• Roger's Scenario Thread

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    RogerCooperR
    Name CTF2 Future Warfare Description Conflict with a futuristic feel on the Capture the Flag map https://axisandallies.fandom.com/wiki/CTF2_Future_Warfare [image: 1783795028810-f8b519fc-a7c8-4ef6-b136-174e54334564-image.jpeg] Good Points An intersting puzzle to solve against the AI Bad Points Not much replay value
  • Triplea Maps

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  • The Triplea Game Engine

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  • World War I with more territories?

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    SchulzS
    I want to use A&A's 1 combat per battle per round rule, but I'm not sure if it's compatible with the Russian Revolution rule. Does anybody know if these rules will conflict with each other? BTW, this is the current situation of the fronts. Hejaz will also be added as a separate civ, which will mobilize in Round 6 and join the war in the following round (hopefully).[image: 1783967881150-wwieurope-copy-resized.jpg]
  • đź’Ą 1941 Global Command Decision - Official Thread

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    Thanks Dog. I understand. and thanks for your reply. Regarding the forts, would it be possible for game start forts not to require upkeep but only new build forts require upkeep instead-So like a different kind of starting fort? What I like most about this game are the local battles that occur due to the giant map. Did the game ever have forested areas in Belarus region with partisans popping up? I play iron war and oil and snow maps too. The iron resource make the game and fight for it give the game that extra strategic edge, and the oil too. because it powers most units.. Also the partisans popping up occasionally are a bit of a hindrance when sometimes your units are stuck fighting them whilst they could be moving somewhere else where they are more needed. Thanks
  • Global 40 Expansion UHD Boxes

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    wc_sumptonW
    @beelee said: Didn't want to hijack Ramon's thread what is the downside, if any, from having this enabled ? Turns out it wasn't on. "Transport Casualties Restricted" It can throw errors if units that do transport, have "transportCapacity" greater then 0, have attack or defense values greater then 0. These units will need "isCombatTransport" set. Cheers...
  • Warcraft: Lordaeron Wars - Official Thread

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    @gr8gamerguy It has certainly been a long time since I worked on this project but I really want to finish it and condensed things down. With the advent of chatgpt I think ill come to finish it. (In case you ever see this message, thank you for all.the big reports)
  • Jurassic v2.0

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    UPDATED: http://john.gregorek.com/Games/Generic.zip Added caveER_png to help identify territories for removal/addition. Shifted place_txt values to represent top-left corner of unit images. Corrected polygons_txt fragments for defining territories across map borders. Not happy with glyph branding. It's optional. Still have an issue with border fragments that requires your inspection. The reliefTiles hide the map border edge well, but note the dinosaur has been beheaded. [image: 1782669793495-tripleabeheaded.png]
  • WW1 contour baseline map 4000px

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    SchulzS
    I like maps that are aesthetically pleasing to look at. Map rotations, curves, extreme squeezings/stretches, and abnormally big Scandinavia, Eastern Europe, or Africa are just not good. Standard maps aren't suitable either because they make Europe too small. It’s better to use an equirectangular projection, get rid of all the unpleasant stuff I listed, and subtly shrink non-European territories.[image: 1782041112853-wwi_more-territories-resized.png]
  • world_war_ii_v5_1942 is incorrectly linked and installed

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    PantherP
    I can confirm that it downloads fine now. That already was a good example for the workflow. Thank you
  • Power of Politics 1914 : A WWI scenario

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    ubernautU
    @RogerCooper @thedog i was thinking i might try to recruit @wc_sumpton to help us but the basic problem is the version that we have does not appear to be very far along compared to some of the posts so it’s kind of hard to tell what they were thinking with the map also some of the territories are sort of microscopic i think there might be a problem with unit stacking as it stands as well
  • Churchills 1939

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  • Proposed Map: Domination 1941

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    TheDogT
    @Schulz Been a while. If you want to use this threads map you are welcome to use it. It is used in 1941 Global Command Decision, but be aware it has nearly 800 locations so is probably best for solo play.
  • Domination 1914 No Man's Land - Official Thread

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    SchulzS
    @RogerCooper I think the ahistorical presence of the Bolsheviks in Siberia makes the game more interesting and provides more options to both sides. I haven't played against the AI in a long time. All I remember is that the AI is worse at handling naval stuff, not necessarily specific to the Americans on this map. There used to be a tech that gave transports +2 movement, but it was nerfed to +1. Not sure if that would make any difference to the American AI's behavior.
  • War Plan Red-Orange

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    Another update, version 0.3.0! [image: 1780437482711-0.3.0-jpg-smaller.jpg] The technology system has been reworked, every country now has a unique ladder of techs to climb and you unlock tech with tech tokens. Plus, the Portuguese and the Dutch have been added! Download it here: https://drive.google.com/drive/folders/1EowcYb0cA0qfcVIqZaasKfUgzp_aBd9G?usp=drive_link Download instructions: Download the “war_plan_red_orange” folder contained in the link Add this to C:/Users/(your username)/triplea/downloadedMaps Once you hit “select maps” in TripleA, the file should automatically be unzipped and it should just work. If you are still running into issues, please report them to me! Also, we have a Discord server now! https://discord.gg/78EEWmuK7C
  • World War II V6 - Balanced

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  • East & West

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    RogerCooperR
    This is now available through the in-game downloader.
  • Global 40 Expansion UHD Boxes Recorded Games

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    deleted.
  • Can we fix TWW?

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    ubernautU
    @lafayette [image: 1777344426361-pumped-yes.gif]
  • North Africa - TripleA Module

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    wc_sumptonW
    @victoryfirst said in North Africa - TripleA Module: This North Africa module has been upgraded considerably. Would you like to check it out? Maybe you have some ideas to improve it even more Wow looks really good. Give me a day or two, as I have been busy with @RogerCooper's East & West. Cheers...

Recent Posts

  • I want to use A&A's 1 combat per battle per round rule, but I'm not sure if it's compatible with the Russian Revolution rule.

    Does anybody know if these rules will conflict with each other?

    BTW, this is the current situation of the fronts. Hejaz will also be added as a separate civ, which will mobilize in Round 6 and join the war in the following round (hopefully).wwieurope - Copy.jpg

    read more

  • Thanks Dog. I understand. and thanks for your reply.

    Regarding the forts, would it be possible for game start forts not to require upkeep but only new build forts require upkeep instead-So like a different kind of starting fort?

    What I like most about this game are the local battles that occur due to the giant map.
    Did the game ever have forested areas in Belarus region with partisans popping up?

    I play iron war and oil and snow maps too.
    The iron resource make the game and fight for it give the game that extra strategic edge, and the oil too. because it powers most units..
    Also the partisans popping up occasionally are a bit of a hindrance when sometimes your units are stuck fighting them whilst they could be moving somewhere else where they are more needed.

    Thanks

    read more

  • @captain0
    Thanks for engaging.

    The upkeep works well and it is a shame to have a 2 fort limit but I guess that is because of AI.

    This could be increased but it might feel too much like WW1.
    When new players come accross Bunkers, they struggled to take them, so I never thought to increase them in number. With the current stacking of other units and of 2 bunkers, it feels about right to give the Atlantic wall feel/vibe and Russian attempt at defence in depth and 1 Bunker in the Pacific gives the dug in Jap feel.

    .

    static fort upkeep be halved?

    Upkeep is in whole numbers only, 0 to say 9, so no .5 allowed.
    To get the equivilent of .5 you would have to double all PU purchase costs including upkeep to 2, except Bunkers they would be 1. This might mess with the current balance and it might put off human players that are so used to A&A PU costs. The Bunker upkeep cost of 1 also deters the human player from spamming them.

    .

    I set Russia and Japan as allied for a historic game and change that when war in Europe finishes,

    Yes the current NAP is weak, why would Russia declare war on Japan when it is losing to Germany. A reworking is on my TODO list 🙂

    .

    I believe historically the Finns were averse to advancing further than the Vyborg territory that they gave up in the Winter war..
    The Finnish commander Mannerheim had Soviet roots and Finnish people were not hugely anti Russian in general.

    We wanted to keep the minor powers to a minimum, although realistic they slow the turn speed down, so a compromise, no Finns, just more Germans.

    I hope others chime in with thoughts to your questions.

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  • Thanks Dog.

    The terrain inclusions are great.
    The AI put 30 infantry into pripyet marshes and with the terrain bonuses they will be 'hard as hell' to knock out.

    I feel like some territories should be a little more fortified and/ or difficult to take i.e. cities could favour defenders more when they are outnumbered.

    The upkeep works well and it is a shame to have a 2 fort limit but I guess that is because of AI.
    You can edit them on I know,
    I don't know if other people would like it but perhaps the fort allowance per territory could be increased and the static fort upkeep be halved?

    Another thing that would be great is that transport planes could airlift HQ units to evacuate them from say, Africa when the Italian navy is knocked out.

    I set Russia and Japan as allied for a historic game and change that when war in Europe finishes,

    On my first game AI Germany took Lenningrad on first turn.
    I was a bit surprised at the effectiveness of the AI at that point.

    I believe historically the Finns were averse to advancing further than the Vyborg territory that they gave up in the Winter war..
    The Finnish commander Mannerheim had Soviet roots and Finnish people were not hugely anti Russian in general.

    Lastly whilst playing the AI some countries are close to maximum upkeep on round one.
    So a solution is to edit and remove the forts you don't need and convert the value into units.
    All my opinion of course but what do other people think?

    read more