• 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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  • Zero movement cost to enter transports.

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    PantherP
    @Cernel said in Zero movement cost to enter transports.: @Panther said in Zero movement cost to enter transports.: @Cernel said in Zero movement cost to enter transports.: @Panther Do you think that a mobility 0 unit that can be loaded onto a transport can be actually loaded onto the transport or is the mobility 0 making this impossible unless something gives a mobility bonus to the unit? I know that all units that are transportable have mobility 1 or more in the basic games. So, for example, I'm saying how about if I change the infantry mobility to 0, rest the same. The rules say that loading/offloading of a unit counts as the unit's entire move. Moving requires movement points. So I would conclude that a unit with "movement 0" can't move at all (unless - as you say - it receives a mobility bonus by whatever) . How would an infantry with "movement 0" physically move onto a transport? What we are talking about here is nothing else than moving a unit from a territory to a seazone and/or vice versa! I can't see how this could be allowed while movement between territories would be denied because of "movement 0" (again: unless - as you say - the unit receives a mobility bonus by whatever). Any considerations about the fact that TripleA requires units to be mobile to load onto transport ships, but allows offloading immobile units, instead? How can this be explained? For example, if a transport starts the game with mobility 0 infantries on board, does it make sense that they can be offloaded? Why should a mobility 0 infantry be unable to load onto a transport, while an already loaded mobility 0 infantry is able to offload from the same? It cannot be explained- at least not by the rules. From a rules perspective - as stated before - that does not make any sense. I can only recommend that a setup of a game does not include this constellation (again: unless - as you say - the unit receives a mobility bonus by whatever).
  • Expanded Politics Actions chart in Global

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    F
    If you just want to continue your game, could you go to edit mode and change the politics? I think someone is working on a scenario for if the Axis win, based off the book "The Man in the High Castle"
  • Expand 'Selectable Zero Movement Units'

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    W
    @Cernel I don't think that it has any effect on the AI. This property seem to only effect how units are selected in a zone when the zone is selected. Cheers...

Recent Posts

  • @LaFayette Thanks, does that include the Favicon, that I mentioned above?

    And the user profile images obviously.

    read more

  • @Panther I'm in process of restoring user uploads. Should be back in about 15 minutes. I just ran a cleanup script that removed way too much! Turns out a bunch of uploads are 'orphaned' and can be cleaned up.

    read more

  • @lafayette

    Also it would be great, if the Favicon returned:

    favicon.png

    It used to be the TripleA logo before.

    Thank you.

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  • @lafayette

    And another issue: The image I posted above 8 hours ago has magically disappeared.

    Klicking on the link returns a "Not Found".

    Here it is again:

    69ee59bc-d48c-4a9d-8d1b-dd03ac2ba824-image.jpeg

    read more