Subcategories

  • Versions Not Updating Despite YAML version no. change.

    Moved
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    PantherP
    @Joe-G You are welcome.
  • List of units in territories?

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    I
    Ah, yes, there it is. I had already looked at most of them, but didn't expect the 'setup charts' to be the one with it.
  • I have registered, and I'm having problems getting my code.

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    PantherP
    @Anders Assuming that you are using the current release and your mail-address you want to use PBEM for is the same that you used to register with this forum you need to correctly fill out this: [image: pbem.PNG] Also in your Google account you need to allow "less secure apps", as TripleA here acts like a third-party-email software.
  • Typing in numbers on Purchase Units screen?

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    PantherP
    @ClassicDude Thank you for your info. However it should work the same way in the G1940 map. And I just reassured myself that it does. So you still have problems doing it on this special map? Have you tried with the current release (2.1.20365)?
  • Battle Screen

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    No one has replied
  • Bots not working

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    LaFayetteL
    @hans thank you for posting about this issue and @prastle creating the bug report. The problem is identified, I'm in process of deploying a fix to the bots & lobby. Should be done within the next hour. We'll be very interested if anyone sees any further problems.
  • Saved Games Conversion

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    R
    Thank you for your response
  • 0 Votes
    5 Posts
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    ZjelcopZ
    If you played the Tutorial I advise you to play "World War II Revised". There is no difference in ruleset, you can jump straight in.
  • Fighters landing on carriers being built

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    C
    @tinfoil666 said in Fighters landing on carriers being built: @James-McMullan Are you sure that this is not correct behavior? Depending on the map, If placements are done before movement, then, during the movement phase (before or after combat), there can be platforms there to hold the fighters. If you mean the actions you do during the "Mobilize Units" phase, "placements" are done after both "movement" phases in both cases, here. So, in both cases, there is no "platform" to hold any fighter, yet. If placements are done AFTER combat / after-combat movement, then there are no such carriers there by the end of those movement phases. How can a fighter land on a carrier that is not there yet? Aircraft losses due to no landing point would be resolved BEFORE any placements take place. They can because the rules says so since v2 LHTR. First of all, the fighters don't necessarily end their movement during the "Combat Move" phase, and, in fact, they often do so during the "Non Combat Move" phase. Secondarily, the "Non Combat Move" phase is still before the "Mobilize Units" phase, but this is irrelevant, as the fighters land only at the end of the "Mobilize Units" phase, so they are still hovering the zone, waiting for the needed carrier to be placed under them. Ending movement and landing are two different actions: You don't land when you end your movement (unless the rules say so, which they don't, since v2 LHTR). Placements are distinct phases from movement. One has to be done before the other can begin. Correct, but here "movement" doesn't matter. What matters is "landing", that is not part of any "Move" phase and it is, in fact, part of the "Mobilize Units" phase, instead, happending at the end of it. @Panther Please correct me if I got anything wrong.
  • Log in problem

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    LaFayetteL
    When did you create your TripleA lobby account @hans ? Are you having trouble logging with an account, or without one? When you can't log in, are you getting any kind of error message at all?
  • Linux Chromebook ???

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    LaFayetteL
    TripleA has java bundled with it. Chromebook seems to be kinda special though. @N-D-Magoo does something like: https://www.androidcentral.com/how-install-linux-apps-your-chromebook help at all? On linux, it is a matter of downloading the .sh installer file, running chmod +x on the file, then executed the installer file and it installs. I kinda wonder if you follow the android central steps above if you'll then able to run the installer.
  • Stuck password with 2.0.19993

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    J
    @LaFayette Yea!!! That works! Thank you.
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    Joe GJ
    @Panther thanks Panther.
  • Play options - synchronous vs asynchronous?

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    LaFayetteL
    Defender casualties typically go by default. 95% of time this will be right. If there is an interesting choice, 5% of time, it is courtesy to ask for an OOL.
  • Upper case precedence in lobby users listing

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    No one has replied
  • Save file name for v2.0+ is not related to game name

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    PantherP
    Maybe related: https://forums.triplea-game.org/topic/1728/game-file-names
  • Change of email

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    RoiEXR
    Changed it back to 4 for now, until we agreed on something
  • 0 Votes
    6 Posts
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    RoiEXR
    What @Panther said. Also I'd like to point out that in order to play multiplayer in any shape or form all players have to use the same version to prevent errors
  • Russia Can't Attack First Rule

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    C
    @wc_sumpton I see you are right. I said that this option could have been hacked in a number of ways, and it looks like it has already been. This mod starts as default with Russians having a series of movement restrictions, then clearing all them and setting the Type to disallowed before the "Combat" phase of the first Russians turn. Beside the fact that the "Classic: Iron Blitz 3rd Edition" mod is much redundant with respect to the fact that many of its options are already available in regular 3rd Edition, so I've doubts that this mod should even exist at all, instead of just the 3rd Edition having all the "Iron Blitz" options available (and, if it should, then it should be part of the World War II Classic map itself, which it isn't featuring it), this (the fact that the "Iron Blitz" mod is, apparently, the only one offering the "Russia Restricted" option) doesn't make any actual sense, as the Russia Restricted option is actually supposed to be an option for all Classic games since the 2nd Edition (so nothing specifically to do with any "Iron Blitz" related modding). CC: @redrum @LaFayette @RoiEX @Panther for the incongruencies I'm pointing out. EDIT: I also see that the "Classic: Iron Blitz 3rd Edition" mod is forcing you to play with the additional "marine" and "destroyer" units. @wc_sumpton Since I cannot see a way not to have such units (is there any?), with also the added wierdness that you have an option called "Use Destroyers and Artillery", while "destroyer" is already in the game regardless, I suppose that, if he wants to play by regular 3rd (or 2nd) edition rules, with the Russia Restricted option only on top of them (thus without marine and destroyer), this mod is not a solution for him. Am I right? I also see that there is a "Classic: Iron Blitz 2rd Edition" mod too. Assuming "2rd" means "2nd", I can only guess this is a mod of the mod (Iron Blitz) of the mod (3rd Edition) of the the original Classic game reintroducing general 2nd Edition rules back together with the "Iron Blitz" specials (for example, having 2nd Edition rules but also having the marine and destroyer units). This seems very weird to me, if I'm even correctly understanding the matter (and, on top of this, the TripleA program is not fully implementing and distinguishing 2nd and 3rd Edition Classic rules, anyway). Does TripleA actually need 4 different versions of Classic? Is this confusing to me only? Also, is it correct that in "Iron Blitz" you must play with the additional "marine" and "destroyer" units (they are a default element of the game, as a change from the 3rd Edition before Iron Blitz)? Is adding "marine" and "destroyer" the only one difference between the original 3rd Edition and the Iron Blitz sub-version of the same? I think so, but not sure.
  • SEVERE: Exception on remote

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    RoiEXR
    "Exception on remote" just means that the error wasn't actually on your machine, but on a remote machine like a bot instead so just based on this message I can't really tell which error you mean. In case you mean this error, it should be fixed in the latest pre-release: https://github.com/triplea-game/triplea/issues/6689

Recent Posts

  • @craigviau

    "paratroopers" are a default tech, what that means is that it does not need to be added. Only if you want certain or created techs does "paratroopers" needed to be added.

    <attachment name="techAttachment" attachTo="Finns" javaClass="TechAttachment" type="player"> <option name="paratroopers" value="true"/> </attachment>

    A map that has no technologies will still contain all default techs, so this will give Finns the "paratroopers" tech.
    Units that do air transport need "isAirTransport" set and a value for "transportCapacity". Units that will be transported by air will need "isAirTransportable" set and a value for "transportCost".

    That's it. tech and tech_activation delegates are not necessary. "Tech Development" can be false. And the whole technology section can be bypassed with <technology></technology>.

    Cheers...

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  • @craigviau

    Hi Craig

    So if you click on the Bmbr it doesn't ask if you want to load the Para ?

    I can't remember how it works. I will check an old map that has it. In the mean time will ping @wc_sumpton for you

    Edit
    Try adding

    <option name="isAirTransport" value="true"/>

    to the Bmbr

    oh you already have that.

    Double check that the Para tech activated on the sidebar under Technology.

    Edit 2
    Are you modding an existing map or is this a new map ?

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  • I've benn trying with AI to make this work. I'm going to drop the various code I've added which is probably 500 times what is needed but AI keeps hacking away at this. The first secion is in the player list <playerList>
    <!-- In turn order -->
    <player name="Finns" optional="false"/>
    <attachment name="techAttachment" javaClass="games.strategy.triplea.attachments.TechAttachment" type="player">
    <option name="paratroopers" value="true"/>
    <option name="mechanizedinfantry" value="true"/>
    </attachment>

    Then added tech activation
    <step name="finnsTech" delegate="tech" player="Finns"/>
    <step name="finnsTechActivation" delegate="tech_activation" player="Finns"/>

    Then added under technology
    <techInitialize>
    <techName name="paratroopers" player="Finns"/>

    <techTokens>
    <token name="paratroopers"/>
    <token name="mechanizedinfantry"/>
    </techTokens>

    Then
    <attachment name="techAttachment" attachTo="Finns" javaClass="games.strategy.triplea.attachments.TechAttachment" type="player">
    <option name="paratroopers" value="true"/>

    Then
    <attachment name="conditionAttachmentAlwaysTrue" attachTo="Finns" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
    <option name="switch" value="true"/>
    </attachment>

    <attachment name="triggerAttachmentUseTransports" attachTo="Finns" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentAlwaysTrue"/> <option name="tech" value="paratroopers"/> <option name="when" value="before:finnsPurchase"/> <option name="uses" value="1"/> </attachment>

    Then for the paratroop itself:
    <attachment name="unitAttachment" attachTo="Paratroop" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
    <option name="movement" value="1"/>
    <option name="attack" value="1"/>
    <option name="defense" value="2"/>
    <option name="transportCost" value="2"/>
    <option name="artillerySupportable" value="true"/>
    <option name="isInfantry" value="true"/>
    <!-- Tells the engine this unit is allowed to load into air transport slots -->
    <option name="isAirTransportable" value="true"/>
    <option name="isAir" value="false"/>
    </attachment>

    Then for the bomber:
    <attachment name="unitAttachment" attachTo="Light_Bomber" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
    <option name="movement" value="6"/>
    <!-- Base attack/defense set to 4, matching its baseline capabilities -->
    <option name="attack" value="4"/>
    <option name="defense" value="4"/>
    <option name="isAir" value="true"/>
    <!--option name='isStrategicBomber' value='true'/-->
    <option name='canAirBattle' value='true'/>
    <option name="canEvade" value="true"/>
    <option name="airAttack" value="2"/>
    <option name="airDefense" value="2"/>

    <option name="isAirTransport" value="true"/> <option name="transportCapacity" value="2"/> <!-- Can carry 1 paratrooper --> <option name="bombingMaxDieSides" value="5"/> <option name="bombingBonus" value="1"/> <option name='bombingTargets' value='factory_minor:Factory:AirBase:NavalBase'/> </attachment>

    Then in the property section:
    <property name="Tech Development" value="true" editable="true">
    <boolean/>
    </property>
    <property name="Use Triggers" value="true" editable="true">
    <boolean/>
    </property>
    <property name='Paratroopers Can Attack Deep Into Enemy Territory' value='true' editable='true'>
    <boolean/>
    </property>
    <property name='Paratroopers Can Move During Non Combat' value='true' editable='true'>
    <boolean/>
    </property>
    <property name="Air Transportable Units Require Air Base" value="false"/>
    <property name="Paratroopers Can Only Launch From Own Territories" value="false"/>

    Still not working the bomber and paratroop and airbase all start in the same spot i don't get an option to load.

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  • @Petiantone

    the server has already been switched. your link goes to a page that says it can't be reached

    Screenshot from 2026-09-13 11-17-44.png

    Are you AI

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