• 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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    @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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    @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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    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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    @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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    @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
  • This topic is deleted!

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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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    @panther Thanks! Hopefully someone will be able to make a workable version.
  • Conversions to Version 1.9

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    @rogercooper Everything I have has been converted. I will leave it to others to put these in the repository.
  • question about TWW

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    @hepps gigglez

Recent Posts

  • @Schulz
    The Atlantic should be crossed in 2 rounds, the U-boat need a chance at attacking mid crossing

    3 or 4 or 6 turns per year but not 2. I would go with 4 turns/seasons per year.

    1941 GCD could have been 6 turns/year, but as we got better, settled for 4 turns/year.

    GCD usually lasts 18-24ish turns, but it is for solo play.

    read more

  • Fighters will be the same as in Axis & Allies 1914.

    So the Atlantic shouldn't be crossed in 1 round? The US would join in round 12 if 1 round represents 6 months, and the winner should emerge around round 18. I'm afraid it would be harder to balance the longer the game is supposed to last.

    Russia should be strong enough to last at least 12 rounds, but weak enough to collapse over the next few rounds. That doesn't look easy to balance to me.

    What about making 1 round = 4 months?

    In approximately how many rounds is 1941 GCD supposed to last?

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  • @Schulz
    Sea, Air movement and Time all are constraining each other and they must be a compromise.

    In 1941 GCD, time is set at 3 months/turn, but this is only for technology, and as @iratoric says

    steamship of the time could easily make multiple Atlantic crossings in one month

    1941GCD part answer was ships move faster.

    Most Aircraft should move 2-4 TT/SZ, as this works for land, so SZ must fit this.

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  • @Schulz I think you’re going to have a problem with setting a time scale because a lot can happen in 6 months, a steamship of the time could easily make multiple Atlantic crossings in one month.

    read more