• Steampunk 1915

    6
    1 Votes
    6 Posts
    2k Views
    board 3659B
    @mattbarnes Caribbean would mean you need to take the Yucatan so you can even take 2 of the 3 Cuban Territories which allow you to try threatening the US South East. you would have to do it fast though before US builds up its navy b/c they have a huge naval advantage. Austrians can go down in Central America and usually sweep it. South America can be done once you go to Cuba and have the US pinned down to not be able to build a navy or once you take Yucatan. You go to Panama, or the Galapagos Islands (better choice) and take them. You move in position to then try to take Lima and reinforce it. If you can fight of a Martian Counter Attack, you basically build a factory to make gas and wipe out the remaining force or brute strength your way. Pacific can be done if you go south and Island Hop to some remaining German Islands. You have to reinforce Solomon Islands or get lucky that Samoa isn't taken. On Turn 2 your bring your force there and you can begin your Island Hopping ... remember reinforcements take 2 turns (going back to Mexico and back) and the US will not be threatened as a result. You can however with great routing, slow down Nemo Pirate Expansion or screw the British in defending south pacific. you can move to the North the threaten Japan if you want as well
  • World At War - Official Thread

    95
    0 Votes
    95 Posts
    66k Views
    L
    @fabulous-ferret The way it works is there’s the game engine logic (for all maps) and there’s the map files, so yes if one map has some feature, you can make any map can have that feature, by editing the map files (mainly the xml). You’d open up the two maps in a text editor and start copying stuff over. Anyone can do it, but I don’t know how difficult the diplomacy option is to implement or how tech-y you are
  • Trying to put age of tribes engine on alexander 350 world map

    147
    0 Votes
    147 Posts
    82k Views
    RogerCooperR
    @ted-self Read this https://docs.github.com/en/repositories/working-with-files/using-files/downloading-source-code-archives
  • Age of Tribes - Official Thread

    62
    0 Votes
    62 Posts
    30k Views
    Ted SelfT
    @ted-self Hi, how are you? I was wondering how you made those wooly mammoths able to be captured? I am trying to do a war of the roses scenario and I have some royal units who need to be captured.
  • 🏛 Britannia: Roman Invasion v2+ - Official Thread

    maps thedog
    10
    1 Votes
    10 Posts
    2k Views
    TheDogT
    Rounds 1-24, no TT owned, no units on the map. Then round 25, place them on the map. To me it does not sound a good idea, as players will avoid the new nations territory, knowing they will appear. The AI will not have a clue. But ...
  • Change Unit Ownership? [Re-opened]

    23
    0 Votes
    23 Posts
    7k Views
    SlendyMcTendiesS
    @wc_sumpton I'm confused about what you mean by players only being allowed "one" player attachment. You have two in your code example, yet it worked at the time. @wc_sumpton said in Change Unit Ownership? [Resolved]: @slendymctendies The following seems to work: <!-- Remove Capital Requirement --> <attachment foreach="$AllPlayers$" name="playerAttachment" attachTo="@AllPlayers@" javaClass="games.strategy.triplea.attachments.PlayerAttachment" type="player"> <option name="retainCapitalNumber" value="0"/> <option name="retainCapitalProduceNumber" value="0"/> <option name="giveUnitControl" value="$AllPlayers$"/> <option name="giveUnitControlInAllTerritories" value="false"/> </attachment> <attachment foreach="$Territory$" name="triggerAttachment_Germans_SurrenderTo_Russians_@Territory@_ChangeOwnership" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="trigger" value="conditionAttachment_Germans_SurrenderTo_Russians"/> <option name="when" value="before:germansEndTurn"/> <option name="changeOwnership" value="@Territory@:Germans:Russians:false"/> <option name="uses" value="1"/> </attachment> <!-- change military units canBeGivenByTerritoryTo --> <attachment name="triggerAttachment_canBeGivenByTerritoryTo_GermansToRussians" attachTo="Germans" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Germans_SurrenderTo_Russians"/> <option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/> <option name="unitType" value="$AllUnits$"/> <option name="unitProperty" value="canBeGivenByTerritoryTo" count="-reset-Russians"/> <option name="when" value="after:germansPolitics"/> <option name="uses" value="1"/> </attachment> <!-- Give unit control Germans to Russians --> <attachment name="triggerAttachment_GiveUnitControl_GermansToRussians" attachTo="Germans" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Germans_SurrenderTo_Russians"/> <option name="playerAttachmentName" value="PlayerAttachment" count="playerAttachment"/> <option name="playerProperty" value="giveUnitControl" count="-reset-Russians"/> <option name="when" value="after:germansPolitics"/> <option name="uses" value="1"/> </attachment> <!-- Give give captured units Germans to Russians --> <attachment name="triggerAttachment_GiveUnitControlInAllTerritories_GermansToRussians" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="trigger" value="conditionAttachment_Germans_SurrenderTo_Russians"/> <option name="when" value="after:germansPolitics"/> <option name="playerAttachmentName" value="PlayerAttachment" count="playerAttachment"/> <option name="playerProperty" value="giveUnitControlInAllTerritories" count="true"/> <option name="uses" value="1"/> </attachment> Cheers... So what do you mean by players only having one player attachment?
  • How are the map files kept current in TripleA after downloading?

    2
    0 Votes
    2 Posts
    981 Views
    PantherP
    @poptech Once a map has been updated on the server, you usually will notice it by the "Updates Available" register to be found when you hit "Download Maps". You can then start the update from there. This applies to current pre-release versions of TripleA. I haven't used the old stable for a while, but here IIRC the updated maps are represented by the map name showing in italics. Hit that name and a button to start the update will appear. Note that savegames always run with the map-status at the time the game has been started. In other words: Updates of maps do not affect existent games.
  • UPDATED: Alexander 350BC

    23
    0 Votes
    23 Posts
    8k Views
    NinjaWolfHybridN
    @ted-self that's great. I don't mind. Today I noticed a missing connection between South China Sea and Arafura Sea. Modern canals (Egypt, Panama) were removed from 350BC, fyi.
  • New World Order

    2
    0 Votes
    2 Posts
    898 Views
    RogerCooperR
    @mrquadratic Checkout "New World Order Variants", which has neutrality as an option. You could also place a bunch of bunkers on the frontier, and then remove them when you are ready to fight.
  • Set Territory as Unclaimed? [RESOLVED]

    1
    1 Votes
    1 Posts
    866 Views
    No one has replied
  • 0 Votes
    2 Posts
    780 Views
    wc_sumptonW
    @slendymctendies All Cheers...
  • Hi Is there a way to print out a map?

    3
    1 Votes
    3 Posts
    911 Views
    SlendyMcTendiesS
    @rufy-0 In game under the "Export" tab, you can export a full board image "Export Gameboard Picture"
  • Remove building AA? (Factory, Airfield, Harbour) [Solved]

    6
    0 Votes
    6 Posts
    1k Views
    SlendyMcTendiesS
    @wc_sumpton Yeah, I initially wanted to figure out how to remove AA when disabled, but then I figured removing the AA capabilities of buildings would incentivize purchasing AA guns to protect them. I initially tried using "isAA" = "false", but this has the side-effect of making the game think it was an actual combat unit and therefore players could use them as sacrificial pawns and immediately deny the enemy their spoils if facing an overwhelming force, which was something I definitely didn't want either. You understood the original post correctly. I just decided to take a different route a day or two after posting.
  • World At War - V2.1.1 or 3.0 ? Game Unplayable

    3
    0 Votes
    3 Posts
    915 Views
    Falkon PowersF
    @falkon-powers Disregard, game as intended, I was mistaken V2 rather than V3 ruleset. Rusty memory on this map, been a few years... cheers!
  • PvP Scenario Review Thread

    34
    3 Votes
    34 Posts
    12k Views
    TheDogT
    @mattbarnes and others Any more reviews?
  • Middle Earth, Oil Wars, Forty Thousand

    8
    3 Votes
    8 Posts
    2k Views
    NinjaWolfHybridN
    @thedog I made a new map, thanks for the encouragement. It's called Alexander350 (world conquest set in 350BC). .zip in Maps & Mods, tell me what you think. It does use modern region names (Oil Wars map), and units from Middle Earth with only minor tweaks.
  • Added Relationship Types

    4
    1 Votes
    4 Posts
    1k Views
    TheDogT
    The PoliticalStateOverview.java file has the color coding for the three relationship archeTypes, meaning this functionality could be added but of course its not accessible from the mapmaking point of view. As there is no Devs working on TripleA at the moment this will not change any time soon.
  • d12 alagaesia

    3
    1 Votes
    3 Posts
    762 Views
    C
    @thedog tooltips.properties is what I was missing. I'll have to review that map further. Looking right off, arena has a very accessible xml file. Thanks for the welcome and help!
  • v6 connection error

    1
    1 Votes
    1 Posts
    593 Views
    No one has replied
  • Stuck units due to relation types

    2
    1 Votes
    2 Posts
    860 Views
    RogerCooperR
    @beornthebold-0 This is the whole logic of being unable to move to someone's territories. It means that you can't move to someone's territories. You are not going to be able to get TripleA to move in some directions and not others. You could use triggered events to simulate the evacuation of a specific base, but it would be difficult to do this on a large scale.

Recent Posts

  • i think that aura is also very important, which swan knights used to have.
    the spiders are too cheap and very good in defense.
    These two units now require some adjustments.

    read more

  • @Cyanfire said:

    Combining the Woodland Realm and Lorien into the Silvan Elves was overall a good choice since the Woodland Realm in v2 didn't really do anything unique for Good.

    I'm not a player of this map (yet) and do not know much about the lore of the game (and have no problem believing that the merge is good for game-play), but I've two doubts based on lore and realism.

    Shouldn't they be two separated realms (players) because they are actually separate polities with separate non-subordinate rulers? (I mean, the fact that they are both elves should not matter, or else there would be a single realm (player) for all humans.) Even if it would make politically and socially sense for them to be the same realm (player), this is economically particularly absurd as it is hard to think that resources collected in one can be used to raise armies in the other one. (I get that this is generally true for whatever player and that game-play dynamics can assure fair distribution in the use of resources.)

    On the other hand, I can imagine that it is particularly absurd that the two elven realms (or whatever they are: I know very little about the lore) cannot attack together if divided (but this is really a problem of TripleA which goes as far back as Classic, with British and Americans being unable to invade Western Europe together, which is however not usually solved by merging British and Americans into a single Anglo-Americans player).

    read more

  • After a very interesting conversation with AI, I am now considering the following system.

    Aircraft are allocated to theaters, as now. For example, the Eastern Front is the Luftwaffe against the Soviet Air Force.

    There is a dogfight phase. Only air superiority aircraft participate in dogfights. This means fighters, advanced fighters, jets, and (new unit type!) heavy fighters. During the dogfight phase, all aircraft fire at their dogfight values. Destroyed aircraft are removed.

    Then, there is an interception phase. Fighter-type aircraft fire at their interception values. Bombers fire back at their defensive fire values. Destroyed aircraft are removed. Damaged bombers are aborted.

    Any bombers which weren't destroyed, and which weren't aborted get to bomb whatever targets they had in mind. Strafing armies, attacking navies, or strategic bombing raids.

    To make this more concrete: a fighter would have a dogfight value of 3 and an interception value of 3. A heavy fighter would have a dogfight value of 2 and an interception value of 4 or maybe 5. Also it would cost a little more than a normal fighter.

    I don't know for sure how this will actually work without play testing. But here is what I hope would happen. The Soviet player sees that Germany is able to allocate, say, 10 fighters and 6 dive bombers to the eastern front. The Soviets have 5 fighters, a dive bomber, and a heavy fighter they could allocate. The dive bomber hides in Siberia so it won't be shot down during the interception phase. The rest of the Soviet air are sent to the eastern front. The Soviets lose more air than the Germans during the dogfight phase. But, at least the German dive bombers didn't get to fire during the dogfight phase, so that made it a bit more even. Most of the Soviet fighters survived the dogfight, earning the chance to intercept the German dive bombers. The chance to kill or abort some of the dive bombers helps balance out this air battle. This balancing out is what induced the Soviet player to participate in the air battle in the first place, instead of hiding his entire air force in Siberia.

    read more

  • @Vendetta said:

    One of the unique techs I outlined for Germany in my set was “Flak Towers.” The effect I intend it to have is that if facility AA has a near miss against a strategic bombing raid (i.e. rolls a 2 by default, or a 3 if you have AA Radar tech), the bomber will be forced to abort its mission and go home without dealing any damage - but it will get to fly back without being shot down.

    I also outlined a “Flying Fortresses” tech which would be available to everyone, but the US would have a bonus making it easier to develop. That tech would make any hit scored by AA fire against a strategic bomber require a hit on a second roll to confirm and shoot it down. If the confirmation roll misses, the bomber aborts the mission but survived and returns. The bonus would not apply against interceptions by fighters - if they score a hit, it’s a kill.

    Allowing situations where the defense can succeed but the bomber can survive struck me as a good way to play with the balance of the strategic bombing game without giving the bombers extra hit points. It works easily enough on tabletop, whether it can be translated into the TripleA engine is something I’ll have to find out.

    Could be a good way to fine tune the balance in your bombing war meta without ping-ponging between either the defenders or the bombers being wiped out in one sided massacres.

    It would take some extra work to make it play nice with your multiple hit point system. One thought that comes to mind is having the AA/interceptors roll two sets of dice per turn. One set inflicts damage as normal, while the other forces a retreat if it hits. That way you’d end up with a range of possible outcomes - they might get through and bomb the target with or without taking damage, or they might get sent back to base with or without damage, or they might get shot down.

    I don't know if you've played Axis and Allies Naval Miniatures. If you haven't, I'd strongly recommend it. It's a very good game.

    The reason I bring it up is because it has the same "aborted" concept you are describing here. That game's combat system is a little different from normal Axis and Allies. Let's say you have an aa gun with a value of 8. That means you roll 8 dice. Each die roll is either a hit or a miss, except that a 6 counts as two hits. You then count up your hits and compare them against the plane's armor and vital armor. Maybe a plane has armor 5 and vital armor 7. If you get hits at least equal to a plane's armor, it's aborted. It lives, but it doesn't get to attack ships or subs for the rest of the combat round. If you get hits at least equal to the plane's vital armor, the plane is killed outright.

    In my test games of Flames and Steel, I've noticed that most of the time air theaters are uncontested. The side with air supremacy is able to strafe the armies of the side which has lost control over the sky. But, some of the time, an air theater can be contested. In which case, things can get very destructive very quickly. I'm okay with that in and of itself. A game doesn't need 20 rounds of huge stacks building up to be a fun game.

    I have two concerns about the way the air aspect of the game currently operates.

    Game balance. In some of my example games the air part has unbalanced the game in favor of one side or the other. All or nothing proposition. If a nation knows it will be the weaker party in an air theater, its best option is to avoid participation in that theater entirely. When the time does come to participate, it should do so in massive force.

    I can always tweak stuff for game balance. The deeper concern is the all or nothing aspect to air combat. Axis and Allies Naval Miniatures managed to avoid that problem. The sky was generally contested every round. Every round both sides' bombers would strike naval targets. I realize that Naval Miniatures is a simulation of an individual naval battle, not a world war. Even so, the "contested sky" aspect of that game is something I'd like to bring into Flames and Steel.

    The way I see it I have two options.

    Keep my current system. It isn't perfect, and it loses the "contested sky" aspect I would have wanted. But most aspects of the game are working as intended, and that's something which makes me very happy.

    Completely rethink my approach to air. I don't know what the new approach should be. But I do know that I want the following:

    Aircraft fighting each other for control over the sky. Aircraft specialized for specific roles. In my current iteration, dive bombers, torpedo bombers, fighters, medium bombers, and strategic bombers each have a unique purpose.
    read more