• Domination 1914 - Meat Grinder

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    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

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    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.

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    @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

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

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    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

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    @mario-rafael-herrera-vaca received it.... when are we playing...pbem
  • World at War variant vXXX

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    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

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    @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

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    @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

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    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?

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    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?

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    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!

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  • Can Russia upgrade minor IC's to major?

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    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

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    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

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    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?

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    @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
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  • Alagaësia

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    alkexrA
    Version 1.0 released, uploaded to map repository. Updated the first post in this thread to reflect this.
  • Axis and Allies 1914 Map

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    mezzaM
    @panther Thanks! Hopefully someone will be able to make a workable version.

Recent Posts

  • Thanks Dog. In the game I am playing I am using Hard AI but I generally use a combination of both.
    Oh yeah in the stack the Russian AI was holding back in Yekaterinburg? area was not 150 TUV but about 81 units/ 640 TUV
    The AI kept a fair bit there since the start of the game really. With some old double hit 1941 tanks.

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  • @captain0
    Are you playing with Fast-AI as it is more aggressive than Hard-AI ?

    The US AI does have enough air power to control 2 SZ distance of its West Coast and has enough PU to dominate the sea, but sadly it does not.
    I will look at reinforcing the US west coast, but it will be awhile.

    .

    One other issue I have noticed that there are no UK heavy industry in the Indian ocean/ Red Sea, East of Africa.
    Whilst I respect this is quite accurate historically.

    Agreed, it is not going to change. You could replace the South Africa Industry-Med with a Industry-Hvy if you wish.

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  • The US may need a hand Dog as a lot of the ships exit through Panama rapidly
    Perhaps a small random pop up of PT boats or something-like Germany with the subs..
    I was also wondering what the hell was going on when the AI had 14 destroyers in a zone off the West coast lol.

    Just regarding the AI hogging counter strike units at factory areas away from the battlefield to launch a counterstrike.

    'It is good but I am playing the AI at present as axis player v allies.
    The Germans and Italians are holding Stalingrad and a force is moving down to Baku.
    Interestingly the AI has about 100? units TUV 160 ready for a counter as soon as I advance past Stalingrad.
    Maybe it has something else planned but it has more than enough units to heavily influence battles yet stays 4 zones away for the counter

    One other issue I have noticed that there are no UK heavy industry in the Indian ocean/ Red Sea, East of Africa.
    Whilst I respect this is quite accurate historically. It does sort of hog tie the British if the Italian fleet gets on top and can only be confronted by destroyers etc in the East Med.
    Sort of kamikaze.
    Unless the AI/ player even, transits around South Africa and back up to the Med via East Africa.
    I doubt that is something that the AI would approach and even as player Britain it is tough.
    Could it be looked at or Cruisers possibly being allowed to be built at medium factories to compensate and give a bit of firepower.

    Cheers

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  • @captain0 said:

    Also n my observation the AI US generally doesn't put up much of a fight in the Pacific v Japan,
    Possibly due to confusion and balancing in the Atlantic convoy war and countering subs popping up.

    The AI at sea is weak and does need help.
    Even with USA AI
    Turns 4, 8,12,16,20,24,28,32 AI purchases 3x Fighter, 1x Carrier-Fleet, 1x Cruiser and places in 010 B Sea Zone
    and
    Turn 2-40, USA AI, purchases 2x Destroyer and places in 010 B Sea Zone

    It does not play well, but it does give an OK game for Japan. Maybe it needs more help to be more of a challenge?

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