Subcategories

  • Low Luck and Kamikaze Fighters

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    @ubernaut It is well known that in all basic games (as well as the NWO series) there are absolutely no "kamikaze" related limits at what you can do during the conduct combat phases. You can freely take carriers out or retreat them with no regard to what will happen to your fighters. This is why I said that, substantially, the item primarily discussed at the topic is unrelated to low luck and easy to clarify: no kamikaze limits during anything happening in conduct combat, while you are in the course of that phase. As said, the only indirect element is that, while you are in the combat movement phase, you may have to think in term of what might happen during conduct combat; and here indeed the rules may be reinterpreted based on low luck.
  • global 40 house rules

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    @forthebirds heh heh not being defensive. Sometimes one comes across different than they intend on the net "BM Rules" just sounded cooler and thought that it was something the mod originators would appreciate Glad you got it sorted out
  • Map DL Problem

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    @VonRansak yea i've been less than impressed with it. Probably gonna go back to ubuntu
  • 1 Votes
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    LaFayetteL
    @RoiEX Excellent. I just got done packaging a win 32 JRE. I hope that will suffice for some time until we can more reasonably drop win32 support.
  • Hosting on a LAN. Users forced to IP address 127.0.0.1

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    PantherP
    @Michael-Vitale Is port 3300 open? Maybe a firewall blocks incoming/outgoing connections on port 3300. (Assuming you did not change the default port when setting it up.)
  • AI glitches

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    The thing I've notice consistently is that the AI is able to move infantry from West Canada to East Canada, pick them up on transports, and transport them to Karelia all on one turn. I've also noticed several instances of AI bombers traveling 7 spaces. I'll try and send a saved game if I can.
  • 301 can't login error

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    PantherP
    @Gargantua said in 301 can't login error: Latest Java is installed, latest TripleA is installed, and there are no username issues.... but we'll go over it again. Have you checked for an outdated Java in "i4j_jres"? Doing the same procedure as started in https://forums.triplea-game.org/post/21961 might help to resolve the issue.
  • 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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    @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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    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

    Moved
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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.

Recent Posts

  • Why can't we connect a updated View to the main menu of TripleA ?

    I made a proposal where i actually managed to connect the app to the map repos.
    Here is some shit im playing around with (ignore the rest keep an eye to the updates section)

    image.jpeg

    https://github.com/triplea-game/triplea/issues/15113

    read more

  • 1941_global_command_decision - update

    11_rings_of_power - New - 8 Fantasy races FFA on a small volcanic island, lots of Fate items to find

    Iwo_Jima - update baseTiles

    sengoku_jidai - updated description.html‎

    read more

  • @craigviau said:

    I don't know what you mean by airborne verses paratroopers to me its the same?

    The airborne is a "techAbilityAttachment" which allows a unit to travel as air without a transporting unit, paratroopers require a transporting unit.

    @craigviau said:

    Also on the last 3 two are false so i don't think i need anything and on the other what is the code to set up the attachment?

    Look for gameProperty with a value set to the property. If there are no attachments with these options, then these properties have been disabled. Since I have no idea what they were designed for there would be no way for me to say they are for.

    @craigviau said:

    Sorry i don't pop in here often,

    No problems take your time.

    Cheers...

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  • @wc_sumpton
    Sorry i don't pop in here often,
    I don't know what you mean by airborne verses paratroopers to me its the same?
    Also on the last 3 two are false so i don't think i need anything and on the other what is the code to set up the attachment?

    Thanks

    read more