• Automated Host Question

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    General_ZodG
    @hamzeh-hammad Depends on the map and whos playing. But a 4 player of suitable games can be completed in 8hrs if no big delays. However they can go much longer on occasion.
  • Battle Calc Question

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    RoiEXR
    @alkexr You might want to try it though,we're always looking for new developers
  • Bot Question

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    B
    @redrum sweet! never knew that TY
  • Error in hosting a game in TripleA (tutorial window)

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    prastleP
    @bluebeatarezzo I would recommend you just join the lobby and play in a bot. For now.
  • Are there actual draw battles?

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    C
    Regarding attacking infrastructures, the last time I checked the behaviour was that sending an attacking infrastructure in an undefended territory conquers the territory; instead, if a battle is done and both attackers and defenders are destroyer, attacking infrastructures are conquered by the defender. I think this should be harmonized, in that either the attacking infrastructures conquer the territory in both cases or are gifted to the defender in both cases. I think an attacking infrastructure alone should not conquer a territory, but getting conquered, in doing so. I've not tested this behaviour recently.
  • Does the Make Default button in map options work?

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    prastleP
    @beelee works in 9480 or newer they have fixed that
  • World War 2 V3 - Developed Units Icon Change Key

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    redrumR
    @lottaway1 I believe so here are the unit images that should be used when those techs are researched: Bomber: https://github.com/triplea-maps/world_war_ii_v3/blob/master/map/units/Americans/bomber.png Heavy Bomber: https://github.com/triplea-maps/world_war_ii_v3/blob/master/map/units/Americans/bomber_hb.png Fighter: https://github.com/triplea-maps/world_war_ii_v3/blob/master/map/units/Americans/fighter.png Long Range Fighter: https://github.com/triplea-maps/world_war_ii_v3/blob/master/map/units/Americans/fighter_lr.png
  • 'movementLimit' does not take in account 'isAir' abilities

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    General_ZodG
    Yeah would be nice if the air unit validation didn't take this attribute ("movementLimit" for playerAttachments) into consideration until the player tries to click done for CM or NCM. Only then giving a prompt, if the player tries to end the CM or NCM phase while in a territory that is over the stacking limit set by "movementLimit". The message displayed currently is "Units can not go over stacking limit". If air tries to fly over. This is most likely gonna need to be a feature request, unless you wanna break other parts of the logic using triggers.
  • When Triplea First Starts

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    B
    @roiex Nice work roiex ! Is way better : ) @Cernel yea seeing it now is the way it used to be . I think : ) My recall is ...unreliable : )
  • New Player

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    B
    @prastle yea my sound used to throw errors when it was on. Took me a while to figure out why people were getting annoyed with me in the lobby. : ) Fortunately I think it's fixed because I don't get errors anymore
  • TripleA optimized JVM switches

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    RoiEXR
    @ayoross Well I opened a PR a day ago that tries to cleanup the code: https://github.com/triplea-game/triplea/pull/2950 However we're running into the exact same issue you just described. (By we I mean @ssoloff and myself.) We're currently assuming it has something to do with concurrency issues. However in case we get everything working it does currently not look like the memory footprint is going down. Looks like this requires much more changes than a small algorithm
  • Mac users: Please help test #2082

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    ssoloffS
    Thanks for the offer, @cmmiles. I believe this particular issue has been resolved because we have at least one dev on the team who's done some extensive testing with a Mac since I posted this. However, Mac is still probably the platform that gets the least amount of test coverage, in general, so if you happen to notice anything strange, please don't hesitate to report it in the Help & Questions category here or by opening a new issue on GitHub.
  • How to use kamikaze tokens

    kamikaze pacific
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    C
    @general_zod said in How to use kamikaze tokens: end of Japan's enemy's combat- Thanks! I did see that. So a combat situation has to exist; not just enemy units in a kamikaze sea zone. Thanks for the reply!
  • Alternate 'roll for tech' rules

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    General_ZodG
    The property that controls tech token removal listed below. "Remove All Tech Tokens At End Of Turn" value="false" Many maps either have it as optional in game setup or preset to false. Which means you keep tech tokens if you miss. Although a few maps still play old school rules, where if you miss your roll, your token gets taken away.
  • How to download & print rules

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    General_ZodG
    @prastle There's quite a few map specific rules to Big World 2 actually.
  • TripleA - List of relevant links

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    prastleP
    @prastle updated with a few more links
  • Global 1940 mod 3 Major factory Kiangsu?

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    General_ZodG
    @hepps
  • How to Give Map Feedback

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    RoiEXR
    @ssoloff Fixed this issue yesterday (for me it's today, but whatever ^^) So it should be fixed in the latest pre-release
  • UI Help and Tips

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    No one has replied
  • Pbfm Trouble

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    B
    Thank You I'll give it another go

Recent Posts

  • @Zealossus Good luck with the mod.

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  • @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...

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  • @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.
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  • 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