• 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:

    I wouldn’t split it into Bohemia and Moravia; that’s a gameplay change for a naming problem.

    I totally agree not drawing territories to accommodate names, but both in case of Bohemia - Moravia (I would leave a space before and after the hyphen.) as well as in the case of Austria I would strongly consider splitting the territories in two east/west both on the account of the relative dimensions as well as on the account of their rough geography (mountains, forests...) which should not make them the easiest routes available and overall would favour front multiplication.

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  • @KurtGodel7 said:

    Neumark: I’d still keep it. The territory east of Berlin, bordering Pomerania, Silesia and Wartheland, is the old Neumark (Brandenburg east of the Oder). “Southern Pomerania” would name the wrong province. Cernel’s reply doesn’t actually argue this one, so I wouldn’t read it as a strong objection.

    LOL This is actually the one I've the strongest objection against (though Ruhr is a close second). It is just that it would take quite a lot of time arguing over the various things, so I just didn't do it.

    @kurtgodel7 But I'm enjoying the conversation with Claude (I would hate it if I did not know it was AI.), so I might make a full list of counter-arguments (LMAO) if you want to use your allowance to then see what Claude has to counter-counter-argue about it. You tell me.

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  • How strong did you make all the neutral forces on your setup?

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  • I'd had to take a break from Claude due to being too close to my weekly usage limit. Now that weekly usage is reset, here are Claude's comments on some of the map names:

    Hesse → Rhineland: yes. I’ve changed my mind here. Vendetta’s point holds. On your map, “Hesse” borders Belgium, Holland and Lorraine, and the real Hesse touched none of them. The land along that border was the Rhineland (Rhine Province, Saar, Palatinate). My earlier objection was that Cologne sits in your Ruhr territory, but that matters less than the name contradicting the geography a player sees. I’d keep Ruhr as it is: it’s the name everyone knows for that industrial area, and it’s what players will be bombing.

    Bohemia: I’d use “Bohemia-Moravia”. Cernel is right that it was one name, and Vendetta is right that label space matters. But Bohemia is one of the largest territories in that part of the map, so the 15-character name fits without crowding (about 150 pixels in a territory roughly 270 wide). If it ever has to be one word, “Bohemia” is a defensible shorthand. I wouldn’t split it into Bohemia and Moravia; that’s a gameplay change for a naming problem.

    Württemberg vs Baden: keep Württemberg, low stakes. Both are defensible, as Cernel says. Stuttgart, the region’s main city, is in Württemberg. “Baden-Württemberg” is too long and dates from 1952. If you want Alsace implied, Baden is fine, but on your map Alsace sits inside French Lorraine anyway.

    Silesia and Upper Silesia: the split is deliberate, and it’s yours to defend. You drew the Silesia/Cracow line along the 1922 partition so that the Polish-majority part pays Germany no manpower. That’s why Upper Silesia looks cut in half. Cernel’s connection argument is true for 1941 administrative borders (the annexed Żywiec area did touch Slovakia), not for the population line you chose. The German part of Upper Silesia bordered Moravia, and your Silesia does border Bohemia(-Moravia). I’d keep both the name Silesia and the line, and explain the manpower reason in the thread. Splitting Silesia into Lower (west) and Upper (east) is fine if you want more territories there, but it isn’t needed. It also doesn’t fix Schulz’s Berlin-to-Krakow distance complaint, which is a geometry issue, not a naming one.

    Neumark: I’d still keep it. The territory east of Berlin, bordering Pomerania, Silesia and Wartheland, is the old Neumark (Brandenburg east of the Oder). “Southern Pomerania” would name the wrong province. Cernel’s reply doesn’t actually argue this one, so I wouldn’t read it as a strong objection.

    Budapest → Hungary: yes. It’s a one-territory country, like Austria and Switzerland.

    Ruthenia as a 1-PU territory: worth doing, mildly. It’s historically real (Czechoslovak until 1939, Hungarian in 1941, Soviet after). It also fits your population rule neatly: Rusyn-majority, so it gives Hungary/Germany no manpower. Gameplay-wise, it puts a step between Hungary and Lwow, which is the route the Hungarian army actually took in 1941. The cost is one more small territory. It would mean redrawing tiles like France did, but it’s a small job.

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