Subcategories

  • Unable to join User hosted games

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    @ssoloff Yes, the problem only occurs when trying to connect to player hosted games. I opened an issue on github here (https://github.com/triplea-game/triplea/issues/2192). Sorry for not responding for a while.
  • help needed with game installer

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    LaFayetteL
    Screenshots of this issue would be good, we could include that with the download instructions and hopefully future users would not be caught blindsided by this.
  • IPv6?

    ipv6 host game ipv6
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    @The212Dad Are you getting an address that starts with FE80? If you are take a look at your firewall.
  • error msgs when i get into battle with germany

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    P
    all done with thanks to @LaFayette and @AmericanKnight fingers and toes crossed GAME ON!
  • Getting an error before conducting battle...

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    ssoloffS
    Looks identical to the error reported here. You can follow progress on fixing it at https://github.com/triplea-game/triplea/issues/2133 (please feel free to add any additional information you think is useful to that ticket).
  • does the AI have a bonus to income or die rolling at hard level?

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    C
    To be clear, I just meant I would have no / remove all AI bonuses default on the pure PvP maps. I wasn't talking about the maps having also an AI component (either AI Challenges or hybrid PvP+AI, like "Age of Tribes : Primeval" or "Total Ancient War"). Of course, the maps meant to be played with AI should have bonuses, but, especially considering that you can never be sure what the developers will do with the engine, maybe it might be the wisest to, either: 1- Just do a balanced map in that case too, and just be sure to tell the gamers that they are supposed to give bonuses to all or some AI players. 2- Not relying on standard Income bonuses at all, but do it with triggers, giving units / income / etc., as that would be the safest, and would allow to, then, use the bonuses on top on it, from default values. 3- Relying on no bonuses at all, but just on a purposely unbalanced starting setup. But the cases 2 and 3 are still challenging. Simple example: You make a very challenging / closely balanced "AI Challenge" map, then a developer improves the AI a lot, and that map becomes just unwinnable. Ideally, if the AI would be about as good as the best players, perfectly supporting whatever features, the conceptual difference between what is a "PvP" and what is an "AI Challenge" map would just disappear, but, of course, noone is expecting that. Just a bunch of general opinions.
  • No Operation Unthinkable Map?!?

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    ZjelcopZ
    @dokilen said in No Operation Unthinkable Map?!?: Operation Unthinkable On this site is a big collection of maps including many older ones: http://www.rogercooper.com/AxisAlliesTriple-AComputerVersion.htm The Iron Blitz download includes some scenarios similar to Operation Unthinkable: http://axisandallies.wikia.com/wiki/1945B_Aggressive_Russia These are not compatible with latest version of TripleA You could: -Use older version of TripleA -Update them yourselves if you know how -Ask Roger Cooper to update them: https://forums.triplea-game.org/topic/120/conversions-to-version-1-9 -Create your own Mod in any of the existing maps. Modding is not very hard. Especially if you're only changing unit placement, territory ownership and Alliances. NWO mod for this scenario would be cool.
  • How to add repos in 1.9?

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    redrumR
    @Trucker1114-1 What do you mean by repositories?
  • TripleA on Wikipedia under threat

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    P
    @helsinkiharbour Thanks
  • Unable to Download Mapmaking Tutorial Map

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    ssoloffS
    @RogerCooper I'm assuming you're talking about the Map Creator listed in the Download Maps window. If so, it's probably the same root cause because that file is hosted on SourceForge, as well. I wonder if the reason you are seeing this problem consistently is because, at some time in the past, you selected a preferred mirror when downloading a file from SourceForge, and that mirror is the one with the bad SSL/TLS certificate. Deleting any SourceForge cookies from your browser may fix that problem for you. As I said in a previous comment, I only see this problem intermittently. There are alternate locations from which you can download the standalone Map Creator (albeit from outside the game). On GitHub, the latest snapshots of Map Creator are available at Version 1 Version 2 You can also download any previously released version of Map Creator from the Google Code archive: Version 1 Version 2 Note that we've been discussing what the benefits of these standalone tools are compared to the in-game map creation tools (available from Engine Preferences > Run the Map Creator and Engine Preferences > [Beta] Run the Map Creator). Please feel free to contribute to the discussion so we can make a better decision on the future of the map creation tools.
  • Automated Host (BOT) Rules

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    A
    @prastle Makes sense. I think anyone can go into a bot and take it over if someone is camping in it and not responding to texts because they are in another game or not present. I might suggest we post an add on message to the lobby that says if you can host please do and leave the bots for those that cant.
  • Bad Mod on the Loose

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    C
    Just a clarification, since I've been referenced. I confirm I've not muted or banned anyone, on this occasion. I gave a boot on a name that I considered being against the rules (I just reported it). I privately (not in lobby) said that I didn't see anything to give a mute, right when he (privately) asked me why I muted him (which I didn't). But, now, rereading the log, I see that there has been a name calling ("dim witted"); so, I'm guessing that was the reason. I'm not seeing any warning given. To give some context, there was a whole bunch of flame going on, with him being called a liar and accused to say "bullshit", and a game ending in a not very sporty way. Just for clarification, regarding this complaint, it is not up to me or any other normal mods to decide anything, but to the leaders only (since no Council anymore); so, this is all from me, as I'm not actually involved, as a mod, with the muting or banning or even warning, nor my opinion on it has any relevance (I'll follow whatever the leaders decide, if anything). I didn't give any public (lobby/forum) consideration on what other mods did, nor I intend to.
  • Couldn't Read Unread Notice

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    RoiEXR
    Oops, this was my fault... I wanted to test if we could limit "unread" to the followed topics only, but I forgot to revert the changes
  • marti-dice-server down?

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    RoiEXR
    I'll give you a quick update of what we found out in the last couple hours... It seems, that the warclub server ran out of space. We are waiting for someone with sufficient rights to fix this issue... This issue should be fixed in a couple hours, worst case tomorrow...

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