• 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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  • 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!
  • v6 connection error

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Recent Posts

  • @KurtGodel7 said:

    In a normal TripleA type map, it would be, "I have more air than he has ships. Therefore I will kill his navy on my next turn!"

    And what makes you think your game will be any better, other than throwing in 'win more' stuff and endless superficial complexity, all while pretending to avoid it?

    read more

  • Giving the rest of the world map a quick lookover

    Morocco/Spanish Morocco is a little too pointy Canary Islands being at the junction of three sea zones is good, but it could be shifted left a bit to put more space between itself and the African coast Algeria is well divided but French West Africa is pretty off - Dakar extends across much of Mauritania, while Dahomey is covering what should be Upper Volta Cairo is a poor label for southern Egypt since it lies in the northeast - Upper Egypt would probably be the best name for the southern region, or Aswan if you wanted another city name Rhodes has a distorted shape, that whole lobe on the left shouldn’t be there - and what if Rhodes were shifted east to lie on that junction point between the sea zones instead of floating within the same one as Crete? The east half of Lebanon should be part of Damascus instead Using the capital city Taihoku as a label for the whole island seems odd if you’re not subdividing it further - why not just Taiwan or Formosa? North Korea and Keijo are a mismatched pair - either North Korea and South Korea, or Keijo and Heijo China’s got a weird mix going on where half the country is labeled with provinces and the other half are cities
    read more

  • Latest version v015 ready for download with in TripleA.

    In TripleA
    Click Download Maps Button
    Click Installed tab
    Click 11 Rings of Power
    Click Remove Button
    Click Yes button to remove
    Click Ok button (Successfully removed)
    Click Close (To force the map list to refresh)
    Click Download Maps Button
    Find & Click *11 Rings of Power
    Click Install button

    Enjoy!

    .
    v015

    Faster Turns Streamlined the way the 16 Fate items are displayed. Being Allied would over write some Fates depending on the TT it was in. Improved pre 1st turn speed for random placements

    .
    🔻🔻 v005 unchanged 11 Rings of Power Manual here; 🔻🔻
    11_Rings_of_Power_Manual.pdf

    🔻 Suggested latestTripleA version 🔻
    https://github.com/triplea-game/triplea/releases
    .
    Link to 1st post that has;
    Downloads for new Players
    https://forums.triplea-game.org/topic/4444/11-rings-of-power-official-thread

    read more

  • @Schulz said:

    Or, you can scrap the coastal battery idea entirely and make the air units more cost effective against the ships.

    In a normal TripleA type map, it would be, "I have more air than he has ships. Therefore I will kill his navy on my next turn!"

    With Flames and Steel it's not quite so simple. There are two flavors of air unit: fighters and bombers. Several different types of fighters: fighters, heavy fighters, advanced fighters, early jets, and jets. Several different types of bombers: dive bombers, torpedo bombers, medium bombers, strategic bombers, flying wings, and Superfortresses.

    Suppose that Germany had an idea of using air to sink the British fleet in the English Channel. During the "allocate bombers" phase it sends in torpedo bombers (the best choice for anti-naval), dive bombers, and even a couple medium bombers. This bomber allocation is revealed to the Allies before the "allocate fighters" phase. During "allocate fighters," all three of Germany, Britain, and America Atlantic allocate fighters to the upcoming battle.

    Then there is a two round dogfight, where Axis and Allied fighters shoot at each other. After the dogfight, any Allied fighters which survived are now able to shoot at German bombers, using their interception value. German bombers shoot back, using their air defense value. Destroyed units are removed from play. Damaged bombers are considered aborted and do not get to fire at surface targets. But, any German bombers which weren't destroyed or aborted then get to fire at Britain's ships. British ships actually hit by bombers get to fire back. Those which weren't hit are considered too far away from the combat to participate. This lasts two combat rounds.

    The Pearl Harbor attack consists of eight Japanese torpedo bombers attacking five American Pacific battleships, plus some other ships. America Pacific has little or no air defense against this. Those eight torpedo bombers hammer the Pearl Harbor fleet hard. Remember that battleships take five hits to kill! Japan loses 0 - 1 torpedo bomber in the attack. The fleet at Pearl gets hammered hard during the air phase, and then on Japan's turn the IJN comes in to finish it off.

    In my play test games, Germany would sometimes build fighter type aircraft for its western front. But it stopped short of building bomber-type aircraft for that front, because the money for that was needed elsewhere. The fighters gave it reasonable defense against Allied strafing or strategic bombing raids. Germany would also need to defend Italy's West Mediterranean transports against Allied air. For that it had fighters in Madrid. Probably having a single battleship in that sea zone would have made sense also, in case any Allied bombers got past Germany's fighters. Germany should also have built a heavy fighter or two, because those have a better interception value than normal fighters.

    read more