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  • New game XML making tool!

    Pinned tools github
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    Update : fixed the capital input not appearing
  • 0 Base Map

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    HowardGraceH
    @cernel Thx for sharing!
  • Map Making Q&A

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    @cernel said in Map Making Q&A: I guess waiting for @LaFayette to come back? Is he back yet @LaFayette ?
  • TripleA 2026 with Java 25 & TripleA.vmoptions settings

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    ubernautU
    @beelee @thedog @lafayette @nothingtoseehere just updated to the current everything (lobby, marti & local play) seems to be working fine with current mac os you do need to do that move where ur force it to trust the app but w/e
  • Tips of Map Making

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    TheDogT
    @schulz I mean, is there any difference between going with 48px and then zooming in on the map vs going with 54px and then zooming out? Because zoomed-out 54px looks better than zoomed-in 48px? Politicians answer. My logic goes like this, 2 & 4K screens have lots of pixels and as tech advances they will have more, this means that the standard 48x48px unit gets smaller and smaller on these screens, so now we need to draw the biggest unit icons we can and this is 54px high, width can be lots, lets say up to 96px wide. Another current hard parameter is 200% zoom. . How good is the AI in this map? I will make an outrageous claim and say 1941 Global Command Decision is the best AI you will play against. but I would say that wouldn't I. This map is written for solo play, Black_Elk & I spent ages play testing against the AI. The forum for GCD has 1.8 million views, so players must think its worth looking at. Also I like to think I know how the AI works, if that's possible, see here https://forums.triplea-game.org/topic/3743/how-to-make-a-map-ai-friendly . handling of upkeep Resources are calculated at the being of the players turn, thanks to wc_sumpton. This means losses and gains of TT/SZ and no of units is all done at the start of the players turn. . handling of terrain & weather It all appears to work as intended, play it and judge for yourself. . diplomacy Has not changed, its all still random, so 1941 GCD does not have any politics, its all scripted. However for FFA maps 1888A has "get impending winners", a set of triggers that forces the AI players to take a step closer to war/fighting the impending winners.
  • Rules interpretation for placement Human vs AI

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    wc_sumptonW
    @RogerCooper said: I am not sure that this is true. I recently played the mod https://axisandallies.fandom.com/wiki/WWIIv3_1941_UK_Factory in which the British starts with an unplaced factory. The AI places it in Persia. This is done through the bid process. Zero out the British bid and the factory will never be placed by the British AI player. The engine does violate the rules for placing factories. Cheers...
  • Screen Won't Center on Capital at Turn Start with Tech Off

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    VictoryFirstV
    @wc_sumpton @beelee @cernel @thedog As of 2.7.15606, capital centering should work again. Please retest if you can find the time.
  • Latest server parsing results

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    TheDogT
    @lafayette My changes for the following are still not refected; Uploaded a much smaller preview.png to 1888A_steam_and_steel, 2MB to 721KB, it is still not listed. shogun_advanced renamed Preview.png to preview.png where no image was shown before, hopefully that displays the image as expected. Please check and advise.
  • new mod - domination 1902

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    RogerCooperR
    @Ted-Self Check out https://axisandallies.fandom.com/wiki/Axis_%26_Allies_Wikipedia for a list of every mod (except a rew recent mods). For ahistorical mods see https://axisandallies.fandom.com/wiki/Category:Hypothetical (although that includes a lot of maps I thought looked interesting) and https://axisandallies.fandom.com/wiki/Category:Fictional
  • How to make a tech ladder system?

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    TheDogT
    @McMoney To credit wc_sumpton for his genius help, here is how. Download The Pact of Steel 2 (PoS2) seen as The Pact of Stee Open its xml look at the end of the xml to see how its done. [image: 1780296578574-7e74acde-165d-476b-a7c3-d0c430bd036e-image.jpeg]
  • Changing AA Value Against Strategic Bombers

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    wc_sumptonW
    @beelee Again, I reference PoS2; isAAforBombingThisUnitOnly values: allows this unit to be an AA gun only when this unit is directly attacked by a strategic bombing raid (currently defends against all strategic bombing attacks in this territory, not just against this unit). it will not defend against a normal attack. There are 2 units in Germany with "isAAforBombingThisUnitOnly" so both units defend against SBR attacks against that territory, PoS2 clearly states not just against this unit. And again the PoS2: typeAA. values: any string which identifies this type-group of aa guns. Only 1 aa gun per group may fire (unless you've set maxAAattacks). (defaults to "AA") Warning: all units with the same typeAA must have the same dice sides, or else you will experience weird results. So, if both units have the same "typeAA" as "AA", the default if missing, then they fire as a group, with only the best unit defending. SBR units attack a territory, only the damage is applied to a selected target. This is how aaGuns work in 'classic' style maps. They can defend against SBR, even though they are not targeted. Cheers...
  • Anyone Have Joe Pant's Brown Folder ?

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    @VictoryFirst I think I recovered that one hmm ... well maybe not lol You wanna send that one too Edit Or just send everything you got
  • I need Tank Destroyer images

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    @rogercooper There are some of Joe's here https://forums.triplea-game.org/topic/4048/tank-destroyer-images?_=1778310491975 Edit Here's a few colorized [image: 1778314022313-tankdestroyerfs.png] [image: 1778314034023-usatankdestroyerfs.png] [image: 1778314049220-panzerjagerfs.png]
  • https://triplea-game.org/maps-list/maps/

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    @lafayette said in https://triplea-game.org/maps-list/maps/: Couldn't help myself and updated the front page too: I knew I saw it somewhere lol You been Kicking Ass Well done :thumbs_up:
  • Prevent landing of allied aircraft on carriers

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    VictoryFirstV
    @beelee In A&A North Africa, aircraft can escort convoy zones, so they can stay in sea zones from the end of your turn to the start of your next turn, similar to Original Pacific. This was difficult to implement as you want your aircraft to be killed in any of YOUR phases if you don't land them, except in the Assign Convoy Escorts phase, which functions as a NCM phase. You can't do this by only setting removeAirThatCanNotLand to false and using placeNoAirCheck because then the aircraft will not be killed by the engine at all. If you set it to true in every phase except Assign Convoy Escorts, then the aircraft will be removed on other player's turns. So initially to solve this I thought of invisible carrier units. I had conditions and triggers that placed a carrier at the end of that power's Assign Convoy Escorts phase in every sea zone containing aircraft owned by you. At the start of their next Advance Convoy phase, in which you need to land your planes on the water, all carriers are removed. I tested it a bit and it worked very well. The aircraft were removed when it's YOUR turn but not on other player's turns. However I forgot about the possibility of one player moving his aircraft to a sea zone, then in that same round another friendly power moving his aircraft to the sea zone. Now, two carrier units are added, one for the first player and one for the second player. The first player's carrier is removed at the start of his next turn. However, because of the second carrier, the aircraft of the first player are able to land and will not get killed. Even though they should. And the carrier of the second player is necessary because if it wasn't there, his aircraft would die along with the aircraft of the first player. That's why I asked the above question. If I could prevent air units from using allied carriers, that would solve this problem. Fortunately, there was another (much better) way to solve this problem. I was reading through POS2 and came across this: carrierCost values: the space this unit takes up when sitting on a carrier. if set to 0 then air units can even land on sea zones without a carrier being present (think sea planes) I knew what carrierCost was and what it did but once I read this line I learned something I didn't know before. Setting carrierCost to 0 allows a plane to stay at sea without an aircraft. Excellent feature, exactly what I needed! Now what I have are triggers that change the aircraft's carrierCost from 1 to 0 and vice versa. Normally, aircraft have a carrierCost of 1 and can't remain at sea. At the start of the Assign Convoy Escorts phase, the aircraft YOU own have their carrierCost set to 0. This allows them to stay at sea. Once it your turn again, at the start of the Advance Convoys phase, your aircraft's carrierCost is set to 1 again, meaning the engine will show you a warning if you keep your fighters on the water. For this to work I did need to create separate air units for every power (G-fighter, G-bomber, I-fighter, I-bomber, etc.). But that's a small concession compared to the work that's now not needed. The carrier unit code can be deleted, and now there is also no need to set all aircraft to kamikaze (with the original code, this was necessary because you otherwise weren't able to use your full movement to reach a sea zone because the carrier is added at the end of the movement phase).
  • Restricting unit builds

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    RogerCooperR
    @wc_sumpton said in Restricting unit builds: <property name="Unit Placement Restrictions" value="true" editable="false"> <boolean/> </property> That was it. Thank you for the help.
  • TripleA freezes with movementCostModifier

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    TheDogT
    @VictoryFirst I did some research on this, see here https://forums.triplea-game.org/topic/2892/how-i-am-using-movementcostmodifier
  • What Version and Why?

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    @thedog I think it was for all OS but it got fixed
  • Change maxBuiltPerPlayer by a trigger

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    VictoryFirstV
    @rogercooper said in Change maxBuiltPerPlayer by a trigger: @victoryfirst Could this be used to change any value on an unit attachment? Potentially very useful. For example, in Axis & Allies: Pacific, Commonwealth and American units have a defense strength of one on the first turn. They could start 1 and then be upgraded to their regular values at the end of the Japanese turn. Yes, definitely yes. Just tried this in my improved module for Axis and Allies D-Day. The module was already finished for some time but I thought it would be a good idea to add some various game options to help balance the game. The_Good_Captain made a series on A&A D-Day where he recommended some balancing changes. There was one he didn't mention in his video but did consider and that was: "Allied Bombers attack at 4 instead of 3". The game is too pro-German and having this as an optional rule helps out the Allies. <attachment name="BombersAttackAt4" attachTo="USA-UK" javaClass="RulesAttachment" type="player"> <option name="gameProperty" value="Allied Bombers Attack At 4"/> </attachment> <attachment name="triggerAttachmentBombersAttackAt4" attachTo="USA-UK" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="BombersAttackAt4"/> <option name="unitType" value="UKbomber:USAbomber"/> <option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/> <option name="unitProperty" value="attack" count="4"/> <option name="uses" value="1"/> <option name="when" value="before:ParaSurpriseBattle"/> </attachment> [image: 1774522397821-87fac4a0-a27c-4711-9aa7-d84957427a36-image.png] There you have it! Very useful indeed.
  • Buying Tech as Units

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    TheDogT
    @gregorek Do rule changes disturb order in the purchase menu? (ie. remove then add to end, which changes location.) - Yes, remove a purchase shuffles the purchases after the remove and an adds to the end. You would have to rewrite the whole of the production list every time you did an upgrade to keep the locations constant. . Currently there is no function to test a resource. . Personally I would remove the TIMER and see if the game plays well enough without it. Good, Bad, Ugly? I would let the players decide. I will be one of them . As @wc_sumpton suggested create a Jurassic - Official Thread under 'Maps & Mods, ask your questions under it and show case your progress. Keep the first post to advertise the mod.

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