• 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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    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

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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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    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!

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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.
  • Conversions to Version 1.9

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    RogerCooperR
    @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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    prastleP
    @hepps gigglez
  • i need someone who can help me develop a new game

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    RogerCooperR
    @seancb Can you post your rules & setup?
  • Unit Browser

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    MahksM
    @general_zod Got the support bonuses working: UBr Update Filters may be configured under "Settings" (Not 100% happy with those yet) The techAttachments do not look like they will be useful. Since they are dependant on whether the player has the tech or not, it would be hard to display, unless there is a popup with all techs switched on, but ... messy...
  • Global 1940 2nd Ed. Revised_Combat Move First

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    B
    @drbrunch Hi dr It's mostly a personal preference thing. NWO uses it. Their reasoning was for when you have AAguns shooting at air units during flyovers in CM, you would know before purchase if you lost any air. As far as the mod goes, if it's RD 4, Russia can attack regardless of the phase order. Suppose the Game Notes could be updated to reflect that.
  • WWII v3 1942

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    SchulzS
    @deltium I would like prefer to play the it via the lobby if possible. I don't know how to PBEM, I used to try it but I was unsuccesfull during the v341 tournament.
  • Non Combat Move - Disable issue

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    MahksM
    @general_zod resetUnitStateAtEnd fixed it thanks!
  • Terra Firma 1939

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    redrumR
    @oda Overall, definitely a step in the right direction. I think you have at least a good core unit set now and the infrastructure portion is pretty interesting. I think just layering on a few more of the features you have planned then starting to get some games going to test balance is a good approach. If you have any questions on the XML or would like feedback on any particular areas just let me know.
  • neuschwabenland flags mystery

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    General_ZodG
    @mahks To expand on above explanations. If the game located in C:\username/triplea/downloadedMaps/*gamename*/map is lacking an image or sound file. It will look in the following location. Which is the TripleA engine's installed location. The typical install location for the triplea engine and the "assets" folders are below. C:\Program Files/TripleA v.1.9.x.x.xxx/assets flags misc resources sounds units territoryEffects (this one is missing now?)
  • WWII v3 1941 Mod

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    General_ZodG
    @schulz Well if your interested in testing out the balance with my suggestions let me know. It will surely require more tweaks. As current balance goes it is terrible imo, thus why allies need 13 to 15 bid. And even with bid strategies are limited due to NO's.

Recent Posts

  • @ubernaut said:

    @malmessi no reason to be playing 2.8 imo

    I am playing 3.0
    But still checking old 2.8 pdf manual and I was looking for a place to find all the changes joined together, the online game help is perfect

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  • Some updates to the map.

    image.jpeg

    The above is the start of round 1.

    I've been doing some play testing. Play testing is revealing that some of the stuff is working as I'd wanted. That makes me very happy. But it's also revealing a lot of stuff which needs to be corrected. Like, a lot of stuff.

    In my test game, Germany pushed east into the Soviet Union. At first there was good German progress. But the USSR starts the game with two or three turns worth of MPs, and it has the largest MP income of anyone in the game. It used that massive stockpile of MPs to buy huge amounts of conscripts. Conscripts cost MPs only. No PUs. This allowed the Soviets to come up with a stack which could stand up to the German onslaught. The Soviets have a good PU income, so they're able to combine non-infantry units with their conscripts.

    Something similar happened in China. Good initial progress by Japan. However, China also has access to lots of MPs, and also used that to buy conscripts. China doesn't have a lot of PU income, but what it did have it used to purchase good defensive units like heavy guns. The result was good initial Japanese progress into China, followed by a slowdown due to China's stack getting big.

    Germany and Japan used dive bombers to strafe Soviet and Chinese soldiers, respectively. However, dive bombers start the game with a range of only 3. It is necessary to research "extended range" tech to get that range up to 4. At a range of 3, you're only able to hit targets at the very edge of the front. If there was no big stack at the edge of the front, Axis dive bombers could not be used to full effect. The conscripts grew in number, quickly, without being trimmed back very much by dive bombers. Lesson: it might be a very good idea for Germany and Japan to set Piston technology as a primary research priority, at least until they get extended range.

    Another problem: Japan does not go to war against the U.S., U.S.S.R., or the U.K. until round 3. In the meantime, Britain built a factory in Singapore, and another in the East Indies. Trenches and heavy guns for those factories. Those things were supposed to be easy money for Japan. Instead they were turning into British bases for its upcoming war against Japan.

    Germany and the USSR each built a specialized production center (SPC) on round 3. The Soviet Union had unlocked KV-2 tech, and was looking forward to receiving its one heavy tank per turn. Germany hadn't yet unlocked Panther tech, which meant that Germany's SPC would have produced nothing for at least a little while. A player error on my part for building Germany's SPC too early. But also a GUI problem, because the game should warn you if you're about to build an SPC which won't become useful until later.

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  • Can someone help me readjust the relief tiles to match the new shape of Britain and Ireland?

    Here is the old one:

    old_uk.png

    And here is the new one:

    new uk.png

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  • @Vendetta said:

    @KurtGodel7

    I would recommend a name swap for the Advanced Production Centers, since APC is an acronym that every wargame is going to associate with armored personnel carrier.

    Special Production Center / SPC should be a pretty easy substitute to avoid the overlap.

    Your Europe map looks beautiful, from what I can see. Taiwan and Okinawa are a bit off-putting on the Asia one, they’d look better if they swapped sizes with one another. Okinawa being placed that close to the edge of the sea zone also leaves me wondering whether it should be shifted onto the boundary line instead.

    Your combat system ventures far enough from any version of the game I’ve played that I can’t really offer any judgement about it at this point. Hopefully, once you’re far enough along in development, you can share a play by play of a test game as a demonstration.

    Good feedback on APCs and Okinawa.

    One of the places from which I drew inspiration was Axis and Allies Naval Miniatures. With that game, you use fighters to gain air superiority. Bomber type aircraft to benefit from air superiority. It's normal for units to have multiple hitpoints. The mighty Yamato was given 6 hitpoints. Cruisers, battleships, and dive bombers are unable to hit enemy subs. There was a very good paper-rock-scissors dynamic to that game which I wanted to bring into an Axis and Allies style map.

    read more