• Making RISK within TripleA - Help Requested

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    SlendyMcTendiesS
    @lafayette Hmm. Ok. I already have an automated "Victory" system which seems to accomplish the same thing. I'll probably write a surrender system into the game. I have a few ideas on how it could be accomplished.
  • WW1 in 1939

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    board 3659B
    @schulz thanks, I'll play until 10-20 times (which isn't too hard) and then give some thoughts
  • WW2 RISK of Defeat (BETA)

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  • Global Dominance

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    ghostroninG
    @hepps @redrum Time for my 2 year check-in hehehe:) I know I know, your planning GD and P&P to perfection, but they're coming still:)
  • Axis & Allies Wiki

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    RogerCooperR
    @schulz said in Axis & Allies Wiki: @rogercooper You could add https://triplea-game.org/map/aggression-1942/ as well. Looks interesting.
  • Red Sun Over China (RSOC) - Official Thread

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    RogerCooperR
    @cernel I got the map working by commenting out all the train stuff. I didn't bother trying to merge the code in RSOC with Warlords. Maybe, as a quick fix, I will give all train stations, a bonus of 1 for land movement.
  • Churchill's 1939 (thread 2)

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    B
    @joseph-prince In case you're unaware of them, here are a couple 39 mods that may give you some ideas: https://www.axisandallies.org/forums/topic/32236/oztea-s-1939-global-setup?page=1 https://www.axisandallies.org/forums/topic/30608/global-europe-pacific-1939-for-1940-2nd-editon?page=1 @RogerCooper yea it'd work ok aginst the neutral TTys if the human was russian, but JPN/russia where one is the AI probably wouldn't. AI doesn't do good on the Global map anyway. PTV be the same I'd imagine
  • Global 40 House Rules

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    B
    Change Log: 2.71 1/28/22 Fix all "figher_LR" Units to work correctly when "longRangeAir" and "jetPower" Tech activated. Fix "battelship and carrier hull" Units to work correctly. yea took a while to fix your dudes @board-3659 . Be best if you do those yourself. Had to fix Long Range Fighter too ( Barons Unit ). Major burn and had to rename and xml it too lol. But anyway , it was 8 units per player for fix for yours. Took a couple hours. Be best for you to do the maintenance on them At least someone is playing it lol
  • Civil War: A House Divided

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    A
    Hate to necro a dead post like this but im gonna anyway. Im working on creating a physical boardgame version of this for myself and was wondering if there was like a large/printable pdf of the map someone could send my way? Thanks
  • Is it possible to win as the Borg?

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    S
    @danawriter yes it is. I’m in the process of it now. While I can beat six Hard AI, I don’t think this would work against humans.
  • Manassas Wars - Official Thread

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    board 3659B
    @cernel oh ok wasn't sure just assumed so
  • Steampunk Advanced: Available for download now.

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    board 3659B
    @lord-bevan The reason you would want Australia/New Zealand safe is to prevent two VC's for Nemo Pirates
  • An old map idea of mine

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    B
    @alkexr cool idea. Somewhat reminds me of the Turtledove book The Two Georges
  • Greyhawk Wars - Giants and Bowmen vs Dragons

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    RogerCooperR
    @mattbarnes Yes the Bowman is 1. There is only 1 AA combat round. Here is the documentation of AA Guns (from Pact of Steel 2) aa related: isAA values: just sets isAAmovement, isAAforCombatOnly, isAAforBombingThisUnitOnly, isAAforFlyOverOnly, isInfrastructure, and isRocket to true. isAAmovement values: just sets canNotMoveDuringCombatMove to "true", and only for aa guns it will set the stacking limits (movementLimit, attackingLimit, placementLimit) to "1:allied" when playing by classic rules attackAA values: the value that an isAA unit will attack at, for shooting at air units before battle attackAAmaxDieSides values: sets the dice sides for aa guns. defaults to whatever you chose above in diceSides (or 6 if you didn't choose). All units with the same typeAA must have the same dice sides. Be Warned that all aa attack values (including with Radar and without Radar), MUST divide into attackAAmaxDieSides without remainders, or else there WILL be errors in LowLuck! offensiveAttackAA values: same as attackAA but for offensive side offensiveAttackAAmaxDieSides values: same as attackAAmaxDieSides but for offensive side maxAAattacks values: sets how many times this unit may fire its AA guns. Defaults to -1, which means infinite. If not infinite, then aa guns can stack. (If you have multiple aa of the same type-group in a territory, and they have different attack values or dicesides, and different maxAAattacks, then what happens is that the engine will roll for the best attack/diceSides and for the best maxAAattacks, even if that is two different units For example, if you have an aa gun that has infinite attacks and rolls a 4/20, and you have another gun with only one attack and rolls 3/6, then you will end up rolling infinite times at 3/6. This might be fixed in the future.) mayOverStackAA values: sets if this unit may fire aa more times than there are aircraft (default = false). maxRoundsAA values: sets how many rounds the AA may fire in. negative (-1) means infinite. (default = 1). damageableAA values: sets if this unit can damage a two-hitpoint unit, instead of killing it instantly with aa fire (default = false = kill instantly). isAAforCombatOnly values: allows this unit to be an AA gun for normal combat only. it will not defend against strategic bombing raids. isAAforBombingThisUnitOnly values: allows this unit to be an AA gun only when this unit is directly attacked by a strategic bombing raid (currently defends against all strategic bombing attacks in this territory, not just against this unit). it will not defend against a normal attack. isAAforFlyOverOnly values: allows this unit to be an AA gun only when being flown over. if the air unit moves into this territory and stays, then this will not fire. isAAforFlyOverOnly will only work if "AA Territory Restricted" is turned off, and will normally only fire during combat move and not during noncombat move, unless you also turn on "Always on AA". typeAA values: any string which identifies this type-group of aa guns. Only 1 aa gun per group may fire (unless you've set maxAAattacks). (defaults to "AA") Warning: all units with the same typeAA must have the same dice sides, or else you will experience weird results. targetsAA values: a list of unit types which this aa gun can hit. (defaults to all air units) (any aa guns in the same group should have the same targetsAA) willNotFireIfPresent values: a list of unit types for which if they are present in the battle, this aa gun will not fire. isRocket values: allows this unit to become a rocket if the player has the rocket technology. If the unit is named exactly "aaGun" then it will require an image called "rockets". If the unit is named anything else, then it will require an image with "_rockets" appended to its original name canNotMoveDuringCombatMove values: true or false, defaults to false, does not allow this unit to move during 'combat move phase' movementLimit values: only affects normal movement. the count is equal to the number of this unit allowed per territory, and the value is equal to "owned" (we are only counting units owned by each player), or "allied" (allied too), or "total" (which counts enemy units too) attackingLimit values: only affects movement into enemy territory/units. the count is equal to the number of this unit allowed per territory, and the value is equal to "owned" (we are only counting units owned by each player), or "allied" (allied too), or "total" (which counts enemy units too) placementLimit values: only affects placement. the count is equal to the number of this unit allowed per territory, and the value is equal to "owned" (we are only counting units owned by each player), or "allied" (allied too), or "total" (which counts enemy units too) example: <option name="placementLimit" value="allied" count="1"/>
  • Is there a Europe 1940 Out-of-Box Map? (Not Alpha+3)

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  • Help with production_tabs.properties

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    LaFayetteL
    @thedog somewhat looks like a bug, could you provide a full copy of the map?
  • Realistic WWII Scenario

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    Anil YukselA
    @cernel Actually Stalingrad can display up to 4 units if its placement spots are selected manually. Units are 48 pixels with %100 zoom. I am aware there are not plenty of placement spots in the Eastern Front. But increasing the dimensions of map would be problematic which would make tracking air units way harder. Actually using 87.5% zoom for automatic placement finder significantly reduces overflows. [image: 1638640465289-1942-resized.png]
  • TripleA Politics

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    TheDogT
    I am torn between charging for political attempts, in this case 5pu, the cost of the cheapest land unit and being free, that is 0pu cost. I have a philosophy of every action should have a cost, but sometimes with upkeep in particular, a faction ends with 4pu or less, so cannot even try Politics. So with a FFA game in mind should Politics have a cost?
  • The Others and Glitch

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    M
    @rogercooper I hadn't thought of that, thank you.
  • Others and Crashing

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    @cernel Thank you I will take my questions there.

Recent Posts

  • Interesting video, and welcome back! I think the changes are interesting.

    Regarding tactics I do think that having 5 levels is a lot. I think that @shorogyth 's system seems reasonable. I'd also pull the plains bonus out of the tactics system (call it "defensive tactics") and have a separate plains attack bonus. That way horses can have a bonus there, and rangers won't automatically be good attacking on plains. I know it's a third number, but I think it'll be less confusing than tactics being mostly defense bonuses but also one attack bonus.

    Also, can you have more than a +-1bonus on some terrains? I feel like most flying units would need more than a -1 bonus on caves, especially because tactics give them bonuses.

    I agree with the relentless issue. I think it's cool for some units to ignore your defensive terrain advantage, but they should be rare and therefore scary. Having basically all orcs be relentless is pretty silly and makes plains better for defense than cities.

    Regarding unit abilities, I don't think rock paper scissors is necessarily bad, especially because not all factions are equally strong in each. If each faction has different strengths and weaknesses, it forces factions to collaborate more, and stops things from snowballing as much if one faction falls.

    Eg Gondor would spam rangers because they have good defense bonuses and would kill the winged nazgul (thereby denying mordor's leadership), so you could send flanking cavalry from Rhun or harad to eliminate them. Elven archers were much stronger than the spearmen, but fell very quickly to wargs, which forced the elves to diversify more. In particular, Isengard had no ranged units, so Rohan's flank cavalry was especially dangerous since it would directly target the fires of orthanc, and so isengard had to spend a lot of effort screening its siege forces.

    I think ranged support feels reasonable. I like all abilities that encourage using a variety of units. Eg the galadhrim archers are one of the most powerful units in the game, but they require you to buy the weaker elven spearmen to unlock their full value.

    I like the change to charge, since before formation made those units a liability because you couldn't make them not charge. Eg the warg riders were essentially useless for angmar because of this and rohan suffered hard.

    I do like the new ambush mechanic since it encourages more diversity in unit selection. I do think it should be allowed in cities though (that was the whole siege of osgilliath), and the fact that only a certain number of units can ambush will balance it. I'm not sure I like scouting as it is though. If scouting eliminates ambush, then you just need 1-2 units with scouting in your army and you're fine. And if those units are otherwise useful (eg rangers) then it makes ambushers useless. Maybe scouting should be like spearwall? Just decreasing the effectiveness of ambush so it's less good but still useful? So maybe barrow wights would have an ambush of 6, then eg warg scouts could have a scouting of 2, rangers 3, and wizards 6x2 or sth?

    I feel like something missing in the game is some notion of hit and run tactics for cavalry. Cavalry is expensive and strong and excels at taking out small groups, but you often can't take advantage of this because if you do it exposes your cavalry to counterattack where they won't make up their PU values. Meanwhile air units can do this which gives angmar and mordor a big advantage. Maybe some cavalry could have an ability wherein they (and only they) can independently retreat after the first round of combat, even if there's a win? This still requires some thought, since if you don't have a win in your first round you have to decide if it's worth leaving your cavalry open to guarantee the win, and cavalry is still worse than flying units since they don't get the whole combat or a noncombat move. But it makes cavalry much more tactically interesting

    Also a general thought, but I think rangers need to be a higher tier of ranged unit. They have excellent tactics, mountaineer, high movement, anti-flying, scouting, ambush, support, and maybe more. And given the lore this makes sense, but also in the lore they aren't common at all - the Dunedain are solitary and dying out. So I think buffing them and treating them more like weak creatures than elite infantry would make more sense. And then you could maybe have some weaker version for gondor representing Faramir's rangers which are just elite infantry

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  • @thehobbesian

    Tha map is here, so can be downloaded manually.
    https://github.com/ClavintheGreat/thehobbesians_1939

    I think it to make it downloadable for all, it needs to change the repository from main to master
    I dont have permission to do this.

    Here is the instructions for a rename.
    https://docs.github.com/en/repositories/configuring-branches-and-merges-in-your-repository/managing-branches-in-your-repository/renaming-a-branch

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  • @thehobbesian

    Yea triplea had a major update recently and the way maps are uploaded has changed. I haven't looked at the new process that closely but if it was able to download before, it should work on the update too.

    I will ping @rogercooper @thedog for you

    Hi! Sorry to bother again. I'm trying to play the mod with a friend but its not showing up for either of us on the latest version of TripleA. Is there anything I can do to get it back up and available?

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  • @djggml
    So here is a working map.yml (remove the .txt to use it.
    map.yml.txt

    map_name: the_pact_of_steel games: - {game_name: Pact of Steel, file_name: pact_of_steel.xml} - {game_name: Pact of Steel 2, file_name: pact_of_steel_2.xml} - {game_name: Pact of Steel 233, file_name: pact_of_steel_233.xml}

    Note it has the version line removed.

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