• Unit Browser Instructions

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    MahksM
    UBr Update: WARNING using this update will require scenarios to be reloaded. Added sorting options. Added a list of game properties used in the scenario. Better handling of complex support attachments. Fixed off-line issues. Production frontiers are now dealt with as groups in the unit list, rather than having them as separate items in the empire list. This allows one to view and filter the frontiers so one can compare. Initial placement units are placed in a group as well as sometimes they are not in a production frontier. Newest version : UBr Link 1.002.003
  • Iron Blitz (with Classic Map)

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    not sure if i should start a new thread but ever since i update to 1.10.13285 the game cannot parse: age of tribes classical civil war eastern campaign 1914 blood and steel thegreatwar-ultimate
  • Star Trek Dilithium War - Official Thread

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    HeppsH
    @Frostion Just the new pizza delivery feature!
  • Update for Domination 1914 No Man's Land

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    SchulzS
    Did you guys get permission from sieg for adding additional sea zone into Pacific during WaW update process? If not then wouldn't be possible to divide Belarus and Arabia in the update like you had done similar thing in WaW?
  • Upgraded V3 41-42 Version

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    @Panther Thanks : )
  • Big World v3 issues with balancing - unbalanced

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    C
    Not sure why this was moved in tournaments, but moving it to Maps & Mods, if that's fine.
  • The Rising Sun

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    Z
    zod's explanations don't account for it at all though. his stuff applies to ALL sieg maps, by his own statement. While the situation we have here is TRS receives very little play, while NWO and WAW receive a good amount. In order to be an explanation it needs to account for that discrepancy. which means it needs to point to something that differentiates TRS from the other Sieg maps.
  • WWII Revised - Facelift

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    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

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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: 0_1535308261116_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: 0_1534581074462_wawtrs_postcard.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

Recent Posts

  • @rwb4
    Welcome to the forums!

    Well done on making your first map, its a steep learning curve. 🙂

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  • Resolving minor inter-war conflicts.

    Territory Country Probability Outcome
    Afghanistan Afghanistan 60% Third Anglo-Afghan War is inconclusive.
    Afghanistan Impassable 10% Afghan neutrality guaranteed by Britain and Russia.
    Afghanistan Britain 10% British decisively win the Third Ango-Afghan War
    Afghanistan Victim 20% Afghanistan collapses into chaos after British victory in the Third Ango-Afghan War.
    Anglo-Egypt Sudan Britain 80%
    Anglo-Egypt Sudan Egypt 20% Egypt establishes firm control of the Sudan
    Belorussia Belorussia 10% Belorussia gains independence
    Borneo Brunei 20% Brunei preponderant in Borneo
    Borneo Britain 50% Britain preponderant in Borneo
    Borneo Netherlands 30% Dutch preponderant in Borneo
    Buryatia S.S.R. Japan 10% Japanese gain control of Buryatia
    Buryatia S.S.R. Russia 90%
    Caucasus Caucasus 20% Independent state(s) in Caucasus
    Caucasus Russia 80%
    Eire Britain 20% Irish uprising defeated
    Eire Ireland 80%
    Finland Finland 80% Finland gains independence
    Finland Russia 20% Russia retains Finland
    French Indo-China Thailand Vietnam 40% Vietnam dominant in Southeast Asia
    French Indo-China Thailand Siam 30% Siam dominant in Southeast Asia
    French Indo-China Thailand Britain 30% Britain dominant in Southeast Asia
    Himalaya Tibet 20% Tibet dominates the Himalayas
    Himalaya Nepal 10% Nepal dominates the Himalayas
    Himalaya Impassable 70% Snow & ice dominate the Himalayas
    Italian Africa Abyssinia 25% Abyssinia modernizes
    Italian Africa Britain 25% Britain dominant in East Africa
    Italian Africa Italy 50% Italy conquers Abyssinia
    Kazakh S.S.R. Kazakhstan 10% Kazakhstan gains independence
    Kazakh S.S.R. Russia 90%
    Kwangtung Britain 60% Hong Kong dominates South China
    Kwangtung China 40% Canton dominates South China
    Manchuria Japan 70% Japan dominates Korea and Manchuria
    Manchuria Korea 10% Korea regains independence
    Manchuria China 10% China gains full control over Manchuria
    Manchuria Russia 10% Russia dominates Manchuria
    Mongolia Mongolia 70% Mongolia gains independence
    Mongolia Russia 20% Russia controls Mongolia
    Mongolia China 10% China controls Mongolia
    Morocco Algeria France 80% France dominates the Mahgreb
    Morocco Algeria Morocco 20% Morocco dominates the Mahgreb
    New Guinea Netherlands 50% Netherlands dominates New Guinea
    New Guinea Australia 50% Australia dominates New Guinea
    Northwestern Europe Belgium 50% Belgium dominates the Low Countries
    Northwestern Europe Netherlands 50% Netherlands dominates the Low Countries
    Sahara Impassable 90%
    Sahara France 10% France develops the Sahara
    Saudi Arabia Saudi 60% Saudis defeat the Hashemites
    Saudi Arabia Hashemite 40% Hashemites defeat the Saudis
    Spain Spain 80%
    Spain Portugal 20% Portugal dominates Iberian Peninsula
    Trans-Jordan Hashemite 60% Hashemite kings installed in Middle East
    Trans-Jordan Britain 10% Britain dominates the Middle East
    Trans-Jordan France 30% France dominates the Middle East
    West Indies Cuba 25% Cuba dominates West Indies
    West Indies United_States 25% USA dominates West Indies
    West Indies Britain 25% Britain dominates West Indies
    West Indies France 25% France dominates West Indies
    image.jpeg

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  • @Rrrrricky said:

    Hey everyone, im new here.

    Trying to modify NO's on World War ii v3 1942 map. Github looks locked apparently? I couldn't create an account there for some reason. Any ideas?

    TY!

    Why did you want to change the NO's? If you want different NO's, you need to create a new mod.

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  • Hello. I just submitted a new map/game, Fate of Nations: June 1941.

    I only discovered TripleA earlier this year. It is my first attempt at anything like this. I would like to hear any suggestions for improvements or if I got any anything wrong that results in problems.

    I would also like to give a shout out to those that created TripleA and keep it up and running. Also to the creator of the Blackelk map that I used and to all those that submitted maps/games that I could borrow xml or artwork from (especially 1941GCD, TWW, G40). Thanks.

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