• TripleA: World at War - faction strategies, opening turns, etc etc

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    redrumR
    Here is a bunch of old tips that someone posted a while back: Transports are “old school” defend at a 1 and take hits in combat. You purchase armored cars and artillery two at a time, effectively making them 3.5 ICs each. Remember to factor that in on your unit count for deployment. In SZs connected to another SZ via multiple canals, you (and your Allies) must own just 1 of them to pass through. You don’t have “back-up” capitals, you have multiple capitals. If you lose ANY of them, it counts as losing your capital. a. Example: in one game, Russia lost Kaask, the Soviet far east capital with a production value of 6. Hisachi took it, and Russia lost all his money, even though he still had Moscow and that one in the middle no one really uses. Lol. b. On your next round, you’ll collect income if you still have at least one capital left. Most powers have “Late War” units that don’t become available for purchase until the beginning of your Round 4. Bunkers are an immovable, 2-hit unit that repairs at the beginning of your turn, defends at 3, and can be built in any territory, regardless of factory. Only available for purchase as a Late War unit, costs 6 ICs. Limit one per territory per turn. Patrol boats, cruisers, and super subs can carry units! a. I didn’t say just infantry, because they can carry armored cars as well! An armored car weighs as much as an infantry (2 carrying capacity). A battle transport can carry two tanks (3 cap) and one infantry (2 cap), or FOUR infantry/armored cars. Subs and transports can block naval movement. Planes can hit subs! a. But if no destroyer is present on the attacking side, they can submerge AFTER the first round of combat. Free, one-round of aircraft shots against lone subs. AA guns have no combat value, and get a shot at EVERY plane. (Classic rules). Capturable. Moveable during NCM if you controlled it at the start of your turn. Deployment is restricted to the production value of the territory. You can build a new factory in any territory you control at the beginning of your turn with a value of 1 or higher. SPECIFIC UNITS that you have to learn through play: a. Long range bombers: US/JAPAN/UK. They not only move 8 and attack @ 5 and can bomb, they give artillery support to supportable units if used in combat! Cost 18. b. Battle Carriers: US/JAPAN. They are two hit repairable units. c. Mechanized Infantry give artillery support, as do Stukas (German only plane). d. Katyushan Russian rocket trucks are mechanized inf that attack for 3 defend 1 instead of 2/2. Also move 3 and support. e. Many Pacific powers have marines, which are an attack 3 infantry. Options include inf, atk 1, elite, atk 2, marines atk 3. f. torpedo boats are a 2/1/1 naval unit. They can transport 1 inf. Good for immobile land bridges. Slow movement makes them difficult to use, but they’re cheap like a transport (6 ic).
  • Screenshots of a crashed game

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    ironglaive, cernel was able to get a save of the game using save from history that seems to be correct. so you don't need to make an edit-fixed copy.
  • Finding Opponents

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    @hungry-coyote well this might help you find someone at your skill level, but also you can ask the lobby directly and if anyone answers you, you can take it from there.
  • How do you modify the incomes in your single player experiences?

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    Black_ElkB
    Yeah I could see that, since taking on AI teammates is also a way to handicap yourself. I think much depends on the scale of the map, like how many factions are involved, and also how long it takes the AI to complete a normal gameround, when you're only playing as a single faction among many. For example, in Iron War if you just play as Germany or Japan there can be a lot of down time between turns, compared to something like v5 where you'll be back up again pretty quickly. It's also kind of curious for me to ponder what makes for a good/enjoyable experience playing against the HardAI in general, since it's never going to match PvP in terms of the challenge, even if you really juice the income bonuses. I think a big part of the appeal comes simply from that desire to paint the map you're own colors in new ways, or just to see a deep endgame situation that might be unlikely in PvP, where a human opponent would have already thrown in the towel a while ago lol. Thinking about this stuff, I'm also reminded of other games that were primarily aimed at solo play vs the computer, and how they maintained engagement. Like say MTW 1, where you'd have stuff like Glorious Achievements (i.e. special victory conditions, where the player has to achieve specific goals within a certain timeframe for a given faction) or other randomizing events like rebellions or civils wars and such to mix things up on campaign. A&A style gameplay is of course a bit different than Total War, since the mechanics here are a lot more transparent. There's just not as much happening under the under the hood, to obfuscate what's going on with all that stuff. In a game like v5, giving the computer opponent starting tech advances can also work. You know like Japan starting with Super subs or shipyards or whatever, which is sorta Iron Blitz style I guess. Still I think stuff like special Victory Conditions, might worth exploring. In my view its better if the game/designer lays out some difficulty parameters or guidelines in the launch settings, since leaving it up to the player to invent a challenge for themselves ad hoc, is rather less satisfying somehow.
  • Launching an Official TripleA Discord

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    board 3659B
    @lafayette You don't need any installation. You just sign into the website and make a server and send invites. Now I would say check for tutorials in setting up a server as in making channels and moderation and bots as IDK anything about that
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    PantherP
    Reminds me of several postings here on this forum from ignorant users not caring about the fact what our TripleA actually is.
  • Where can i find WW3Circa1955 map?

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    @radrod2006 Answering my own question: Luckily I was able to open several different saved games. Selecting a previous save managed to get me out of the error. i can now reselect other maps.
  • Napoloenic Wars?

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    redrumR
    @ezeeric1 It is played a bit over on the A&A forums: https://www.axisandallies.org/forums/category/33/team-games
  • New dice server

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    LaFayetteL
    Deleting the essay I just wrote and instead giving these bullet points: the game player is not an input to the dice rolling function game players and dice rolls are not linked together the engine does not even know if a game player is human or AI controlled. Hopefully this puts the question of whether AI are given an advantage to bed. It's just unlucky dice and confirmation bias at play. Humans are pattern recognition machines on steriods, we see patterns all over the place, often where none exists (animals out of clouds, a face on the moon, a tiger in the bushes). Re: resistance - The resistance is perhaps misperceived. It would be one thing if someone said: "I have generated 100 sets of 1000 numbers using TripleA and have found that 82% of those sets fail the diehard tests". You can read more about randommness tests here: https://en.wikipedia.org/wiki/Diehard_tests Instead this conversation is often couched as "AI is given an advantage", or "one player is given an advantage over another". That is impossible to distinguish from mere confirmation bias, no matter how unlucky or seemingly impossible the circumstance described. I am not saying there are zero problems, but so far nobody has used the above mentioned statistical measures to objectively show there is a problem. Meanwhile, The development backlog in TripleA, for one person, goes out years if not decades. We need low effort and high value activities. Anything that is high effort is unlikely to be done at all. If the effort were reduced here, there would be a higher likelyhood it'll be done. In this case, we have a dice system with no known, proven problems. I'm not saying there are none, just nobody has used a statistical technique (see the wiki article above about randomness tests) to objectively show there is a problem. Beyond this, nobody has proposed any kind of alternative. We can whimsically choose a new algorithm, but the value derived from this is low. To show this is a high value activity, we first need to show the existing pseudo-random number generator is defective. Then to actually fix the problem, we'd need to find another pseudo-random number generator and show by the same measure it is less defective. Hence the "resistance". Development is being asked to spend a medium to high amount of effort for almost no value. It's not really "resistance" actually, it's just this task, as framed, does not have a compelling rate-of-return on the investment. With that said, I would love to see a compelling analysis showing 'mersenne twister' as used in TripleA is broken according to objective statistical randonmess tests, and then I would further love to see a similar analysis showing an alternative algorithm is better (and not ony that, but the algorithm is provided by an existing java library so we don't have to code it!) This topic is important though and gets such a lengthy response for two reasons: dice rolls are pervasive. If were a problem, fixing such a problem would suddenly be a very high value activity. The Marti dice roller, as exists, is currently costing the project $10/month. We are likey to rewrite this for that reason and others, and for it to be written in Java. At that rate we would pretty guaranteed use the same algorithm for all dice rolls. We could whimsically replace the randonmness generator with something else. We could invest a day or three or more of research into a new randonmness generator, though the path of least resistance would have us skip that unless we can objectively show a benefit for that investment.
  • If the Fast AI was removed who would miss it?

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    Jack SarlesJ
    @lafayette I kind of like the Fast AI when I want things to go faster.
  • Comparison and valuation of certain units

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    TorpedoAT
    @alkexr @TheDog Thank you both for taking time to go into it. This was very helpful. I really appreciate this alot.
  • Reasons why and how much units to place at frontier facing the enemy

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    @torpedoa if there are no blitz units, I would retreat. However, maybe he wants his stack to go elsewhere in a close battle ? He'd have to ignore or send 3 dudes to be sure, usually, to kill the blocker. Can the blocker counterattack if ignored ? Maybe you have reinforcements coming to that TTy and you can just ignore the blocker. Without knowing the game, retreat most likely, be my guess
  • Understanding Kamikaze Rules

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    @kindwind For every air movement to be legal during the Combat Movement phase, you only need to be able to land all your aircraft by the end of your turn assuming that, by the end of the forthcoming Conduct Combat phase, all attacked units have been killed or have submerged, all attacking units have survived and all carriers have not retreated. @kindwind You cannot move a carrier during Combat Movement unless it either starts or ends movement inside a hostile sea zone: if the carrier is meant to move from a friendly to an other friendly sea zone, you must wait Non Combat Movement to move it. Moreover, you can then move it somewhere else or nowhere if, at that point, all surviving aircraft can land without the carrier.
  • Help with NWO axis game with hard AI

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    Thank you for your replies. After 10-15 attempts to beat the Hard AI I think I did it this time. It is looking good so far and I have Russia under control.
  • Politics Rules for Global 1940 (BM3)

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    @panther Thanks!
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    RogerCooperR
    @schulz Even in Europe-only games, Russia is still isolated and it takes time for the Americans to mobilize effectively. The Allies need a bigger income edge as long as the Axis can effectively win by taking out Russia.
  • Wargaming is a niche - Legendary Games Podcast Spotlighting Triplea

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    Legendary GamesL
    Hi there, I finished our main episode with John Cutter (Cinemaware) about Rocket Ranger and Defender of the Crown. It will be released via Spotify, itunes, etc. in Mid of February 2021. Now there's some time to flavour the interview with some video as well. I think within the next 2 weeks, the Editing of the interview with LaFayette should be final and will be released. The Larry Harris video is still on hold, because we are about to relaunch our Website. As we're just two people doing the podcast, this is still queued. Meanwhile, on our homepage www.legendarygam.es you may find those pics he has done for us. In December 2020, we've posted a full Let's Play of A&A in the TripleA engine on Youtube. It consists out of 30+ parts, showing a dice game of 1940 on the side of the Allies. It includes the strategic and tactical considerations of each turn as well as the analysis of the movement of the Axis player. All of this was done in German language. On the link below you may find the first episode of the Gameplay. https://youtu.be/mbh-ocwXyqw A second Let's Play will be released at the end of 2021 playing the Axis in 1940. For all people being interested in Wargaming in common. My brother explains (in German language) all details to Gary Grigsby's - A world divided. This tutorial will be released within the next 2 weeks as well on our Youtube channel.
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    ubernautU
    @Götterdämmerung saw that pretty good you beat me to the punch postign it here.
  • Great War Strategy...

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    my issue is with the german subs in the altantic. i clearly remember that subs in the great war cannot be moved through; this is unlike other ww1 maps. with this come an idea to slowly scarficie the subs but delay the americans to pass through. e.g.delay the americans from declaring war by 5-7 turns. the only counter seems to for UK to commit more ships to help strafing.
  • Your Big World version preference?

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    SchulzS
    Pros of Big World v3 -Japan's bogged down in China depicted well. -Representation of British colonial facilities. -v3 rules, Italian presence Cons of Big World v3; -Favours Allies -Lack of two ocean going USA -Lack of Soviet factories on Siberia -Japan's outproducing potential over Germany -Germany being unable to response US bomber spam. -One of the weakest and predicatable Germany which sometimes even outproduced by Russia, no reinforcement of Africa, Scandinavia, build-up navy options. No Arctic, Black Sea campaigns either. Only viable thing is turtling or rushing Leningrad and waiting massive Italian and Japanese helps. -Moscow-Berlin distance is so high. -Predictable USA -Overpriced cruisers -Purchasing phrase is before than the movement one which should have been the other way around. -Russia isn't the original owner of all German occupied Eastern Europe. Neither Italy is in Ethiopia. -Useless territories like Bermuda, Novaya Zemlya, Iceland, Caribbeans, some Siberian territories two piece Brazil etc...

Recent Posts

  • @ubernaut cloudflare is comprehensive, IIRC you can toggle it so any new IP needs to do a captcha style challenge first. If we get attacked for real, then setting up cloudflare would likely be the only thing to restore the forum. OTOH, our data is what most people really want, I doubt very many really want to simply DDOS TripleA

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  • @ubernaut I feel like setting up cloudflare probably is on the todo list though..

    Free Plan $0 / month Includes Bot Fight Mode (detects and challenges simple bots) and the ability to completely turn on the Block AI Scrapers toggle.

    Looks like the setup is not that bad too.

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  • @LaFayette gotcha yeah they are mostly for high bandwidth type issues

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  • @ubernaut We're not.

    A) a number of the tunings we applied were needed anyway. They were recommended by the NodeBB people in a "scaling guide" and should have those in.

    B) Going through cloudflare at this juncture is extra effort. One time largely, but we have something that works.

    C) Likely would not have helped too much actually. The scraper used a bogus user agent and did not declare itself as a scraper. They were sending us about 2 requests per IP per minute. Individually, it was a tiny amount of traffic per IP.

    (C) is a bit nuanced. Out of the box there is little for cloudflare to do on this one. There's some toggles I'm aware of though where you can have it help you defend against excess load. In that case, there could be help. But again, there's some tunings we should have had applied already.

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