• This topic is deleted!

    1
    2
    0 Votes
    1 Posts
    3 Views
    No one has replied
  • PBEM won't send email

    9
    0 Votes
    9 Posts
    1k Views
    PantherP
    @mikemikemike You are welcome, enjoy gaming
  • Improving AI

    48
    0 Votes
    48 Posts
    18k Views
    RogerCooperR
    @Schulz I usually don't give the AI a bid, unless the scenario is unbalanced. I take only 1 country, leaving me with AI allies as well as AI foes. We don't want to really lose to the AI.
  • 0 Votes
    29 Posts
    12k Views
    C
    @redrum I post this as an example of how this rule, that I deem to be silly, can impact in a game. This is the chat we just had: Dany: what rule are we using for loading trannies? tcurin: in terms of block? Dany: now with new engine set up Dany: we can load after combat tcurin: if they were in combat, no Dany: k because now they can't move combat and non combat tcurin: this case we need to solve tcurin: can i load these transports in NCM? Dany: so has exemple they wont be able too come back in 24 tcurin: sz23 Dany: no they will be stuck in 232 tcurin: ok, solve that Dany: but maybe they had for counter that they load after combat Dany: since we use too move them away in combat and back in non combat Dany: You were slapped by Dany Dany: what do you think Cernel? Cernel: let me read Cernel: yeah no by revised rules you cannot load them in non combat Cernel: if you moved them in combat Cernel: which is dumb Dany: but now engine allows load after combat Dany: if they didnt move tcurin: if i keep them in sz24 Cernel: yes because by revised rules you can load or unload (not both) after combat if you took part in a battle without unloading tcurin: i would be able to load them? Dany: yes Dany: engine will alow tcurin: that is wrong i guess Dany: but not in previous version Cernel: but if you move them away from the hostile zone, they count as having move during combat move, and don't have the special bonus of being able no load Cernel: it is not wrong dany, just dumb Dany: well i would like too adapt too new engine evently Dany: to load after combat tcurin: i would preffer that i can move them in CM phase and load them in NCM Cernel: if those transports remain in 24 and take part in the battle without unloading, they will be able to load or unload but not both Dany: since trannies don't have attacking value Cernel: if you only move them away to 23 sea zone, they will be able to do nothing, during non combat move Dany: so let's play with enigne rules Tcurin? Dany: a load after combat allowed Dany: ? tcurin: ok tcurin: but not unload? Cernel: well, before being the engine rules, those are the revised rules; just the old engine gave freedom to the players to follow them or not Dany: no engine won'T allow Cernel: so as I said Cernel: if you keep the transports in 24 Cernel: you should be able to either: Cernel: 1) load them during non combat move, keeping what you loaded on board Cernel: 2) now load something on them, and then unload it during non combat move Cernel: but you should not be able to both load and unload in non combat move tcurin: option 2 is not possible i guess? Cernel: tho since the sea zone is hostile you cannot load in 24 sea zone now tcurin: they are in battle zone Cernel: correct Cernel: so basically, in this situation only things you can do is either: Cernel: 1) keeping them in 24 sea zone, do battle and in non combat move you will only able to load units on them and keeping such units on board Cernel: 2) moving them away to 23 or 22 sea zone and do nothing else now and nothing else during non combat move tcurin: yes Cernel: realistically, what I believe you should be able to do is to move out to 23 sea zone in combat movement, then, during non combat movement, moving back to a cleared 24 sea zone and eventually load a... Cernel: nd unload, but this is against the rules tcurin: agree on that too Dany: well it use to be that Dany: engine allowed that before tcurin: but let's follow rules on this, altough not ideal Cernel: that is just because the engine didn't support those rules, but you were supposed to follow them anyways (since this is revised rules) [image: 1553628357158-20190326_world-at-war.png] So, I'm not against enforcing this rule, as I said, since this is the actual rule for the basic Word War II Revised game, but I think it would be good to have either a property that, if set true, would allow to split movement of all units between combat and non combat movement or, even better, an option for define if each unit is able to still move during non combat movement if moved during combat movement or participated in a battle (default true if the unit is air, of course), and, then, a property for validating such option. This editable property (user option) can, of course, be added to World At War, I suppose off as default. In the above case, this would allow the player to move those Russians transports from 24 Sea Zone to 23 Sea Zone during Combat Movement, then, during Non Combat Movement, go back to 24 Sea Zone and freely load and unload. Tho I have to say that the recently added property for being able to load in hostile sea zones (not disposable in the mentioned game) goes a long way in reducing the distortive impact of this no-split movement rule.
  • Ubuntu

    3
    1 Votes
    3 Posts
    1k Views
    RoiEXR
    @beelee You're mostly right. While on Windows Java 11 should work without any problems (at least using the latest pre-release, not sure about the latest stable). However on Debian based system there seems to be an issue that causes the game to crash: https://github.com/triplea-game/triplea/issues/4372 Rolling back to java 1.8 should fix the issue for now.
  • How does low luck option affect technology rolls?

    technology low luck ww2v3
    3
    0 Votes
    3 Posts
    883 Views
    redrumR
    @Tayleron That's correct. Its essentially just how LL works for battles where it adds up all the unit strength and only rolls for the remainder. For tech, you can only get 1 tech per turn so once you have 6 tech tokens then you automatically will get a tech.
  • how does transporting units work?

    4
    0 Votes
    4 Posts
    928 Views
    J
    @LaFayette thanks all! a little clunky but I think I have the hang of it now.
  • where is the "lobby down" topic?

    7
    0 Votes
    7 Posts
    2k Views
    LaFayetteL
    Continuing the tradition, here is a new "what to do if the lobby is down" thread: https://forums.triplea-game.org/topic/1242/what-to-do-if-the-lobby-is-down FWIW, The next release that will come out in perhaps a few months or so will help make this easier with a 'report to TripleA' button that will be available when any error occurs. So in the future when the lobby is dead, you'll be able to report from in-game after the game fails to connect.
  • This topic is deleted!

    1
    0 Votes
    1 Posts
    142 Views
    No one has replied
  • Is there an RSS feed for the forums?

    4
    0 Votes
    4 Posts
    755 Views
    ubernautU
    awesome thanks good to be back online.
  • I need help about changing the engine of Triplea.

    18
    0 Votes
    18 Posts
    4k Views
    redrumR
    @Schulz Yes, you can define any type of resource. You'll want to take a look at Civil War as it uses the concept of manpower and several other types of resources for upkeep, unit production, and unit movement.
  • 1 Votes
    4 Posts
    832 Views
    redrumR
    @engelgrafik Not that I'm aware of. You should always be able to train up to 2 new units and upgrade up to 4 for any territory with a barracks. Training and upgrading don't impact each other so you can for example place 2 militia and upgrade 4 existing militia to infantry on a barracks.
  • should i update java

    3
    0 Votes
    3 Posts
    1k Views
    B
    @Panther Thank you
  • Why don't naval units constantly bomb enemy shores?

    Moved
    14
    0 Votes
    14 Posts
    3k Views
    O
    IF I CAN'T TAKE THIS SHORE, THIS SHORE WILL NOT EXIST! And so began the new phase of TripleA development, introducing the brand new "destructable territories" function. Never liked those Smug Frenchies? Bomb them out of their baguette eating, snail slurping, wine swirling butts out of existence! Now part of the DLC "Stalins Summer" where you build your own little farm-dacha in the sun, micromanaging all the crops you stole from the Ukranians! (Sorry , I don't know what im talking about)
  • ”Failed to read file at:…” when trying to download maps

    7
    1
    0 Votes
    7 Posts
    1k Views
    FrostionF
    Ahhhaa ... Now it all makes more sense
  • new update problem

    Moved
    13
    0 Votes
    13 Posts
    2k Views
    B
    @beelee jfc that was a minor nightmare. Life's hard. It's even harder when you're stupid. Just gotta be tough Thanks for everyone's help
  • Troubleshooting: Connection Refused

    12
    0 Votes
    12 Posts
    3k Views
    RoiEXR
    Also @baron1282 your issue is a completely different issue,so you should've kept your own thread
  • Could not connect to lobby: Connection Refused

    2
    1
    0 Votes
    2 Posts
    735 Views
    B
    I was able to fix this issue by just resetting my router.
  • 0 Votes
    4 Posts
    2k Views
    C
    Since it seems nothing really specific came out, moving this to "Help & Questions".
  • RSS Feeds

    4
    0 Votes
    4 Posts
    1k Views
    RoiEXR
    Yeah, it was done a while ago

Recent Posts

  • @Zealossus Good luck with the mod.

    read more

  • @Zealossus

    To leave the apostrophe in the name, replace it with an underscore in the objectives file. Thus "Fading Light of V'landriel" becomes "Fading_Light_of_V_landriel".

    Also, adding an empty <technology></technology> section will remove the "Technology" tab.

    Cheers...

    read more

  • @Zealossus
    Bravo, on your mod!
    It looks good.

    You were so close to getting it to work
    299a5476-c9f2-4731-8a37-a88b1aa83984-image.jpeg

    .
    From what I remember, as Im not a fan of Objectives, as the AI does not understand them.

    .
    In the xml, removed the apostrophe

    <info name="Fading Light of Vlandriel" version="1.0"/>

    .
    In map.yml removed the apostrophe and put quotes around the map name

    - {game_name: "Fading Light of Vlandriel", file_name: fadinglightofvlandriel.xml}

    .
    In objectives.properties note the # comments, xml info name with _ replacing spaces

    # Fading Light of Vlandriel # xml info name with _ replacing spaces Objectives.Panel.Name=Objectives Fading_Light_of_Vlandriel.TABLEGROUP.01;Imperium=objectiveAttachment_Imperium_1_Control_Altairis Fading_Light_of_Vlandriel.Imperium;objectiveAttachment_Imperium_1_Control_Altairis=<b>10 PUs</b> if the Imperium captures the Reformist capital of Altairis. Fading_Light_of_Vlandriel.TABLEGROUP.02;Reformists=objectiveAttachment_Reformists_1_Control_Ylleria Fading_Light_of_Vlandriel.Reformists;objectiveAttachment_Reformists_1_Control_Ylleria=<b>10 PUs</b> if the Reformists capture the Imperialist capital of Ylleria.
    read more

  • Hello,

    A friend of mine has created a mod of a fantasy world of their creation. We are trying to figure out how to see the "Objectives" Tab and add objectives to it. I've spend an exorbitant amount of time trying to figure it out and I am dumb. The mod is fully functional and we are testing the "balance" in various game runs, but we just can't wrap our heads around Objectives currently. I will say I haven't tested to see if they even work, but without the Objectives tab there's no way for the players to see it visually so I wanted that fixed first. I've looked on the forums here and seen about naming conventions with the map.yml file matching mapName in the game xml file. I've tested both with and without underscores in the name within the objective properties file to no avail. I sourced from other mods to see what their code says and nothing seems to line up simply. I even went from the current stable 2.5 version to the current 2.7 version as of today, 5/5/26. I just can't figure it out. I'm uploading the current iteration of the mod that functions, including the nonfunctioning objectives properties file and objectives in the game xml file.

    Friend's Mod

    Any help or advice is greatly appreciated. Thank you in advance.

    read more