• Civil War 2028 - Official Thread

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    TheDogT
    For me its boring killing everything on the map, as it comes to a point when I know I have won, but I want the map to tell me have Economic Victory is probably the way to go. If there is a total of 300pu on the map then my formula is 300 x 66% = 200pu. For the losing side only having 33% of the pu there is usually no coming back. In xml terms you will need; <property name="Economic Victory" value="true" editable="true"> <boolean/> </property> <property name="Democrats Economic Victory" value="200" editable="true"> <number min="150" max="300"/> </property> <property name="Republicans Economic Victory" value="200" editable="true"> <number min="150" max="300"/> </property>
  • Trying to make War of the Roses Revamp

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    RogerCooperR
    @ted-self Uploaded to Github, https://github.com/triplea-maps/War_of_the_Roses_Revamp
  • Steampunk 1915

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    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

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    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

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    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

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    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
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    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]

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    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?

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    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

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    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

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    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]

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    No one has replied
  • 0 Votes
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    wc_sumptonW
    @slendymctendies All Cheers...
  • Hi Is there a way to print out a map?

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    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]

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    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

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    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

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    TheDogT
    @mattbarnes and others Any more reviews?
  • Middle Earth, Oil Wars, Forty Thousand

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    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

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    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

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    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!

Recent Posts

  • Starting productions;

    Germany: 90
    Japan: 45
    Italy: 25

    USA: 85
    UK: 65
    USSR: 45

    No Chinese front and no Soviet-Japanese War. The Western Allies and the Soviets can't land on each other's territory.

    The Soviets and the Japanese get conscripts with 0/1/1 stats with a 4 IPC cost instead of infantry.

    I'm still working on distributing incomes better, though. Like, the British mainland itself is currently only worth 10 IPCs, which is too low to be worth bombing compared to Germany's 30 mainland IPCs. So, Germany is prevented from using more than one bomber, which is a bit lame. Maybe the UK could be raised to 75, Germany to 95, and Italy to 30.

    read more

  • @Schulz Post the income rates for the nations in your mod too so we can get a sense of the scaling

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  • I've always liked Anniversary's unit costs more than others'. I think armor and bombers are on the expensive side, costing 6 and 14 respectively. Cruisers also feel expensive at 12 IPCs, and carriers + fighters are way too good.

    I also like that air units always provide more value per IPC than naval units.

    My current unit costs:

    Fighters have a +1 attack bonus against surface ships (not currently working due to a bug), and they can scramble to nearby sea zones too if a fight occurs there.

    Bombers can inflict 5–10 damage (no more than the territory's total value) and have +1 air attack as well. Meanwhile, fighters have +1 air attack and +1 air defense.

    I'm struggling to balance the cost of air units vs. transports. I want strategic bombing to be neither too inefficient nor overpowered, while still keeping it nowhere near as efficient as a land invasion.

    as.png

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  • Unit pricing is a bit of an art, there’s not really a universal formula for how many PU each stat or ability is worth. Generally it’s a good idea to start with your cheapest general purpose combat unit which players will be purchasing in the largest numbers (in A&A, the Infantry) and use it as an anchor to balance the rest of your roster against. Because for every more expensive type of unit, the question players will ask themselves is “why should I buy this instead of an equivalently priced stack of infantry?”

    Fighting effectiveness is something that can be calculated. If you tell an AI that you need to calculate how often 6 Infantry beat 3 Tanks in battle on offense and defense, it can give you the exact probabilities once you’ve provided all the unit parameters. Whichever unit wins more often for the same IPC investment is the more efficient in combat.

    I could go through a long list of examples to prove it, but I’ll just summarize and say that of the four basic combat stats (HP, attack, defense, movement), HP is king when it comes to combat efficiency, specifically HP per IPC. And when all the land units have 1 HP, a stack of cheap units is almost always favored to win against higher priced ones with more attack/defense. The only things that can really shift the balance in favor of the elite units over the swarm is if they have multiple attack rolls, multiple HP, or special abilities that disable or debuff some of the enemy units - which none of the land units in A&A have.

    But combat efficiency isn’t the only thing you’re paying for. Movement is obviously another. Fast units should not be as cost efficient as slow units (otherwise no one would buy slow units) - you pay a premium for the greater responsiveness you get for extra movement points.

    How much that extra movement is worth depends heavily on both the map size and the overall unit density. Extra movement becomes more valuable on larger maps, and blitzing capability is most useful on maps with lower unit density (leaner starting forces and relatively lower incomes).

    Then you have all the other abilities like support, AA, etc. these are valuable for creating different role archetypes - jobs one unit can do better than any other unit. In A&A, Infantry’s role is to be the basic line holding and HP filler unit. It is the most efficient unit to buy for defense and to sacrifice as a casualty. Artillery’s role is an enabling one that turns the Infantry into an efficient attacking unit as well. The AA Gun is crap for most purposes but the only unit that has a chance to bypass screening and snipe powerful air units before they can fight.

    The Tank delivers poor combat value for its price in A&A, but still has a role it can fill because it is fast, capable of blitzing, and individually superior to a lone Artillery or Infantry - exploitation. The Tank is good for seizing poorly defended territories. It’s bad for fighting in large scale battles on its own, but it can be used to tip the balance between two fairly evenly matched stacks of infantry. In wide fronts like Russia, tanks have multiple avenues they can attack from, which forces an opponent to spread their defenses or leave some areas uncovered. One Tank costs the same as two Infantry, and usually loses if it attacks them, but if your opponent has to put them in two different places to cover the Tank’s possible attack avenues, then the Tank has favorable odds to beat either of them on their own. So in the right environment (areas with a lot of provinces), the Tank makes up for its inefficiency in combat by threatening many areas at once.

    The land and naval combat systems are self contained and relatively easier to balance. Air units are the hardest ones to get right because they interact with both systems - you might fine tune it to be in great balance with the land units but then find it plays horribly with ships, or vice versa.

    And the base game does far from a perfect job at balancing unit capabilities against prices. I could go on a really long tangent about all the things it did poorly. So use basic A&A as a benchmark you don’t want to do worse than, but not as a shining example of balance done right.

    Basically, at the end of the day, you want to look through each unit on your roster and ask if there’s a good reason players would pay the price you’ve set for it instead of buying something else. Does every unit have some niche it can perform better or more efficiently than all the others? If any of the units have overlapping roles, what traits set them apart - do they both have at least one distinct strength over the other, or interaction bonus with different unit types?

    read more