• Draw (Stalemate) as war goal

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    SchulzS
    I think it could be still possible with the current engine even if it does not work with neutral victory condition. It is possible to create passive nations like Mongolians in the Global War and in the Civil War looks like there are ways to create a victory condition with limiting rounds. Combining of them might provide draw option.
  • display map version in error reports

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  • Remade the old ANZAC unit images

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    jkprinceJ
    I use standard Windows Paint 3D to resize and modify and the website https://manytools.org/image/colorize-filter/ to colourize the images
  • Directive 3: Creating a seperate phase for repairing multi hit units

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    N
    Hi all, read this topic and I have a similar idea for my game. So the question is: Has anyone already written some code lines in a xml that worked?
  • Sound overlapping issue

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  • Open text field in battle calculator

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    S
    @freh no the calc itself is just a simple calculator, no issues, its mainly running it during editing or during battles.
  • AI can "see" further

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    TheDogT
    In the mid to late game, if the nearest enemy to the AI is say 4+ territories away, the AI still over stacks its units in its Factories and does not send reinforcements out to the front line. Ideally there should be a steady stream of units to the battle front, but this does not happen. This happens frequently on the Warcraft map and some other maps where the battle line is far from the factories.
  • Random Territory Property

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    TheDogT
    @CrazyG Thanks, thats working a treat!
  • Custom Firing Groups for units

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    LaFayetteL
    @alkexr said in Custom Firing Groups for units: <firingGroup name="sub" display="Sub" canNotTarget="true"> <target value="$AIR_UNITS$" /> </firingGroup> I'll want to spend some more time thinking about this proposal, kinda interesting! For variables, I think it might be easier all round to natively reference the list instead of an implicit inline. EG: <firingGroup name="sub" display="Sub" canNotTarget="true"> <target unitList="AIR_UNITS" /> </firingGroup>
  • Downloading changed files in maps

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    F
    @Panther That works well for people that know what they are doing, but the average user won't know that. And it probably won't matter for the most part, it would just be nice.
  • Multiple tabs for user action

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    ubernautU
    @ff03k64 gotcha
  • Direct purchase of technology

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    B
    @ff03k64 yea be nice if you could edit more than 1 tech at a time too. Unfortunately, I think tech is one of the more complicated parts. The hardwired ones more so if I remember right.
  • Axis & Allies Zombie map?

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    RogerCooperR
    I just posted a version of the Axis & Allies & Zombies game at link. I was not able to implement the full ruleset. AAZ actually has fairly complex interaction between the 3 sides in combat. It would take a substantial amount of work to implement. Easier to implement would be the creation of a zombie whenever an infantry unit is destroyed. I have already suggested creating a unitDestroyed condition.
  • Map Validation Tool

    maps tools validation
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    Thomas LeavittT
    The common solution for this is to simply lowercase all filename references in the program itself, which I'm really surprised TripleA doesn't already do. That would entirely eliminate this class of problems.
  • AI Aggression level

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    LaFayetteL
    https://github.com/triplea-game/triplea/tree/master/docs/development#getting-started Improvements to the setup documentation are really welcome. Anything not covered would be great to see added and could be good starter PRs.
  • Special bots for playtesting purpose

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    @LaFayette I might have to join a lobby just to see what the boots actually do!
  • AI handling non-PU resources

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  • Ability to set AI personality

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    RogerCooperR
    @ff03k64 There are some things you can do to influence the AI, especially if you don't want a human player. If you use the Easy AI, the AI will move towards the nearest enemy-held capital, without consideration of counterattack. If you put a capital on the map, the AI will give it more importance, even if losing it has no effect on the owner. You can give the player specific units through events. If you want a sea campaign, just give it ships You can deny it specific units or limit the number of units it builds of a specific type. If you want a land campaign, don't let it build ships. You can confine it to specific territories If you don't want it to anything except be an ally, make it a pro-neutral or don't give it a movement phase.
  • quick save button

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    B
    @SilverBullet ctrl s is the only one I know of. gotta hit enter 3 times too
  • How to make good relief tiles?

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Recent Posts

  • I get the appeal of having manual rolls in history. For quick out-of-game rolls, I’ve been using https://dice.onl for its simple interface and custom sides – it’s handy when I just need a fast result without syncing concerns. For in-game integration, LaFayette’s points about the upcoming ledger system make sense, but I’d still love to see this feature added eventually.

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  • This is a good suggestion and I would like to see it too. The current manual roller is local only, so logging it will need the upcoming network and history overhauls first.

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  • Never-mind.

    I remapped the <menu> key to execute <shift+tab><space><tab><space> sequence, which does a MAX and OK.

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  • Yes, some maps have a factory in every territory that is hidden and max placement limited to territory value. Maps with factory-units for purchase also have placement limits. And some dont.

    Currently, placement requires a CLICK on the territory and a unit placement menu pops-up in the center of the screen. Then a CLICK on MAX button (or other selections), then CLICK on OK. The focus of the selection menu is on the OK button (thus, pressing SPACEBAR selects the OK button and menu goes away).

    When dealing with many units and territory placement limits, this is BRUTAL. Instead, have the selection menu's focus be on the MAX button (make it an option). This way dumping MANY units would require a SPACEBAR to select MAX, then a TAB to move the focus onto the OK button, then SPACEBAR to select OK.

    It leave one hand on the mouse, while the other SPACE/TAB/SPACEs through the territory CLICKs. Thus no mouse movement and FAST.

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