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  • This topic is deleted!

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  • Dice server, Play by Forum, Play by Email clarification

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    PantherP
    @CrazyIvan I fully understand that. However it is not "unstable" in a sense that it crashes your system. In fact it is a constant further development of the current stable. But yes, stick to the current stable for now. There is enough to learn
  • Help with AE game playing as USA, China an AI?!?!

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    C
    @CrazyIvan Theorically you are right, and it may be argued this is a bug, as, by correct rule, the American player should have the control of the Chinese power, so you should not be required to select Chinese too (TripleA allows Americans and Chinese to be played by different players, but this is not permissible under the intended ruleset).
  • PBEM Posting error

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    Thanks to Scouse for asking the question and RoiEX for answering The culprit was Avast anti virus
  • Total World War long wait times during AI turns

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    redrumR
    @colin Glad to hear that. For the pre-release, you can install that alongside the current release so that you can potentially test out the new features/AI improvements. If you have 64-bit windows then the download link is here for the latest pre-release: https://github.com/triplea-game/triplea/releases/download/1.10.14614/TripleA_1.10.14614_windows-64bit.exe. Best thing to do is when it asks for an install folder just add the version number to the end of it so you don't override your existing actual release install. Eventually, you'll probably want to join the MP lobby or ask for a game here on the forums as TWW was really designed to be played against other humans
  • The political situation is different from normal axis and allies

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    C
    Generally, the notes of the games of the 3 Global maps are in need of overhaul, also since the engine issues are not completely correct and partially obsolete due to recent changes.
  • Post time is incorrect

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    Moving to Help & Questions, if @RoiEX is not opposed.
  • This topic is deleted!

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  • PBEM won't send email

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    PantherP
    @mikemikemike You are welcome, enjoy gaming
  • Improving AI

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    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
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    @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: 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

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    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
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    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?

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    @LaFayette thanks all! a little clunky but I think I have the hang of it now.
  • where is the "lobby down" topic?

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    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!

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  • Is there an RSS feed for the forums?

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    ubernautU
    awesome thanks good to be back online.
  • I need help about changing the engine of Triplea.

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    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
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    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

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    @Panther Thank you

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

    read more