• TWW 2.7.7.2 or earlier versions

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  • Total World War Diplomacy?

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    Hal LinH
    Oh, that fixed it! I feel dumb now haha
  • Game of Thrones & A Song of Ice and Fire - Official Thread

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    Greg AndersonG
    Sorry for not posting in a while. I'm currently quite busy. I'll post again when I finish the units, as there are a few things to iron out.
  • Star Trek Dilithium mod

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  • Missing Connection in Dragon War

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    FrostionF
    Thanks @Michael-Hoover for the notification. I appreciate that you came here to the forum and not just fixed your own local copy Yes, there was a flaw in the XML. Actually there were two connections in the XML between the two territories. But this was not the problem. There has recently been an implementation of “Air connections” to the map as an alternative to bridge connections. (Credit to @Cernel :thumbs_up:) The two territories had gotten an air connection (even though it shouldn’t) and this was preventing normal unit movement. You probably flew over the connection but could not walk over it with another unit. It should be fixed now when v1.2.8 Dragon War is downloadable/updateable. I hope you return and notify if you find other flaws. :winking_face:
  • Broken Mods in Scenario Repository

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    LaFayetteL
    The hope was that we'd have an army of map owners/makers taking care of the maps in repositories. In practice the maps in repository tend to be a last step and a bit of 'fire and forget'. That is not the case for all maps, there are some certainly being actively maintained, though that can't be said for the bulk as we have over a hundred and just a few people maintaining the whole project (code, servers, maps). If you have fixes, it would be great to see them get uploaded, let us know where you are running into trouble and/or what you are trying. Any scenarios you have that can be uploaded are certainly very welcome additions.
  • 1940 map with 1942 rules?

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    Michael HooverM
    Thanks for the ideas I'll check that out!
  • Correcting the Pacific Mod

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  • Ancient Empires: 222 BC

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    HeppsH
    @Name Just checking in to ensure you're ok.
  • Is it possible to balance AA50-41 without Nos?

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    C
    I'm a long time believer that they should have never added National Objectives to the v3 (anniversary) 1941 game. However, it is a fact that almost everyone plays with them enabled, despite the fact that they are officially optional (differently from technology, that is the other official option, in this case rarely taken).
  • Civil War | War Financing Issues

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    C
    Tagged as Fixed. Moved to Maps & Mods.
  • Switching out default units

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    C
    @Joe-Pants said in Switching out default units: @Hepps I still have it as well; is there a new group repository? Here are the relevant links: https://forums.triplea-game.org/topic/918/map-maker-resources Here it is the one you are asking for: https://github.com/triplea-game/map-maker-assets Here it is the old one, for the units: https://sourceforge.net/projects/tripleamaps/files/developer resources/units/ Are your old units images in there, or were you asking for something else? Going back on topic, I suggest you share your map customization of WAW as a mapskin. This would also make much easier deciding what possibly to integrate into the original skin itself.
  • Oil Wars (WW3) - Official

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    wc_sumptonW
    @NinjaWolfHybrid the edits @Cernel is talking about are not that much. In the xml replace "attatch" with "attach", this will replace both "attatchment" and "attatchTo", "Attatchment" with "Attachment" and "victoryCity" value="true" with "victoryCity" value="1" . This should allow the map to be played when uncompressed. File contains only edited xml: Oil Wars.zip Cheers...
  • WaW Customized. Lots of units

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  • HOME RULES for Great War

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    C
    @hale Looks like most of these rules are not something players can self-enforce, but would require changes to the map (or more realistically making a variant), so I'm moving this to "Maps & Mods". Anyways, good luck, but being Great War a high quality map currently not owned (and rarely played), it is going to be tough getting any gamechanging updates accepted (up to @redrum or @Lafayette).
  • Germany's Iron War music

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    FrostionF
    @Mike-Baker Iron War uses a mix of “real” historical / national orchestral music from the different countries as well as random music I found on the WWW. I would say that it is about 50/50 real historical music mixed with new music from various sources. Besides me tracking down national anthems and military marches and such, I used a lot of time searching for like Indian style/themed orchestral music, Asian style music etc. I didn’t really keep track on where exactly I found the music, but it is from places like YouTube, free game resource sites, free music sites, sites that listed the music files of old computer games etc. To me the Music_Germany_13_3 sounds like some kind of game music. I really can’t remember where I found it.
  • world at war variants & the option of changing units

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    forthebirdsF
    @Captain-Crunch I'm specifically referring to the WAW v3 variant game when I am saying that the AI plays a much better game without the "defense" unit . I assume that the same thing would occur with the other WAW variants that have the "defense" unit.
  • AA50: Anniversary edition

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    Black_ElkB
    It is listed as World War II v3 in the maps depot
  • WW2 alternate Scenario - 7 years war Revisited

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    HeppsH
    @PortableDoor I use a combination of paint . net and GIMP. But there are lots of different programs. As far as a map choice... that is for you to explore... I would not rob you of the joys of making what you want.
  • Has anyone ever made a XCom themed map?

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    RogerCooperR
    @redrum No one has done anything like that. Take a look at Steampunk 1915 for how to handle alien invaders.

Recent Posts

  • @alkexr

    Sorry for missing that you have an exception for plains! This changes things a bit but I think my thoughts still hold:

    Stacking bonuses: stacking different bonuses is unaffected by the simplification I am proposing. It is still posible in exactly the same way, it is just easier because there are fewer categories.

    Cleaning up the table: let us look at a 4/5 "poor" unit. If you change it to a 4/6 “poor” unit, to keep everything the same, you would need to change the river modifier to -1 and the plains modifier to -1 as well but all the other (defence) modifiers would be zero. If you do this for all units you get much cleaner stats. “Poor” units would have only one modifier (-1) for two terrain types and the rest would be zero. You are correct that it would not improve the situation for rivers and plains would be worse of (1/-1 instead of 1/0) but it would be much better for ever other terrain type.

    Getting Rid of unit types part one: you are correct in that you cannot simply get rid of “excellent” and “good” unit classes if you make a special case for plains. But you can (and should) still get rid of both classes. You just need a tag that improves (or worsens) a unit in plains by 1. That would be a lot cleaner than introducing to separate classes of units which only differ in exactly this one thing from already existing classes. It would even be the same modifier. Formerly “excellent” and “good” units would receive a tag “maneuverable” (or something nicer sounding) which give them +1 to their defence on plains. Afterwards my original approach works again. Which was:

    You do not need "excellent" units at all. Let us take your example: an excellent unit with 4/4 stats. You could give it a +1 baseline stat instead (making it a 4/5) and it would get a +1 bonus everywhere but on plains and rivers which makes it (almost) identical to a "poor" unit. You do this with all "excellent" units (and give them “maneuverable”) and you get rid of the whole category of "excellent" units and your matrix shortens by a whole row/line! With minimal changes to your logic. It would be a "poor" 4/5 unit (or a 4/6 “poor” unit if you implement the first change).

    Getting Rid of unit types part two: you do the same for “good” units. You don’t even need a new tag, maneuverable works here as well.

    This would be the resulting table changes:
    cbfde471-020f-4564-80ec-ec57c1f71277-image.jpeg

    6e28783b-7fe2-4282-b9f2-92bc18950a18-image.jpeg

    (This includes merging territories that are identical.)

    Sorry for coming back to this, I am a mathematician and these kind of things are just fun 😄

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  • wwieurope_names_values - Copy.jpg

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  • @shorogyth Your solution to territory effects is certainly simpler and it would work fine if every territory had exactly one territory effect, but it's important that territories with multiple effects stacked (i.e. Caras Galadhon) should be easier to defend. Also I can't incorporate these bonuses into the baseline stats, because the plains bonus is attack only, while the rest are defense only. A 4/4 unit with excellent tactics acts as a 6/4 on plains and 4/6 on hills, I could technically make it a 5/5 but then the territory effects would need to be +1/-1 and -1/+1 and that's hardly a simplification. Maybe versatility is a better name than tactics though.

    I admit the strategic role of charge is not very unique, it's essentially just "very good at attacking on plains, with a twist". But if I see my opponent buy charging units, I'm not worried for my cities, I'm worried that I'll be forced to retreat from open terrain and keep my army behind the lines because exposing them is a death sentence. I know what to be worried about, so my opponent has made a strategic choice.

    Dragons can't evade, but the winged nazgul can, and yes, they are very scary.

    As for complicated calculations, the battle calculator will do that for you if you need the exact numbers, but most of the time simple heuristics are enough. Charge is very good in plains, less so in hills or if there is a river etc., you don't need to memorize the every single number.

    @mortetvie Anti-air attacks are still a thing. The balance obviously went out the window a long time ago, pretty much every unit will need to be rebalanced. There will also be quite a few new units, while some others will be retired. In general, it's too early to worry about balance at this stage.

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  • @rogercooper
    Cant find Ansalon/Analon on Github maps

    Missing from your list, but on Github maps
    Settlers: Fallen Empire
    Shogun Advanced

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