpha 3.9, the InfoView and Toolbar in ABattlemap have the countries in the wrong order. I have fixed this. However, I’m afraid I didn’t really create a new version of battlemap, and am probably doing this wrong. But I had another player test it on his computer and it works for him too. Here’s what you do:
1. Download the 7 files from Mediafire
http://www.mediafire.com/?ksbh73nv51ngo2. Copy them into your GA3.gim folder and replace. Make a backup copy of the GA3.gim folder first - this is my first time after all.
3. You now have the updated toolbar and infoview. You also have a start.aam file for Global 1940 that I believe is accurate, but I haven’t double checked it. So if you click new/Alpha3 GA3.gim in ABattlemap you will have the starting setup for Alpha 3 with the corrected toolbar and infoview.
You will probably want to make this upgrade between games, because if you load a game started before the upgrade, most of the nations will be screwed up and you will have to spend a half hour or whatever fixing it (as is the case for me). Also, you will need to get your opponent to download these files and upgrade as well.
The really great news is that I think we now have a new Battlemap editor in the house! So submit ideas to me for improvements. I’m not very experienced yet, so there are a lot of things I can’t do, but I’m hoping to learn more. My next priority is to fix the NO boxes for Russia which are incorrect.
Good to hear. Thanks for stepping up to the plate - I am just too busy lately. If there’s anything you need to know about what can be tweaked within the modules, you should be able to find it in my tutorial:
Tutorial for Creating ABattleMap Modules
@Cow:
transports cannot retreat if they are unloading units. the carrier can.
You sure? Is this a change from older rules? The amphibious land units cannot retreat from a land battle, but I think the transports can retreat with the rest of the naval force before the naval battle is concluded.