Subcategories

  • Forum / Lobby Rules

    Pinned
    11
    2 Votes
    11 Posts
    12k Views
    LaFayetteL
    @prastle rules are posted to website: https://triplea-game.org/user-guide/lobby-rules I think you can probably just link to them in the OP so that we would have them written in one place.
  • Rules issues with the TripleA engine

    Pinned Moved
    28
    6 Votes
    28 Posts
    22k Views
    PantherP
    @LaFayette said in Rules issues with the TripleA engine: I'm somewhat familiar with these issues and it still would take me a really large amount of time to go through them to find relevant information and whether they are current and what exactly they are. This is simply too 'raw' and too much information to be generally useful to the general player. I disagree with both of your statements, FWIW. But I am not going to repeat a discussion about dealing with rules related issues we already had some time ago. Do what you want.
  • Links For Player Help (Read this First)

    Pinned
    1
    1 Votes
    1 Posts
    3k Views
    No one has replied
  • How to Contact the Development Team

    Pinned
    1
    0 Votes
    1 Posts
    2k Views
    No one has replied
  • This topic is deleted!

    Pinned Locked Moved
    270
    1 Votes
    270 Posts
    13k Views
  • Paratroops not working need help with XML

    3
    2 Votes
    3 Posts
    33 Views
    wc_sumptonW
    @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...
  • MARTI dice service website issues?

    31
    2 Votes
    31 Posts
    9k Views
    B
    @Petiantone the server has already been switched. your link goes to a page that says it can't be reached [image: Screenshot from 2026-09-13 11-17-44.png] Are you AI
  • Curated Best/Top Maps & TripleA Guides

    thedog
    56
    8 Votes
    56 Posts
    30k Views
    TheDogT
    Thanks! Tidied up that first section to make it current.
  • Save Won't Post in PBEM

    7
    2
    1 Votes
    7 Posts
    140 Views
    B
    @lafayette @ubernaut We have Success
  • How Do I Make a New Topic in News

    4
    2 Votes
    4 Posts
    229 Views
    B
    @VictoryFirst It's OK it's receding now I thought one could though from looking at past History Thanks Uber I got to see it and was pretty cool. Try and take as many as the last timers in as I can Edit hmm ... not sure if Uber was a good shortening of the name or not ... didn't really think about it but now that I do Sorry if it seemed kinda fckd
  • PBEM how to include multiple emails in CC

    18
    2 Votes
    18 Posts
    388 Views
    VictoryFirstV
    @Ozymandiaswept said: An unexpected error occurred! IllegalStateException: Couldn't find an account with the username ozymandiaswept in the selected forum. Please double-check: 1) The selected forum 2) The spelling of your username 3) If your account is correctly registered at the selected forum Lol I added that error message to the game. It is supposed to be more clear for users how to fix the problem. Did you check option 2? Either way, it does not matter as PBF on the TripleA server does not work at the moment. You either have to choose PBEM and manually post the turn summary as pointed out by @beelee above, or you'd have to move to the Axis and Allies forum where you can use PBF.
  • PBEM Game on Mac

    9
    0 Votes
    9 Posts
    300 Views
    B
    @CalculatorAuxo are you on Mac ?
  • 1 Votes
    1 Posts
    603 Views
    No one has replied
  • Preferred SMTP service for email games

    5
    2 Votes
    5 Posts
    2k Views
    B
    @BillCurtis Hi Bill I can't remember if I already sent this to you https://forums.triplea-game.org/topic/4151/johnny-cat-tutorial Here's Victory's instructions https://forums.triplea-game.org/topic/4076/1-trout-axis-vs-victoryfirst-allies-g40-house-rules-expansion-by-the-captain?page=1 Note The dice server is soon to be shutdown. Maybe as soon as tomorrow. Will need to use the new dice server https://dice.triplea-game.org/ and the latest triplea release 2026-June-13 - 2026-06.16.15640 I think when you DL triplea it takes you to the new release now. I'm not sure. I haven't gotten it yet. If not you should be able to find it here https://github.com/triplea-game/triplea/releases There's a major transitioning happening right now. So best to start over with the new dice server and latest release. Some of the older information will become obsolete.
  • Why upgrade to 2.7 ? You can still have 2.5 installed as well.

    1
    3 Votes
    1 Posts
    631 Views
    No one has replied
  • Download Pre-Release Link Missing

    6
    4 Votes
    6 Posts
    3k Views
    RogerCooperR
    @Roybot https://github.com/triplea-game/triplea/releases This should be on the downloads page, not hidden in the forum
  • Missing images in maps

    1
    2 Votes
    1 Posts
    622 Views
    No one has replied
  • Help with Objectives on a friend's mod

    Moved
    4
    2 Votes
    4 Posts
    2k Views
    RogerCooperR
    @Zealossus Good luck with the mod.
  • Unable to Access My Git Repo

    3
    2
    1 Votes
    3 Posts
    2k Views
    B
    @LaFayette heh heh I was surprised I got it to work myself Yea I thought about going to 26.04 but it's pretty new, so decided stick with 24.04 and even though this isn't the right thread, my new install allows me to access the 2.5 lobby and the End Turn report shows up now. So both of those were on my end.
  • Top Bar Look

    5
    2
    1 Votes
    5 Posts
    2k Views
    B
    @lafayette yea I just went with Dark. Didn't have the graphite. Anything other than white. It was beyond annoying/distracting lol

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...

    read more

  • @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 ?

    read more

  • 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.

    read more

  • @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