• World War I European Campaigns

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    @schulz Here is a possible unit image for Wassmuss of Persia: [image: 1620354150549-wilhelm_wassmuss.png] Similarly to Lawrence of Arabia, he would give a bonus to allied units with him. Whereas Lawrence of Arabia would be in Hejaz fighting the Ottomans, Lawrence of Arabia would be in Persia fighting the British. I would picture them both having a small entourage of troops with them as they rarely operated alone. Also, I do not know how others create maps, but for this latest map I used Photoshop CS2. I cropped a world map to get an image of Europe and an image of America, then placed them closer together. I then traced over them and colored in the water. For detailed territories I looked up regional maps of each area and if the territories were too small I would combine two or more together so that I could fit units in them. One thing you have to be careful with is that the lines must be completely black and there can be no gaps, otherwise TripleA won't register the territories properly. This gets particularly hard to do with large maps. For this game, I have been thinking of doing a 1914 start date and that other countries will gradually join the war. Forts will be a new unit like bunkers in other games. [image: 1620355577514-marne.png] I have done some AI games and it looks like if there are forts on the French-German border, the German AI will turn away to avoid them and instead attack through Belgium, which is close to what happened historically.
  • New (& Old) Mods for TripleA

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  • Best Triplea Map to play

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    ubernautU
    @umesh ai i'd say any of the v3 variations, 1914 no mans land, nwo or v3. versus human i'd say TWW
  • Limits of maps

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    LaFayetteL
    FWIW, a very sizeable chunk of the memory footprint and memory pressure comes from rendering the minimap. The minimap is rendered by drawing the entire map at full scale and then shrinking it down. The more detailed the territory images, the more memory that this will consume. Physically larger images can allow for greater detail, but not necessarily. Hence a large map where all the territories are a single color will require less memory than a small map where the territory images have lots of detail.
  • Removing grey edges after resizing base maps

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    ubernautU
    @schulz i think you're gonna have to do a better job with the resizing
  • New Map: World War 1 End of Empires

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    I am changing battleships to be unbuildable and 1-hit. I thought that this would lead to a lot of battleships being destroyed too quickly, but after a few playthroughs with the AI it seems like I was wrong.
  • AI Suitability

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    RogerCooperR
    So I am starting to examine AI suitability for some randomly picked scenarios. Great Lakes War All these scenario are fine for AI Great War The only problem for the AI is the odd blockages for the US. This is an old scenario before events were introduced into TripleA. The large numbers of units and sprawaling map also slow the game. The actual units are straight-forward and the game can be played with Fast AI. Combat movement is before purchase.
  • Global 1940 improving the notes

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    ubernautU
    @zlefin just make sure you aren't reusing other people's IP.
  • Best Rules Version

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    @rogercooper It has some understanding, but not a complete understanding; from what I've been able to tell. It does, at least partly, recognize the movement bonuses units will get in terms of avoiding counterattacks, though I'm not sure it does so fully. In terms of strategic bombing, I'm not sure to what extent it specifically targets harbors/airfields that are relevant right now, vs simply targetting anything in the area that's raidable that it's not already invading. (and of course bombers often have regular combats worth doing as well). It does not seem to preferentially move units on/next to harbors/airfields so as to get the movement bonus. I was trying out Global recently, and some of the moves quite clearly showed the ai not 'getting' the impacts of those bases.
  • 270BC - Official Thread

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    @lafayette said in 270BC Wars - Official Thread: @Cernel why is there a '+' folder in the map? Seemingly it's making the download size quite a bit larger than it needs to be. The "270bc" map has several such useless items too. The main difference is that I group them externally, leaving inside the "map" folder nothing but what is or may be used by the program. Completely useless items of 270bc (I would keep without the "map" folder): https://github.com/triplea-maps/270bc/blob/master/map/misc/Legend.png https://github.com/triplea-maps/270bc/blob/master/map/territoryNames/Saria.png https://github.com/triplea-maps/270bc/blob/master/map/territoryNames/Heraclea.png https://github.com/triplea-maps/270bc/blob/master/map/units/alt/RomanRepublic_unit_development.png https://github.com/triplea-maps/270bc/blob/master/map/units/alt/archer_hepps.png https://github.com/triplea-maps/270bc/blob/master/map/units/alt/archer_with_marker_at_55pt.png https://github.com/triplea-maps/270bc/blob/master/map/units/alt/ballista_with_marker_at_55pt.png https://github.com/triplea-maps/270bc/blob/master/map/units/alt/hoplite_with_marker_at_55pt.png https://github.com/triplea-maps/270bc/blob/master/map/units/alt/legionaire_hepps.png https://github.com/triplea-maps/270bc/blob/master/map/units/alt/warelephant_hepps.png https://github.com/triplea-maps/270bc/blob/master/map/units/alt/warelephant_hepps_hit.png https://github.com/triplea-maps/270bc/blob/master/map/units/Neutral/longboat.png Other maps have a lot more useless items than this one.
  • Aggression 1941

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    ebbeE
    @schulz Hej Schulz, you asked me to use Soundfiles I made/ adapted for the recently released WW2 Oil & Snow project, which is fine, ( except the intro tune , I prefer to keep that unique ) nice to see another 1941 map and I like your ingredients...
  • World War 2010

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    RavilleR
    I also like a lot this map, but when trying to game it people said it has many problems and bugs. Could be great if can be fixing as a normal map... Thanks forwardly
  • Oztea 1939 Global

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    @wc_sumpton right on thanks again. I'll give it a go
  • How do I call new nations in World War 2 v5 SE?

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    SchulzS
    You need to name it Chinese instead China for the easiest way to bring China. Then copy the XML and give a different name. Then examine the XML. It is not complicated.
  • NWO and NWO 5 nations victory condition

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    RogerCooperR
    Many scenarios have no victory condition defined.
  • AA50 with Maintenance

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    Moved to Maps & Mods.
  • Spring 1942

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    zoozocZ
    Oops, I think I spoke in ignorance here. I didn't realize that there are two editions of "Spring 1942". I apparently own the 1st edition. The 2nd edition does indeed appear to be "World War II v5"
  • Can someone make/find a few icons for me?

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  • War at War changes

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    SchulzS
    Upkeep is possible to implement, the important one is finding good upkeep/cost ratio and in my experiences with upkeep, it works best with 5%-10%. For example infantry cost is 2 and 0.1 upkeep (5%) would work perfectly. But armour upkeep should be definitely higher than 5% but still should not be higher than 10%. Yes, draw means nobody wins and nobody lose pretty much same with chess. Because of the cumulative aspects of games, the loser side really cannot turn the tide of the war and the fate of the games always seales in the middle of games and just there should have been draw option that gives a good reason the loser side to continue.
  • Fallen Empire

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    SchulzS
    @alkexr I was trying to make upkeep as visible source in the purchase screen in my map like that but couldn't find a way because its not a resource. I am using <option name="createsResourcesList" value="-x:PUs"/> tag to represent upkeep. Wondering is turning into supply like this system the onyl way to make is visible?

Recent Posts

  • @iratoric That's great. I can't wait to produce the game, but I'm so busy nowadays and don't have much time. But it will have to be created one day.

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  • @Schulz Yes all of those can absolutely be implemented, I actually did something very similar with my old map, let me know if you want me to get the trigger code for that and adjust it for your needs

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  • I created a mod called Pregunpowder Experiment to see if I could get more realistic behavior from TripleA. Due to the map admin problems, I can't approve yet, but you download it directly from https://github.com/triplea-maps/Pregunpowder_Experiment.

    Here are the notes

    *An experiment of strategic interactions in pre-gunpowder times. The only unit types are Infantry, Cavalry and Forts. Combat is limited to 3 rounds

    Infantry is cheap to build and maintain but can't attack cavalry

    Cavalry is expensive to build and maintain but has a higher combat factor and is faster. It can't attack forts.

    Forts are expensive to build but cheap to maintain. They have 2 hits and AA type attack each round on all enemy units. There can be a maximum of 5 forts in a territory.* (Note that a long siege can destroy a large army).

    The AI utilized units in an appropriate way but did not buy cavalry. The game has some of the feel of pregunpowder warfare with unopposed cavalry being devastating.

    I will probably use some of these ideas in future mods.

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  • @TheDog

    Many thanks for the kind welcome and quick and considerate reply!

    I'm really blown away by the depth and customisation that this map has! Thanks again for all your work in making it happen 🙂

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