• 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

  • @doki-doki

    Saruman’s mountain troops are unable to pass through friendly mountainous territory to launch an attack.

    Mountains and marshes cost 2 movement now.

    The good units has lost too many skills and attributes, such as ranger and swan knights; it feels a bit unbalanced imo and very pro evil.

    Yes, a lot of things are unbalanced.

    @cyanfire

    The new Orc Holds faction is fun, but doesn't seem to add anything new from when it was controlled by Angmar.

    The idea behind the Orc Holds is to help with canopeners. Angmar was in a really tough spot alone against 4 players who could use canopeners with impunity.

    It also doesn't have any counter to Dwarves.

    I haven't worked on Orc Holds units yet. They just have whatever I've copied from Moria for now.

    Winged Nazgul (and maybe all flying units) prompt the attacker if they want to submerge submarines each combat round.

    Not all flying units, I suppose it's character / hero units, they are now effectively submarines. They probably shouldn't be able to submerge when attacking though, I don't see why you'd want to do that.

    Rivendell visually had hills, but is not a hill terrain tile.

    Nice catch!

    Druadan Forest in v2 used to be a neutral tile that shortened the route for Rohan to send reinforcements to Minas Tirith. This made the tile strategically valuable and worth fighting the neutral archers there.

    In LoTR the Drúadan allow the Rohirrim to pass their forest, and they even fight orcs that enter their lands. I don't want a fight between them and Rohan/Gondor.

    The Gondor settlement of Calembel has an extra 1 income marker on it bordering with North Lamedon.

    I haven't properly placed income markers yet, it's the game's auto placement. I think Dwimorberg's ended up in North Lamedon.

    Add the archer unit to the Gondor roster since Rangers don't have Anti-Air anymore.

    Gondor will have some new units, including an archer with anti-air.

    Spearwall ability references a Werewolf unit that doesn't seem to be in the map.

    I don't know what dark magic you used to notice that, but yes, werevolves are one of the units I've been working on. They aren't ready yet.

    @cernel

    Shouldn't they be two separated realms (players) because they are actually separate polities with separate non-subordinate rulers?

    The Grey Havens are independent from Rivendell, the Dwarves have 4 independent realms (Iron Hills, Erebor, Grey Mountains, Blue Mountains), the Fangorn forest is independent, Bree-land and the Shire are separate, etc. I think 16 players is plenty.

    read more

  • @Schulz said:

    I would recommend using better unit images.

    It's better if each nation's non-naval units look different

    100% agree !!!
    I started WorldAtWar 22 nations and it is a hell !
    22 powers are too much and colour palette is not enough, some powers have almost the same colour so it is hard to ditinguish a chinese inf from a russian inf (and they are also close in some part of the map).
    1.jpg

    Also I found very hard to understand if a fighter is normal or advanced, when you purchase them it is almost clear but once in teh map together with oter units it is very very hard, the thin white lines I circled in blue are almost invisible !
    2.jpg

    read more

  • @KurtGodel7 said:

    Normal Soviet behavior varies depending on the map. If you're playing Revised, the Soviets would maybe buy fighters for back-and-forth battles.

    I play Total World War (hard) recently

    read more

  • @KurtGodel7 said:

    My planned solution to this (once my weekly usage limit resets).

    Just for curiosity, once your weekly limit resets, how do you interact with AI ?
    You just write what you posted here on the forum in teh propmpt and AI understand everything at your 1st attempt ?

    read more