• Map closest to Axis and Allies Anniversary Edition?

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    ubernautU
    @SkyGawker v3
  • TripleA - a request from a player to a designer

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    C
    @The_Good_Captain said in TripleA - a request from a player to a designer: First, in both '41 and '42 versions of Anniversary, the official errata optional rule regarding SZ 16 (the Dardanelles rule) was omitted. The problem here is that the TripleA program doesn't allow for having a direct setting that enables/disables a canal. This could be hacked in a number of ways, but probably should rather be a feature request for the program to support such a possibility, before changing any maps (so, one would need first to find a developer to add the feature to the program, another developer to review such feature, then someone willingly to modify the map's games, and, finally, an administrator accepting the changes (all this besides any considerations about copyrights over the existent map, whose creators are likely not all active any longer)). Meanwhile, you can use my "WWIIv3 1941 Tech Advance" variant. Just be sure to customize it back to standard WWIIv3 rules, before enabling the "Canal Turkey" option. Second, I know this is a map in development but the destroyer units in Europe '99 (“Europe - Alpha” map as its called in TripleA) This (as well as "Pacific") is more like a map abandoned during development. It may be more than 10 years nobody is working on it.
  • "Bad-Ass" 4 Nation FFA

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    RogerCooperR
    @RogerCooper This scenario has been fixed can be downloaded
  • Amsterdam_met_de_bois

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    RogerCooperR
    @Hidde2k You need to change the B in the version number to 2.
  • Diplomacy like modification?

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    RoiEXR
    @Cernel Not necessary. Providing the link like you just did is absolutely fine. @Marc-Sarzi Yeah it's a real bummer that simultaneous movement is not possible. You can do a lot with the xml, but there are just some core concepts that can't be changed. As developers we're in a long process of modernising the code and TripleA itself in multiple areas, but core gameplay is simply not a priority. There are tons of more pressing problems to solve and simultaneous movement isn't just something one can implement in an afternoon. TripleA is open source after all, so if you're ambitious enough, at least in theory, you could contribute for this to eventually become a reality.
  • Axis & Allies Zombies (AA42-2)

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    C
    @Cernel For example, if I'm making a game that is not exactly "chess", I would call it "chess" if the ultimate aim is for it to be exactly like "chess", and maybe this is just impossible, due to the limitation of the program. On the other hand, I would not call it "chess" if it is a game inspired to "chess" but deliberately made different in some ways.
  • Adding a map to the repository in one category or another one

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  • best WW2 map?

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    K
    The best WWII maps are New World Order (European theater), Rising Sun (Pacific), and World at War (the whole world). They are all part of the same series. I'll focus on New World Order, as this is the one with which I'm most familiar. The attached picture shows New World Order at the start of a game. Germany is supposed to expand quickly, conquering Paris on G3, and conquering most or all of neutral Poland by G3 as well. Early in the game Italy is supposed to conquer southern France, the Balkans, central and western North Africa, and potentially Greece. It's also supposed to expand into eastern Spain. Britain is supposed to expand in the Middle East, conquering neutral Iran, Iraq, and possibly neutral Turkey. There are no diplomatic or other penalties whatsoever for attacking neutrals. Axis nations are Germany, Italy, Finnland, and Romania. Allied nations are U.S.S.R., France, Colonial France, Britain, and the U.S. Contested areas are Scandinavia (if UK or US go north) France (if UK or US go middle), Spain (if Britain or US go south) or northern Africa. Over in the east, Turkey can be contested between Britain and Italy. If Britain wins that struggle it will seek to advance into Greece and the Balkans. If Italy wins it will seek to take Iran/Iraq from Britain, perhaps even conquering Britain's factory in Cairo and driving Britain out of the east Mediterranean entirely. Sometimes Allies will go Kill Italy First, in which case Axis will often respond with Kill Soviet Union First. In this map Italy is at least as important to the Axis as the Soviet Union is to the Allies. To give you a feel for the scale of this map, it's perfectly normal for Germany to have an income of 130 and Italy to have an income of 80, and for Allied incomes to balance out Axis. Starting on round 4 you will be able to build special, more technologically advanced units: harder hitting, long ranged bombers for Britain and the U.S., Katyushka for the Soviet Union, jets for Axis, big armor and bunkers and super subs for everyone. This map includes some land and air unit types not seen in Larry Harris maps. [image: alt text] [image: alt text]
  • Existing A.I options and A.I modding

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    RogerCooperR
    @felizardo You should also check out the Fast AI. It plays almost as well and it usually much faster.
  • Steampunk 1915

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    S
    @RogerCooper Hi Roger, Actual Cernel answered my question for me. I had inadvertently left some of the original authors units in the unit folder. That is why they were appearing in "unit help". I think my version is ready to go.
  • Dragon War - Official Thread

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    FrostionF
    @Michael-Hoover Very well spotted! () This is now fixed if you remove and redownload the map. There were actually 3 dragon notification mix-ups that I had to fix.
  • 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.

Recent Posts

  • @Vendetta said:

    @KurtGodel7 said:
    The USSR can have this unit also, called "Revolutionary Guards," cost 1 MP and 3 PUs.

    That one’s definitely an error, Revolutionary Guards is an Iranian term, not a Soviet one.

    Guards Infantry, Gvardiya, or just plain Guards.

    Thanks for the correction. I've fixed the naming error. From Claude:

    The Revolutionary Guards are now Guards Infantry, in draft 113. It’s installed in your TripleA maps folder and ready to load, though I haven’t run the game.

    The unit’s stats are unchanged: attack 2, defense 3, 3 PU + 1 MP.

    read more

  • @Vendetta said:

    @KurtGodel7 I doubt anyone is going to be confused by “Infantry Gun” if it has what is clearly an artillery looking icon. Infantry Gun was a term that was actually in common circulation for a specific type of weapon.
    https://en.wikipedia.org/wiki/Infantry_support_gun

    That said, Light Gun would be preferable to Anti-Tank Gun if that’s what you like better.

    Italy should probably be able to tech into the better infantry class as well. The ARMIR performed a lot better in Russia than the Italian forces had in Libya and Greece. Giovanni Messe is a good candidate if you want to name the improvement tech after a general like Japan’s.

    Italy is already poor and has crap tanks and slow research. Seems like a completely hopeless faction to play if they’re permanently stuck with bad infantry as well.

    Okay, if I allow a nation to buy normal infantry (1 MP, 1 PU) and receive a tier 3 infantry unit in return (attack 2, defense 3), then what I'm basically saying is that this nation's infantry were roughly as combat-effective as the Americans. I do not believe that Italian infantry were as combat-effective as the Americans. From Claude:

    My examples were elite or exceptional units: Folgore, the Alpini, Ariete (which was an armoured division) and Messe’s army in Tunisia. That shows Italian troops could fight well. It doesn’t show the average Italian infantry division matched American infantry, and I don’t think it did:

    Most Italian infantry divisions . . . had little motor transport, weak artillery and anti-tank support, and a thin corps of NCOs.
    Morale was uneven. There were mass surrenders in 1940–41 and again in Sicily in 1943.
    On the other side, Japan’s case for tier 3 is much stronger. Man for man, Japanese infantry were skilled, well-trained and extraordinarily tenacious, as at Iwo Jima and Okinawa.

    To address your point, I've decided to give Italy an elite infantry type, called the Alpini. Conceptually similar to [edit] the Soviet Guards Infantry. Cost 3 PUs, 1 MP. Attack 2, defend 3.

    In New World Order, Italy is a very important Axis power. The same is not true in Flames and Steel. In Flames and Steel, Italy will pick a local project, such as defending Gibraltar, or pushing east against the British in North Africa. The value of the area near Cairo is modest, so Italian success in Northeast Africa does not create a seismic shift in favor of the Axis. It's a few extra PUs.

    Italy has 6 MPs, and those allow it to punch a little above its weight. Research isn't very exciting for Italy. It wants the income-increasing techs, of course, but there's little else in its tech tree that it feels truly excited about.

    The City of Reno, NV, describes itself as "the biggest little city in the world." My description of Italy would be similar: "the biggest minor power in the world." In my test games, Italy's local projects had gone well, at least for the early game. That made me feel as though Italy was pulling its weight. Italy's life would become harder once America Atlantic has fully mobilized (on round 10).

    read more

  • @KurtGodel7 said:
    The USSR can have this unit also, called "Revolutionary Guards," cost 1 MP and 3 PUs.

    That one’s definitely an error, Revolutionary Guards is an Iranian term, not a Soviet one.

    Guards Infantry, Gvardiya, or just plain Guards.

    read more

  • @Cernel said:

    @KurtGodel7 said:

    “Light gun” fits the units you already have: light gun, field gun, heavy gun, getting stronger in that order. “Light mortar” would stand on its own, with no heavier mortar to compare it to.

    I see that you are using "field" as a "medium" classification, but some terms like "field gun" can change wildly in their meaning. For example, a field gun can be something like the Soviet 76-mm divisional gun M1942 (a light gun) or the American 155 mm gun M1 (a heavy gun) or both depending to whom you ask.

    Also the term "gun" is questionable. In classic artillery classification, that may indicate a relatively long barrel, akin to the meaning of cannon. If you have light gun, field gun and heavy gun and no other artillery units, are you excluding howitzers this way? I'm not sure if it would be advisable using the term "artillery" instead of "gun"?

    Maybe ask Claude what would be the best way of dividing all World War 2 artillery above infantry mortars but below 200 mm calibres into 3 categories only, lighter to heavier (if this is what you actually want).

    Some of the names I'm using were taken verbatim from Domination 1914 No Man's Land. Field gun for an offense-oriented artillery. Heavy gun for defense-oriented artillery. Sturmtruppen for German elite infantry. Conscript for an inexpensive infantry-like unit that attacks on a 0 and defends on a 1. Trench. Some of the technology names are also the same, such as working women, industry, and victory bonds.

    All this being said, I agree that you have a point here. A large portion of WWII artillery consisted of howitzers. A gun would have a long barrel and would fire at a relatively low arc. But a howitzer would have a short barrel and would fire at a higher arc. Calling it a "field artillery" or "heavy artillery" would be more vague about whether it's a howitzer or gun being described.

    If I use labels like "light gun" "field gun" and "heavy gun" this would be accurate, because WWII had plenty of examples of all three weapons types. The objection to this would be that howitzers represented a large portion of overall artillery during WWII, and a label like "gun" deliberately excludes all howitzers.

    But howitzers are not the only excluded unit category. My map does not have sea planes, escort carriers, battle cruisers, fighter-bombers, or helicopters. It classifies all ground attack aircraft as "dive bombers," even if a particular ground attack aircraft was not, in fact, a dive bomber. My map does not have nuclear weapons, it does not have computers or code-breaking, it does not have cargo transport aircraft. It does not have kamikaze strikes.

    I take the point that “gun” strictly excludes howitzers, and that most WWII divisional artillery were howitzers. But the unit names are labels for abstractions, not exact equipment. The field gun stands for a division’s artillery, guns and howitzers alike, the same way “dive bomber” covers every ground-attack aircraft whether or not it actually dove. I’d rather keep short, familiar labels that Domination 1914 NML players already recognize than switch to “field artillery” for precision few players would notice in play.

    read more