• Civil War | War Financing Issues

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    Tagged as Fixed. Moved to Maps & Mods.
  • Switching out default units

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    @Joe-Pants said in Switching out default units: @Hepps I still have it as well; is there a new group repository? Here are the relevant links: https://forums.triplea-game.org/topic/918/map-maker-resources Here it is the one you are asking for: https://github.com/triplea-game/map-maker-assets Here it is the old one, for the units: https://sourceforge.net/projects/tripleamaps/files/developer resources/units/ Are your old units images in there, or were you asking for something else? Going back on topic, I suggest you share your map customization of WAW as a mapskin. This would also make much easier deciding what possibly to integrate into the original skin itself.
  • Oil Wars (WW3) - Official

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    @NinjaWolfHybrid the edits @Cernel is talking about are not that much. In the xml replace "attatch" with "attach", this will replace both "attatchment" and "attatchTo", "Attatchment" with "Attachment" and "victoryCity" value="true" with "victoryCity" value="1" . This should allow the map to be played when uncompressed. File contains only edited xml: Oil Wars.zip Cheers...
  • WaW Customized. Lots of units

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  • HOME RULES for Great War

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    @hale Looks like most of these rules are not something players can self-enforce, but would require changes to the map (or more realistically making a variant), so I'm moving this to "Maps & Mods". Anyways, good luck, but being Great War a high quality map currently not owned (and rarely played), it is going to be tough getting any gamechanging updates accepted (up to @redrum or @Lafayette).
  • Germany's Iron War music

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    FrostionF
    @Mike-Baker Iron War uses a mix of “real” historical / national orchestral music from the different countries as well as random music I found on the WWW. I would say that it is about 50/50 real historical music mixed with new music from various sources. Besides me tracking down national anthems and military marches and such, I used a lot of time searching for like Indian style/themed orchestral music, Asian style music etc. I didn’t really keep track on where exactly I found the music, but it is from places like YouTube, free game resource sites, free music sites, sites that listed the music files of old computer games etc. To me the Music_Germany_13_3 sounds like some kind of game music. I really can’t remember where I found it.
  • world at war variants & the option of changing units

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    @Captain-Crunch I'm specifically referring to the WAW v3 variant game when I am saying that the AI plays a much better game without the "defense" unit . I assume that the same thing would occur with the other WAW variants that have the "defense" unit.
  • AA50: Anniversary edition

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    Black_ElkB
    It is listed as World War II v3 in the maps depot
  • WW2 alternate Scenario - 7 years war Revisited

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    HeppsH
    @PortableDoor I use a combination of paint . net and GIMP. But there are lots of different programs. As far as a map choice... that is for you to explore... I would not rob you of the joys of making what you want.
  • Has anyone ever made a XCom themed map?

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    RogerCooperR
    @redrum No one has done anything like that. Take a look at Steampunk 1915 for how to handle alien invaders.
  • Fixed Game of Thrones Map Bug

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    redrumR
    @Cernel Yeah, can probably repurpose that thread to be the official one and should probably move the conversation there since this was really about fixing some of the bugs in the map.
  • Connected Empire: Contiguous Landgrab vs Can Opener Criss-Cross?

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    @Cernel I don't see the current patchwork is a problem (it rewards the minor allies for participating). But you could easily create an event that triggers in the current version of the engine, changing ownership to reflect the assigned sphere of influence. Here is the reference from POS2 changeOwnership values: This will change the ownership of the territory, either directly or by conquering the territory (there is a difference). Format is "territoryName:oldOwner:newOwner:booleanCaptured?". territoryName can be "all", and oldOwner can be "any". Can have multiple instances. examples: <option name="changeOwnership" value="South France:Germans:VichyFrench:false"/> or <option name="changeOwnership" value="all:Mongolians:Russians:true"/> or <option name="changeOwnership" value="Danzig:any:Germans:false"/>
  • Revisiting an old project

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    redrumR
    So there doesn't appear to be an appetite to rebalance this map based on the territory differences between RTW and 270BC. So I've taken the improved unit images and dice images and merged them into standard 270BC: https://github.com/triplea-maps/270bc/pull/4 I will also be reviewing the changes in 270BC variants to see if any balances adjustments should be added from those. New official map thread: https://forums.triplea-game.org/topic/1448/270bc-official-thread
  • This topic is deleted!

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  • Unit costs of World at War

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    @Schulz Moving to Maps & Mods.
  • D-Day Version 3

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  • did anybody fix that bug on the game of thrones map?

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    @runman Sadly, I don't think anyone fixed anything. It's many years that several people talk about the Game of Thrones map, but nothing has ever come out of it (I may be interested in playing that map if well remade). If you are interested in learning mapmaking and fixing it yourself, you can do it (whatever changes are probably going to be accepted, I assume, the map being just largely broken).
  • Historical Statistics

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    RogerCooperR
    I have added total mobilized: [image: 35360048-954c-449f-984e-7a611e94440c-image.png] Country Manpower on Entry into War End of War Peak Number Total Mobilized Albania 13,000 13,000 13,000 Australia 91,700 575,100 575,100 993,000 Belgium 600,000 650,000 650,000 900,000 Bulgaria 160,000 450,000 450,000 1,011,000 Canada 63,100 759,800 759,800 1,100,000 China 2,500,000 5,000,000 5,700,000 14,000,000 Denmark 6,600 6,600 6,600 Finland 127,800 270,000 270,000 270,000 France 900,000 437,000 2,680,000 2,680,000 Germany 3,180,000 7,800,000 9,500,000 17,900,000 Greece 430,000 540,000 540,000 Hungary 80,000 210,000 210,000 210,000 India 197,000 2,159,700 2,159,700 2,581,800 Italy 1,899,600 259,100 2,563,000 2,563,000 Japan 1,700,000 7,200,000 7,200,000 9,100,000 Netherlands 270,000 400,000 400,000 400,000 New Zealand 13,800 192,800 192,800 192,800 Norway 25,000 25,000 90,000 Poland 1,200,000 250,000 250,000 2,400,000 Rumania 686,000 370,000 1,225,000 1,225,000 South Africa 19,000 198,000 250,000 UK 681,000 4,683,000 4,683,000 5,896,000 USA 5,413,000 11,877,000 11,877,000 16,354,000 USSR 9,000,000 12,400,000 13,200,000 13,200,000 Yugoslavia 150,000 800,000 800,000 1,500,000
  • World at war : variant v3 (Victory Conditions)

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  • Feudal Lords

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    @redrum Wow that is seriously Ethnic oriented. There is that single "Slavs" players that groups together Pomerania, Bohemia, Polonia, almost all Russia, Serbia and Bulgaria. Tho, in this case, they got the name "Britons" wrong, as those are, rather, the "Anglo-Saxons" migrants, since also "Brittany" ("Little Britain") I see it is not part of the "Britons"...

Recent Posts

  • i think that aura is also very important, which swan knights used to have.
    the spiders are too cheap and very good in defense.
    These two units now require some adjustments.

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  • @Cyanfire said:

    Combining the Woodland Realm and Lorien into the Silvan Elves was overall a good choice since the Woodland Realm in v2 didn't really do anything unique for Good.

    I'm not a player of this map (yet) and do not know much about the lore of the game (and have no problem believing that the merge is good for game-play), but I've two doubts based on lore and realism.

    Shouldn't they be two separated realms (players) because they are actually separate polities with separate non-subordinate rulers? (I mean, the fact that they are both elves should not matter, or else there would be a single realm (player) for all humans.) Even if it would make politically and socially sense for them to be the same realm (player), this is economically particularly absurd as it is hard to think that resources collected in one can be used to raise armies in the other one. (I get that this is generally true for whatever player and that game-play dynamics can assure fair distribution in the use of resources.)

    On the other hand, I can imagine that it is particularly absurd that the two elven realms (or whatever they are: I know very little about the lore) cannot attack together if divided (but this is really a problem of TripleA which goes as far back as Classic, with British and Americans being unable to invade Western Europe together, which is however not usually solved by merging British and Americans into a single Anglo-Americans player).

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  • After a very interesting conversation with AI, I am now considering the following system.

    Aircraft are allocated to theaters, as now. For example, the Eastern Front is the Luftwaffe against the Soviet Air Force.

    There is a dogfight phase. Only air superiority aircraft participate in dogfights. This means fighters, advanced fighters, jets, and (new unit type!) heavy fighters. During the dogfight phase, all aircraft fire at their dogfight values. Destroyed aircraft are removed.

    Then, there is an interception phase. Fighter-type aircraft fire at their interception values. Bombers fire back at their defensive fire values. Destroyed aircraft are removed. Damaged bombers are aborted.

    Any bombers which weren't destroyed, and which weren't aborted get to bomb whatever targets they had in mind. Strafing armies, attacking navies, or strategic bombing raids.

    To make this more concrete: a fighter would have a dogfight value of 3 and an interception value of 3. A heavy fighter would have a dogfight value of 2 and an interception value of 4 or maybe 5. Also it would cost a little more than a normal fighter.

    I don't know for sure how this will actually work without play testing. But here is what I hope would happen. The Soviet player sees that Germany is able to allocate, say, 10 fighters and 6 dive bombers to the eastern front. The Soviets have 5 fighters, a dive bomber, and a heavy fighter they could allocate. The dive bomber hides in Siberia so it won't be shot down during the interception phase. The rest of the Soviet air are sent to the eastern front. The Soviets lose more air than the Germans during the dogfight phase. But, at least the German dive bombers didn't get to fire during the dogfight phase, so that made it a bit more even. Most of the Soviet fighters survived the dogfight, earning the chance to intercept the German dive bombers. The chance to kill or abort some of the dive bombers helps balance out this air battle. This balancing out is what induced the Soviet player to participate in the air battle in the first place, instead of hiding his entire air force in Siberia.

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  • @Vendetta said:

    One of the unique techs I outlined for Germany in my set was “Flak Towers.” The effect I intend it to have is that if facility AA has a near miss against a strategic bombing raid (i.e. rolls a 2 by default, or a 3 if you have AA Radar tech), the bomber will be forced to abort its mission and go home without dealing any damage - but it will get to fly back without being shot down.

    I also outlined a “Flying Fortresses” tech which would be available to everyone, but the US would have a bonus making it easier to develop. That tech would make any hit scored by AA fire against a strategic bomber require a hit on a second roll to confirm and shoot it down. If the confirmation roll misses, the bomber aborts the mission but survived and returns. The bonus would not apply against interceptions by fighters - if they score a hit, it’s a kill.

    Allowing situations where the defense can succeed but the bomber can survive struck me as a good way to play with the balance of the strategic bombing game without giving the bombers extra hit points. It works easily enough on tabletop, whether it can be translated into the TripleA engine is something I’ll have to find out.

    Could be a good way to fine tune the balance in your bombing war meta without ping-ponging between either the defenders or the bombers being wiped out in one sided massacres.

    It would take some extra work to make it play nice with your multiple hit point system. One thought that comes to mind is having the AA/interceptors roll two sets of dice per turn. One set inflicts damage as normal, while the other forces a retreat if it hits. That way you’d end up with a range of possible outcomes - they might get through and bomb the target with or without taking damage, or they might get sent back to base with or without damage, or they might get shot down.

    I don't know if you've played Axis and Allies Naval Miniatures. If you haven't, I'd strongly recommend it. It's a very good game.

    The reason I bring it up is because it has the same "aborted" concept you are describing here. That game's combat system is a little different from normal Axis and Allies. Let's say you have an aa gun with a value of 8. That means you roll 8 dice. Each die roll is either a hit or a miss, except that a 6 counts as two hits. You then count up your hits and compare them against the plane's armor and vital armor. Maybe a plane has armor 5 and vital armor 7. If you get hits at least equal to a plane's armor, it's aborted. It lives, but it doesn't get to attack ships or subs for the rest of the combat round. If you get hits at least equal to the plane's vital armor, the plane is killed outright.

    In my test games of Flames and Steel, I've noticed that most of the time air theaters are uncontested. The side with air supremacy is able to strafe the armies of the side which has lost control over the sky. But, some of the time, an air theater can be contested. In which case, things can get very destructive very quickly. I'm okay with that in and of itself. A game doesn't need 20 rounds of huge stacks building up to be a fun game.

    I have two concerns about the way the air aspect of the game currently operates.

    Game balance. In some of my example games the air part has unbalanced the game in favor of one side or the other. All or nothing proposition. If a nation knows it will be the weaker party in an air theater, its best option is to avoid participation in that theater entirely. When the time does come to participate, it should do so in massive force.

    I can always tweak stuff for game balance. The deeper concern is the all or nothing aspect to air combat. Axis and Allies Naval Miniatures managed to avoid that problem. The sky was generally contested every round. Every round both sides' bombers would strike naval targets. I realize that Naval Miniatures is a simulation of an individual naval battle, not a world war. Even so, the "contested sky" aspect of that game is something I'd like to bring into Flames and Steel.

    The way I see it I have two options.

    Keep my current system. It isn't perfect, and it loses the "contested sky" aspect I would have wanted. But most aspects of the game are working as intended, and that's something which makes me very happy.

    Completely rethink my approach to air. I don't know what the new approach should be. But I do know that I want the following:

    Aircraft fighting each other for control over the sky. Aircraft specialized for specific roles. In my current iteration, dive bombers, torpedo bombers, fighters, medium bombers, and strategic bombers each have a unique purpose.
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