• Singleplayer button which lets a Hard/Fast AI do your moves for a phase

    2
    3 Votes
    2 Posts
    1k Views
    ubernautU
    @jkprince interesting
  • UHD Map Should Replace Global one on Main Page

    8
    2
    4 Votes
    8 Posts
    1k Views
    LaFayetteL
    It's not that bad to add the preview image, particularly now that it's standardized. This file: https://github.com/triplea-game/triplea-game.github.io/blob/master/maps/maps.html With the below modifications (note the new img block): [image: 1710043830590-6483066e-429b-4c1f-8e49-ef41406cf4ba-image.png] Looks like this: [image: 1710043815565-b998cdcf-acca-4e08-bb9d-31ae6c4401ed-image-resized.png] Is there anyone good with CSS that can style this up more nicely?
  • World War II v3 update to master?

    38
    6
    5 Votes
    38 Posts
    10k Views
    LaFayetteL
    I don't have bandwidth to help here. The updates look good. Replacing the files in the map repository should be do-able with some googling and small determination.
  • Contextutal unit sprite "animation"

    6
    2 Votes
    6 Posts
    1k Views
    B
    @black_elk said in Contextutal unit sprite "animation": reading a rulebook manual in the notes seems somehow less compelling than Victoria breaking it down for us. Yes Victoria should get the job
  • quality of life improvements

    5
    0 Votes
    5 Posts
    2k Views
    C
    @ice1 said in quality of life improvements: QOL improvement would be a given choise to which carrier you want to land your plane (similar to a transport, and the option to SEE on which carriers wich planes are located with the territory TAB 2nd is in line with first, see which units are on whitch transport with the territory tab I believe that one should be able to see of which ship any (air or land) unit is cargo (if it is) by just looking at the board (so without having to look at the Territory tab provided that there are enough placement spots to display all the units in the zone). A way may be to have a line connecting any unit which is cargo of a ship with the ship, though it would be much better if such cargo units are always drawn as near as possible to their ships. I've no idea if this is feasible.
  • Future of TripleA

    27
    2 Votes
    27 Posts
    9k Views
    R
    @beelee sent you PM
  • popup player joins/leaves

    3
    0 Votes
    3 Posts
    981 Views
    ice1I
    @lafayette [image: 1706206628598-0638e671-989c-483b-bc27-56fe9d0abab0-afbeelding.png]
  • Thoughts on playing TripleA / AI

    Moved
    8
    1 Votes
    8 Posts
    4k Views
    C
    @bluelionman said in Thoughts on playing TripleA / AI: Besides in the board game Heavy Bombers got 3 dice, online (TripleA) it's 2 which is better as 3 is far two powerful. Under V3 rules, you roll 2 dice per heavy bomber and hit only once if at least one of the two dice hits or use the higher of the two results for bombing raid damage. How heavy bombers work in "Big World 1942 v3" is wrong if it is actually supposed to be V3 rules. There are four problems with documenting techs in notes. Our correct understanding of the rules may change overtime (because of clarifications from the rules makers or even official errata). This would require a program change, and, if each game has tech documentation in notes, one would have to update them all singularly or leave them outdated. TripleA may (and actually does) implement the tech rules incorrectly, which would create the problem of whether in notes you should document how the game should work or how it works. The game-maker may make mistakes in documenting tech in notes, which would create or add to the problem of whether players should try to play by the notes or as per what the program does. Tech may create complex situations, so it is something for which it is hard to be clear and exhaustive. However, I would agree that every game should provide the full rules-book for the game (which means fully documenting the techs too). This said, you can find tech documented in some V3 rules games. For example, this is what you can find in the "World War II v3 1941" game-notes, Technology *** Air/Naval Tech *** SUPER SUBS- subs attack at 3 JET POWER- fighters attack at 4 IMPROVED SHIPYARDS- naval units are cheaper AA RADAR- AA hit on 2 or less LONG RANGE AIRCRAFT- aircraft range increased by 2 HEAVY BOMBER- roll 2 dice for each bomber attack *** Land/Production Tech *** IMPROVED ARTILLERY SUPPORT- artillery support 2 infantry ROCKETS- AA conduct rocket attacks for 1d6 damage to production (each factory may only be targetted once per turn by one rocket, and only 1 rocket in each territory may fire) PARATROOPERS- each bomber may carry 1 infantry into combat (must stop in first enemy territory it reaches) INCREASED FACTORY PRODUCTION- factories produce 2 additional units (if territory value is 3 or greater), repairs 1/2 price WAR BONDS- collect an 1d6 extra PUs each turn MECHANIZED INFANTRY- tanks may carry 1 infantry each for 2 spaces and this is what you can find in the "WWIIv3 1941 Move-Buy-Move" game-notes. Technology *** Air/Naval Tech *** SUPER SUBS- submarines attack at 3 JET POWER- fighters attack at 4 IMPROVED SHIPYARDS- submarine, transport and destroyer costs reduced by 1; cruiser cost reduced by 2; carrier and battleship costs reduced by 3 AA RADAR- AA guns hit on 2 or less LONG RANGE AIRCRAFT- aircrafts range increased by 2 HEAVY BOMBER- roll 2 dice for each bomber in attack, but use only the lowest one, and 2 dice for each bomber in bombing raids, but use only the highest one *** Land/Production Tech *** IMPROVED ARTILLERY SUPPORT- artillery support 2 infantry ROCKETS ADVANCE- AA guns conduct rockets attacks, with a range of 3, for 1d6 damage to production (each factory may only be targeted once per turn, and only 1 AA gun in each territory may fire) (AA guns conducting rockets attacks can't move) PARATROOPERS- bombers may carry 1 infantry each into hostile land territories only (both units must begin their movement in the same territory; the bomber can't make a bombing raid; the bomber must stop its Combat Move movement in the first land territory it enters that was enemy owned at start turn; if the attacked territory has only AA guns and no other defending units, the AA guns are automatically captured without firing; if the bomber is hit by AA guns, the infantry it carries is also destroyed; paratroopers alone have no way to retreat; if retreat is possible, paratroopers retreat together with all other retreating land units) INCREASED FACTORY PRODUCTION- factories produce 2 additional units, if territory value is 3 or greater; repair 1/2 price, rounded up WAR BONDS- collect 1d6 extra PUs each turn MECHANIZED INFANTRY- armours may carry 1 infantry each As an example of what I was saying at point 2, you can notice that the "if the attacked territory has only AA guns and no other defending units, the AA guns are automatically captured without firing" rule for the "Paratroopers" is how the game works but not how the rules are supposed to work (The AA guns should actually be able to fire in this case too.). I'd let @Panther check that what I wrote and pasted is all correct if he will.
  • Bids system still here?

    22
    0 Votes
    22 Posts
    5k Views
    W
    @stu_the_k said in Bids system still here?: I grew up in Detroit @stu_the_k said in Bids system still here?: so I was also busy getting an early Xmas present from the Lions Been here all my life!! Cheers...
  • Low Luck dice rolling added option

    5
    2 Votes
    5 Posts
    2k Views
    LaFayetteL
    I like this idea, was thinking of it as a "same luck" option.
  • Set font size per map

    1
    1 Votes
    1 Posts
    797 Views
    No one has replied
  • Questions about checkAIPlayer(s)/isAIPlayer(s)

    12
    2 Votes
    12 Posts
    2k Views
    W
    Suggested updates to PoS2 for isAIPlayer: In the "<!-- National Objectives and Condition Attachments -->" area, line 2939 between "switch" and "turns" (which should be updated to "rounds": <!-- National Objectives and Condition Attachments --> <!-- ... switch values: "true" or "false" (default is true). This is just a simple on/off switch, which gives map makers some memory function for their conditions. isAIPlayers values: "true" or "false" check if player is AI controlled. rounds values: which rounds this will be checked on (example: value="1:4:6-8:11-+" means rounds 1,4,6,7,8,11, and all rounds after 11) ... --> And then "conditionAttachment_Americans_Aid_UK" can be changed to reflect the usage: <attachment name="conditionAttachment_Americans_Aid_UK" attachTo="Americans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <!-- is the Americans not AI controlled --> <option name="isAIPlayers" value="false"/> <!-- players can be added to check both Americans and British --> <!-- <option name="players" value="Americans:British"/> --> </attachment> All I can think of--- Cheers...
  • Question about kamikazes

    3
    0 Votes
    3 Posts
    1k Views
    B
    @wc_sumpton Thank you!
  • Less approximative battle-calculator

    5
    2 Votes
    5 Posts
    2k Views
    C
    To minimize the requests to what I believe would be the marginally most important improvement here, I suggest at least adding a decimal to the Wins and Draw results (or using the permille instead of the percent). Currently a 100% Win in the battle-calculator is anything from 99.5% to 100.0% Win, and being 99.9% sure to win a battle may be significantly different from being 99.5% sure of the same, but currently they are both given as 100%.
  • TUV for Units That Have consumesUnits Property

    Moved
    43
    1 Votes
    43 Posts
    23k Views
    W
    @cernel Created the following: Pull Request Don't know if it will take. Cheers...
  • Territory tab display

    3
    0 Votes
    3 Posts
    831 Views
    O
    @thedog Thank you! I already have 2.5 and 2.6 installed. Appreciate the suggestion. Cheers
  • Connection Option - "Air Corridor"

    16
    0 Votes
    16 Posts
    3k Views
    SlendyMcTendiesS
    @wc_sumpton Right, that's what I did and meant. However, territories must have a height & width greater than 0, so "NoLand" would need to be < (0,0) (0,1) (1,0) (1,1) > in "polygons.txt", and assumedly the center and placement marker within those bounds as well. Didn't test if they could be outside the bounds, but I don't see any reason to either.
  • 1 Votes
    10 Posts
    2k Views
    L
    Je pourrais m'en occuper (j'ai déjà traduit 3 livrets de règles d'Axis & Allies que j'ai téléversés sur BGG), mais je ne voudrais pas le faire et que ça ne serve à rien. Nulle part sur le site de TrippleA j'ai trouvé un espace où l'on proposait des instructions en différentes langues. Sinon, je trouve bien dommage que l'on ne puisse pas contribuer à traduire l'interface du jeu étant donné que de nos jours, un logiciel le moindrement sérieux propose aux utilisateurs de pouvoir l'utiliser dans leur langue maternel.
  • NO edit button in Map Options

    5
    0 Votes
    5 Posts
    2k Views
    RavilleR
    @panther said in NO edit button in Map Options: "no move corrections" That option "no move corrections" its a good idea just keeping editions when could be necessary in some corrections, Certainly, "no move corrections" should apply after finished a turn. Thanks panther,
  • Show political relations on play map

    1
    2 Votes
    1 Posts
    579 Views
    No one has replied

Recent Posts