• 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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    @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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    @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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    @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.
  • Libya Civil War & Cold War 4th Edition Errors

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    @afgelo yea you should be good. As Panther said you can keep 2.5 as well. 2.6 will just have some new stuff. I forget where the new stuff is listed though
  • Political Allies betrayal

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Recent Posts

  • Middle Eastern rework.

    Syria being the logistic base for both the Palestine and Iraq fronts didn't make sense previously.

    wwieurope - Copy.jpg

    read more

  • Latest version v270 ready for download in TripleA.

    In TripleA
    Click Download Maps Button
    Click Installed tab
    Click 1941 Global Command Decision
    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 1941 Global Command Decision
    Click Install button

    Enjoy!

    .
    v270

    Bunker 4pu, was 5, helps the AI buy more Turkey will now defend as a nation, if attacked, was as each separate territory

    .
    🔻 Unchanged v255 documentation, last page has winter turn on instructions. 🔻
    1941_Global_Command_Decision_Manual.pdf

    🔻 Suggested TripleA version 🔻
    https://github.com/triplea-game/triplea/releases
    .
    Link to 1st post that has;
    Downloads for new Players
    https://forums.triplea-game.org/topic/3326/1941-global-command-decision-official-thread

    read more

  • Name Hearts of Iron: The Rising Sun 1942
    Description World War 2 in 1942 on the Big World map with many added unit types
    https://axisandallies.fandom.com/wiki/Hearts_of_Iron:_The_Rising_Sun_1942
    f8519453-3506-49db-ba4c-5fceca8f4170-image.jpeg

    Good Points

    Both sides have a chance to win

    Bad Points

    Many unit types are similar
    read more

  • I hope I'm not spamming. Let's continue:

    1 round = 110 days, so the game should last approximately 15 rounds.

    The USA joins in Round 9, slightly earlier than historically to represent its support for the Entente even before entering the war.

    Russia will receive an increasing income penalty each round. It will be negligible early on, but they will eventually go bankrupt in Round 11 (September 1917) and permanently leave the war in the next turn. Their units will be removed, and all unoccupied Russian territories will become impassable. The Central Powers will keep any territories they have already captured. Here's how the Russian income penalty will gradually increase:

    Round 1: -1
    Round 2: -2
    Round 3: -4
    Round 4: -7
    Round 5: -11
    Round 6: -16
    Round 7: -22
    Round 8: -29
    Round 9: -37
    Round 10: -46
    Round 11: -56

    No upkeep this time, but unit costs are doubled. Here are the standard land units:

    Infantry 2/3/1 : 6 IPC
    Artillery 3/3/1 : 8 IPC
    Fighter 2/2/2 : 12 IPC
    Cavalry 2/2/2 : 8 IPC

    However, I'm thinking about giving the Russians and Ottomans slightly different units: weaker, but with more HP efficiency. This would offset their lower incomes, greater vulnerabilities, and worse factory positions. Plus, their individual territories are generally worth less than those of the other powers, so cheaper units would give them more incentive to fight even for lower-value territories. They would have Light Infantry and Light Artillery instead:

    Light Infantry 1/2/1 : 4 IPC
    Light Artillery 2/2/1 : 6 IPC

    wwieurope - values - Copy.jpg

    read more