• Map closest to Axis and Allies Anniversary Edition?

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    ubernautU
    @SkyGawker v3
  • TripleA - a request from a player to a designer

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    C
    @The_Good_Captain said in TripleA - a request from a player to a designer: First, in both '41 and '42 versions of Anniversary, the official errata optional rule regarding SZ 16 (the Dardanelles rule) was omitted. The problem here is that the TripleA program doesn't allow for having a direct setting that enables/disables a canal. This could be hacked in a number of ways, but probably should rather be a feature request for the program to support such a possibility, before changing any maps (so, one would need first to find a developer to add the feature to the program, another developer to review such feature, then someone willingly to modify the map's games, and, finally, an administrator accepting the changes (all this besides any considerations about copyrights over the existent map, whose creators are likely not all active any longer)). Meanwhile, you can use my "WWIIv3 1941 Tech Advance" variant. Just be sure to customize it back to standard WWIIv3 rules, before enabling the "Canal Turkey" option. Second, I know this is a map in development but the destroyer units in Europe '99 (“Europe - Alpha” map as its called in TripleA) This (as well as "Pacific") is more like a map abandoned during development. It may be more than 10 years nobody is working on it.
  • "Bad-Ass" 4 Nation FFA

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    RogerCooperR
    @RogerCooper This scenario has been fixed can be downloaded
  • Amsterdam_met_de_bois

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    RogerCooperR
    @Hidde2k You need to change the B in the version number to 2.
  • Diplomacy like modification?

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    RoiEXR
    @Cernel Not necessary. Providing the link like you just did is absolutely fine. @Marc-Sarzi Yeah it's a real bummer that simultaneous movement is not possible. You can do a lot with the xml, but there are just some core concepts that can't be changed. As developers we're in a long process of modernising the code and TripleA itself in multiple areas, but core gameplay is simply not a priority. There are tons of more pressing problems to solve and simultaneous movement isn't just something one can implement in an afternoon. TripleA is open source after all, so if you're ambitious enough, at least in theory, you could contribute for this to eventually become a reality.
  • Axis & Allies Zombies (AA42-2)

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    C
    @Cernel For example, if I'm making a game that is not exactly "chess", I would call it "chess" if the ultimate aim is for it to be exactly like "chess", and maybe this is just impossible, due to the limitation of the program. On the other hand, I would not call it "chess" if it is a game inspired to "chess" but deliberately made different in some ways.
  • Adding a map to the repository in one category or another one

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  • best WW2 map?

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    K
    The best WWII maps are New World Order (European theater), Rising Sun (Pacific), and World at War (the whole world). They are all part of the same series. I'll focus on New World Order, as this is the one with which I'm most familiar. The attached picture shows New World Order at the start of a game. Germany is supposed to expand quickly, conquering Paris on G3, and conquering most or all of neutral Poland by G3 as well. Early in the game Italy is supposed to conquer southern France, the Balkans, central and western North Africa, and potentially Greece. It's also supposed to expand into eastern Spain. Britain is supposed to expand in the Middle East, conquering neutral Iran, Iraq, and possibly neutral Turkey. There are no diplomatic or other penalties whatsoever for attacking neutrals. Axis nations are Germany, Italy, Finnland, and Romania. Allied nations are U.S.S.R., France, Colonial France, Britain, and the U.S. Contested areas are Scandinavia (if UK or US go north) France (if UK or US go middle), Spain (if Britain or US go south) or northern Africa. Over in the east, Turkey can be contested between Britain and Italy. If Britain wins that struggle it will seek to advance into Greece and the Balkans. If Italy wins it will seek to take Iran/Iraq from Britain, perhaps even conquering Britain's factory in Cairo and driving Britain out of the east Mediterranean entirely. Sometimes Allies will go Kill Italy First, in which case Axis will often respond with Kill Soviet Union First. In this map Italy is at least as important to the Axis as the Soviet Union is to the Allies. To give you a feel for the scale of this map, it's perfectly normal for Germany to have an income of 130 and Italy to have an income of 80, and for Allied incomes to balance out Axis. Starting on round 4 you will be able to build special, more technologically advanced units: harder hitting, long ranged bombers for Britain and the U.S., Katyushka for the Soviet Union, jets for Axis, big armor and bunkers and super subs for everyone. This map includes some land and air unit types not seen in Larry Harris maps. [image: alt text] [image: alt text]
  • Existing A.I options and A.I modding

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    RogerCooperR
    @felizardo You should also check out the Fast AI. It plays almost as well and it usually much faster.
  • Steampunk 1915

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    S
    @RogerCooper Hi Roger, Actual Cernel answered my question for me. I had inadvertently left some of the original authors units in the unit folder. That is why they were appearing in "unit help". I think my version is ready to go.
  • Dragon War - Official Thread

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    FrostionF
    @Michael-Hoover Very well spotted! () This is now fixed if you remove and redownload the map. There were actually 3 dragon notification mix-ups that I had to fix.
  • TWW 2.7.7.2 or earlier versions

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  • Total World War Diplomacy?

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    Hal LinH
    Oh, that fixed it! I feel dumb now haha
  • Game of Thrones & A Song of Ice and Fire - Official Thread

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    Greg AndersonG
    Sorry for not posting in a while. I'm currently quite busy. I'll post again when I finish the units, as there are a few things to iron out.
  • Star Trek Dilithium mod

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  • Missing Connection in Dragon War

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    FrostionF
    Thanks @Michael-Hoover for the notification. I appreciate that you came here to the forum and not just fixed your own local copy Yes, there was a flaw in the XML. Actually there were two connections in the XML between the two territories. But this was not the problem. There has recently been an implementation of “Air connections” to the map as an alternative to bridge connections. (Credit to @Cernel :thumbs_up:) The two territories had gotten an air connection (even though it shouldn’t) and this was preventing normal unit movement. You probably flew over the connection but could not walk over it with another unit. It should be fixed now when v1.2.8 Dragon War is downloadable/updateable. I hope you return and notify if you find other flaws. :winking_face:
  • Broken Mods in Scenario Repository

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    LaFayetteL
    The hope was that we'd have an army of map owners/makers taking care of the maps in repositories. In practice the maps in repository tend to be a last step and a bit of 'fire and forget'. That is not the case for all maps, there are some certainly being actively maintained, though that can't be said for the bulk as we have over a hundred and just a few people maintaining the whole project (code, servers, maps). If you have fixes, it would be great to see them get uploaded, let us know where you are running into trouble and/or what you are trying. Any scenarios you have that can be uploaded are certainly very welcome additions.
  • 1940 map with 1942 rules?

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    Michael HooverM
    Thanks for the ideas I'll check that out!
  • Correcting the Pacific Mod

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  • Ancient Empires: 222 BC

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    HeppsH
    @Name Just checking in to ensure you're ok.

Recent Posts

  • @KurtGodel7 said:
    With all this in mind, I believe I can improve infantry for a number of nations without having to rebalance anything regarding PU-only units.

    No, this is not correct, because the exchange rate between MP and PU is not consistent for different countries - as you’ve said, they all have very different ratios.

    Giving a flat power boost to infantry thus disproportionately benefits nations that have higher MP values because those infantry will have higher kill rates against the PU-only units. Whoever is able to field more Infantry gets a huge boost, and whoever relies more heavily on PU takes a big hit because they’ll be losing those expensive units at a higher rate.

    As for the AT Gun, right now I think you’re essentially setting players up for confusion by giving them a unit that’s called “Anti-Tank” but has no actual anti-tank properties - in contrast to the AA Gun, which does in fact counter aircraft.

    If you’re running into the problem that major countries don’t have enough MP to properly fill out their armies, I think the more obvious solution might have just been to put more MP on the map instead of having a redundant unit fill the gap.

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  • To add to my earlier post:

    I don't know if I'm upgrading the light tank or not. But if I am, the following would be true.

    The light tank upgrade would be available through research. No one would start with it. The upgraded light tank would attack on a 3 and defend on a 2. Just like the tanks in Classic! Also a light tank costs 5 PUs, which is also a lot like a tank in Classic. Anti-tank guns would not cancel out the upgrade. The anti-tank gun is, to some extent, the new infantry. Letting an anti-tank gun cancel out the upgrade on a 1 for 1 basis would be almost like letting infantry cancel out the upgrade. Also I'm adverse to having an extra game mechanic. If I allow the upgraded light tank to attack on a 3 and defend on a 2, then I need to allow upgrades to the medium tank to keep them significantly ahead. That in turn means I need to have upgrades to the heavy tank to keep heavy tanks significantly ahead of the medium tank.

    All this starts with an upgrade to the heavy tank.
    Currently a normal heavy tank or Panther has four hitpoints, and attacks and defends on a 4. Whereas a medium tank has 2 hitpoints and attacks and defends on a 3. The heavy tank is twice as good for hitpoints, not much better than a medium tank for firepower.

    Suppose I were to give a heavy tank or Panther a firepower of 4 + 4 for offense and the same for defense. Also 4 hitpoints. That lifts the ceiling on what I can now give to the medium tank. An improved version of the medium tank could attack and defend on a 4, while keeping its two hitpoints. The Comet tech for Britain would cause its medium tanks to attack and defend on a 5.

    So now you compare the improved light tank ( 3/2 ) to the improved medium tank ( 4/4 ). In absolute terms the medium tank is stronger on offense, defense, and hitpoints. If you're looking at what you're getting per PU spent, the improved medium tank is the better unit for hitpoints and defensive firepower, while the light tank is the better unit for offensive firepower per PU. Therefore each still has a role.

    If you're worried about balancing them against artillery-category units, I would point out the following.

    The purpose of an anti-tank gun is cannon fodder that you can buy without using MPs. None of the above upgrades reduce tank costs or improve their hitpoints, so the anti-tank gun continues to provide more hitpoints for the money than light tanks or medium tanks. Working women tech reduces the cost of a field gun by 1 PU, and a heavy gun also by 1 PU. Creeping barrage tech causes field guns to attack on a 3 instead of on a 2. Railway guns tech causes heavy guns to defend on a 5 instead of on a 4. Given that field guns and heavy guns are getting more firepower for the money as the game progresses, tanks can get more firepower too.
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  • @Vendetta said:

    This seems rather dangerous to me. Infantry is the basic building block the whole combat system in A&A is balanced around. If you're giving the basic Infantry double the attack and 50% more defense for the same price, it immediately devalues every single unit that's more expensive than the infantry (in other words, almost all of them). So then you have to go and figure out new values for all those other units and rebuild the whole balance from scratch.

    It's also turning the Sturmtruppen into a god unit (your existing version already gets the same combat stats as a Fighter from the base game once it's upgraded, and it costs less, and it gets even better with artillery). Rolling a second dice (if that's what 3+2 / 3+3 means) is a big power boost.

    D3+D2: 33% double miss, 50% single hit, 17% double hit
    D4: 33% miss, 67% hit

    D3+D3: 25% double miss, 50% single hit, 25% double hit
    D5: 17% miss, 83% hit

    I would recommend keeping the base infantry at 1A/2D.

    If you want other nations to have elite units that are better than the standard infantry but not as good as the Sturmtruppen, make those 2A/2D.

    Or you could make them 2A/3D and on par with Sturmtruppen, but they don't get access to that assault rifle upgrade.

    If you want certain countries to have lower tier infantry than the standard, just make them 1A/1D. You can give Italy, Japan, etc a tech to research them up to 1A/2D like everyone else's.

    One other thing you can do if you want to make the major powers have stronger infantry than the minors is not to change the infantry stats at all, but the effectiveness of their support.

    For instance, everyone gets 1A/2D basic infantry, but the USA, UK, and Germany start with a tech that allows each artillery to support two infantry, while Italy, Japan, and the Soviets need to research it.

    I may see things a bit differently than you do.

    Recall that manpower points (MPs) are a separate resource type. A nation which gets 30 PUs a turn and 10 MPs a turn should build 10 infantry or conscripts or similar. A nation which gets 10 MPs a turn and 200 PUs should also build 10 infantry a turn or similar. It cannot build more than the 10, because its infantry production is being constrained by lack of MPs, not by lack of PUs.

    Units which cost PUs need to be balanced against other units which cost PUs. No question there. But for infantry, the main cost is the 1 MP, not the one PU. If I make infantry better for Britain, America, and Germany, then that increases the value they receive from their MPs. In my sample games, Germany and Britain each needed more cannon fodder than they had MPs, causing them to buy anti-tank guns to fill the need. America Atlantic was getting to that point as well.

    With all this in mind, I believe I can improve infantry for a number of nations without having to rebalance anything regarding PU-only units.

    What might cause me to need to rebalance PU-only units is your wish for a better light tank.

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  • @Vendetta said:

    Having Germany only able to buy elite infantry that are better than everyone else's is a far bigger violation of realism (as well as game balance) than playing a bit fast and loose with the unit names.

    I tend to agree, but then we cannot use "grenadier" as name for a German elite infantry on the account that, from late 1942 onwards, that was the name for the basic infantry, and we are back on square one for what is a good name for a German infantry elite.

    At this point, maybe it is better just to call it "elite_infantry". I would suggest that over "sturmtruppen" at least.

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