• WWII Revised - Facelift

    55
    0 Votes
    55 Posts
    26k Views
    General_ZodG
    @hepps Yeah, I saw a nice bf109 model with that paint scheme. I'm glad someone noticed it. As the infantry goes, he is glistening in the sun and sleeves rolled up ready to fight. The tiger is much nicer than original too, added the german cross and high lighted some areas so the tank pops a little. These were little experiments to see what it takes to improve units. It's quite difficult to work on tiny scales where a few pixels is all I have to work with. But I learned a lot. Too bad we don't have a vectored graphics for TripleA, then can do all kinds of stuff on any scale.
  • Domination 1914 - Meat Grinder

    40
    1 Votes
    40 Posts
    14k Views
    SchulzS
    Hello scallen1 I am huge fan of this game and I had several attemps to improve the current dom 1914 for years but I did generally failed. Then I really realize what dom players (or TripleA players) want to see and what they don't want to see in the game. You can improve any game greatly but in term of the taste of people that's another story. These are general opinions of most dom 1914 players (or big map players) (including me) Historical accuracy: It is not as important as you think coz nobody really care. Also making these map historical would make the game significantly more unbaşanced. Declaration of war: Another bad idea. Every nations definitely should always start in the first round. These triggers slow downs speed of game. Increasing the importance of techs: Not good idea because some players can prefer playing it without techs and the current tech rolling system is already very dicey. Boosting these techs makes the game more aleatory. Different units/costs for different nations: People usually don't like it. They like great variations of units but generally better to give every nations to the same units. Too many country: Again, it just slow down games, they don't provide more strategic options. I would liek to see to share more my opinions if you are interested in. Thanks.
  • Map question like global with more territories

    4
    0 Votes
    4 Posts
    2k Views
    RogerCooperR
    @redrum The most areas on a world map is the World at War Map. However it does not use the AAG40 rules.There is no map that uses the AAG40 rules with more map areas. However, it would not be hard to change an existing large map such as World At War,or Ultimate World/Global War to AAG40, by cutting & pasting the xml file. Note that v3/AA50 rules differ only in small ways from AAG40 rules. You could probably play Ultimate World or Global War without making changes.
  • Misspelling in World War II Global maps.

    Moved
    22
    0 Votes
    22 Posts
    10k Views
    C
    @scousemart You can download mapskins like maps. This mapskin is available in the repository, under skins. Map skins are a view option, of course.
  • The Rising Sun Variant vXXX - Official Thread

    4
    1
    1 Votes
    4 Posts
    2k Views
    vicvictoryV
    @hepps That's the way it goes. I'll add this information piece to our thread.
  • World at War Variants - Official Thread

    2
    1
    3 Votes
    2 Posts
    3k Views
    vicvictoryV
    Axis vs Allies. Who will be victorious? Good to know: TURN ORDER in World at War - Variants Addendum: Axis nations go first, Allies go second. [image: 1535308262369-turn-order-waw.jpg] AXIS TURN ORDER Germans - Italians - Finns - Romanians - Japanese - Thai ALLIES TURN ORDER Chinese - Russians - British - French - Americans - Anzac - Dutch
  • WAW variant vXXX version 1.7.8

    Moved
    6
    0 Votes
    6 Posts
    3k Views
    S
    @mario-rafael-herrera-vaca received it.... when are we playing...pbem
  • World at War variant vXXX

    Moved
    14
    0 Votes
    14 Posts
    4k Views
    vicvictoryV
    @general_zod You're right. Recruits are used as a mechanism to build other units only. @Mario-Rafael-Herrera-Vaca Recruits have to be regarded as a resource item only like iron or fuel. Recruits units are produced by Factories, depending on the maximum production unit value of a specific territory at the end of the round. They will be consumed by producing specific units. When @sneakingcoward first implemented the resource item "recruits" into World at War variant vXXX map and second in The Rising Sun variant vXXX map, gameplay became once more realistic. Both maps belong to TripleA maps that are state of the art. [image: 1534581075063-wawtrs_postcard-resized.jpg]
  • World at War variant vXXX version 1.7.8

    Moved
    3
    0 Votes
    3 Posts
    1k Views
    C
    @mario-rafael-herrera-vaca Moved to maps and mods, assuming it doesn't necessarily entails modifications to the TripleA program itself. I would update the title to be more specific, also on the account that there are several topics about this game. The referring mapmaker is @sneakingcoward.
  • European War

    86
    1 Votes
    86 Posts
    52k Views
    B
    @schulz no I got it to work. Just took a long time for my computer to have the map blends show up. Just waiting on the PR to get merged
  • Crazy Europe: House of Habsburg

    453
    2
    7 Votes
    453 Posts
    731k Views
    CrazyGC
    Little one is a galley, big one is a man of war. Both can fight, I really dislike the instantly killed dedicated transports of some games.
  • Random number of units placed randomly at random turns?

    38
    0 Votes
    38 Posts
    16k Views
    CrazyGC
    Random though about this. Currently you can make a trigger fire another trigger. <option name="activateTrigger" value="triggerAttachmentRussians5_FarEastReserves:1:false:false:false:false"/> (Format: "triggerName:numberOfTimes:useUses:testUses:testConditions:testChance") How doable would the following be? <option name="activateRandomTrigger" value="triggerAttachment1:triggerAttachment2:triggerAttachment3" count="2"/> The above would fire exactly 2 of those 3 triggers at random. IDK how important the additional options are for activateTrigger (I don't understand what the test things do, and if I wanted to fire the trigger more than once I would just put more lines) Also I investigated and I do not have the global conquest map on this computer. Sorry
  • AI never buys resources?

    12
    0 Votes
    12 Posts
    3k Views
    redrumR
    @comr Best thing is to play some of the new/complex maps and read the POS2 XML to understand what is available today: https://github.com/triplea-maps/the_pact_of_steel/blob/master/map/games/pact_of_steel_2.xml The AI overview and backlog of improvements are here: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback. I wrote all of the Fast/Hard AI so know all of the algorithms/code for it. It was primarily written to play the standard A&A maps (classic, revised, v3, global, etc) so it performs reasonably well on maps that primarily use similar rules. But if you try to have the AI play Total World War or Civil War, it plays very poorly and doesn't understand many of the features used in those games. Suggestions and contributions are always welcome and you can find the AI code here: https://github.com/triplea-game/triplea/tree/master/game-core/src/main/java/games/strategy/triplea/ai
  • This topic is deleted!

    3
    0 Votes
    3 Posts
    11 Views
  • Can Russia upgrade minor IC's to major?

    Moved
    2
    0 Votes
    2 Posts
    1k Views
    HeppsH
    @willk_1230 So if by eligible Minor Factories... you mean the one in Novgorod and the one in Volgograd... then it is because neither is eligible to be up-graded. "Major industrial complexes can be built only in originally controlled (not captured) territories with an IPC value of 3 or higher." Page 23 Restictions on Placement Pragraph 4. Here is a link to the manual for your reference.... https://www.axisandallies.org/wp-content/uploads/2011/12/Axis-Allies-Europe-1940-Second-Edition.pdf
  • Civil War | Ships placement

    2
    0 Votes
    2 Posts
    1k Views
    C
    I know the owner of the map is not around, so what I'm asking here is what most players understand or anyway play with.
  • Civil War | Assign and hide utilitarian players

    5
    0 Votes
    5 Posts
    2k Views
    redrumR
    @cernel Ah, well yaml file updates just determine whether users that have the map downloaded get prompted to update it. Probably don't need to update it for a minor change like this. But not a big deal either way.
  • Japan limited on Minor IC's in Global 40?

    Moved
    2
    0 Votes
    2 Posts
    1k Views
    B
    @willk_1230 unless you already have one there you should be able to. Post a save and we'll try and see what's up
  • This topic is deleted!

    3
    0 Votes
    3 Posts
    19 Views
  • Alagaësia

    49
    2
    4 Votes
    49 Posts
    34k Views
    alkexrA
    Version 1.0 released, uploaded to map repository. Updated the first post in this thread to reflect this.

Recent Posts

  • @VictoryFirst

    Hi Victory

    I saw your update a while back. Nice work 🙂

    Using separate TTYs for the LM borders is a good idea. I thought about it for UHD but besides the huge amount of work it'd take ( although just use high use to low use. Doesn't need all done at once. ) I didn't like the look of all the little circles.

    It just occurred to me, that your idea with a 1 pixel TTy using the existing circles center, would make them basically invisible and still be on the correct border. Obviously use same placement.

    Anyway, just a thought. I might dick around a little bit with it and see if it'd work.

    Hope all is well

    rock-on.png

    Edit
    hmm ... One could have the same border mined by different players. I guess just let overflow do it or give a 2nd place.

    I've never seen it in UHD but N AF might be more likely.

    read more

  • Latest version v020 ready for download within TripleA.

    In TripleA
    Click Download Maps Button
    Click Installed tab
    Click ** Settlers: Fallen Empire**
    Click Remove Button
    Click Yes button to remove
    Click Ok button (Successfully removed)
    Click Close (To force the map list to refresh)
    Click Download Maps Button............................<= new players start here
    Find & Click ** Settlers: Fallen Empire**
    Click Install button

    Enjoy!

    🔻Settlers Fallen Empire Manual pdf unchanged 🔻
    Settlers_Fallen_Empire_Manual.pdf

    v020

    Sea Zone PU collection is now working as intended It currently requires the following steps player none=Neutral must be have an initial relationship of Neutral with the Player factions, see lines 6977 etc player none=Neutral start of turn 1 is changed to War, see lines 5913-5931 Define All-SZ (Sea Zones) & All-Players required for #4 foreach to work A foreach to convert currentowner = originalowner, this allows PU to be collected, see lines 5899-5911

    (#1 & #2 are are a bizzare requirement that should not exist. )

    Turn placementAnyTerritory True and False, allows placement of isAI unplaced Factories, makes for a better player experience (thanks to @wc_sumpton)

    Link to 1st post
    https://forums.triplea-game.org/topic/2467/settlers-fallen-empire-official-thread

    read more

  • Late fighters are balanced around with other units and techs.

    read more

  • @Schulz Late plane tech is too powerful with the range of those planes affecting fleets. The tech should work like creeping barrage and upgrade existing planes to 3/4/3 rather than creating a new unit. This, of course, would also apply to all future plane purchases. Also, if this change were implemented, the cost of planes should only reduce to 8 with working women, rather than 7.

    read more