• 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.
  • Fixed Game of Thrones Map Bug

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    redrumR
    @Cernel Yeah, can probably repurpose that thread to be the official one and should probably move the conversation there since this was really about fixing some of the bugs in the map.
  • Connected Empire: Contiguous Landgrab vs Can Opener Criss-Cross?

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    RogerCooperR
    @Cernel I don't see the current patchwork is a problem (it rewards the minor allies for participating). But you could easily create an event that triggers in the current version of the engine, changing ownership to reflect the assigned sphere of influence. Here is the reference from POS2 changeOwnership values: This will change the ownership of the territory, either directly or by conquering the territory (there is a difference). Format is "territoryName:oldOwner:newOwner:booleanCaptured?". territoryName can be "all", and oldOwner can be "any". Can have multiple instances. examples: <option name="changeOwnership" value="South France:Germans:VichyFrench:false"/> or <option name="changeOwnership" value="all:Mongolians:Russians:true"/> or <option name="changeOwnership" value="Danzig:any:Germans:false"/>
  • Revisiting an old project

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    redrumR
    So there doesn't appear to be an appetite to rebalance this map based on the territory differences between RTW and 270BC. So I've taken the improved unit images and dice images and merged them into standard 270BC: https://github.com/triplea-maps/270bc/pull/4 I will also be reviewing the changes in 270BC variants to see if any balances adjustments should be added from those. New official map thread: https://forums.triplea-game.org/topic/1448/270bc-official-thread

Recent Posts

  • Took a detour on game development and added a dungeon module to the automated scripts with dirt, rubble, water, and of course lava.

    tripleAcave.png

    Ya'll have made TripleA diverse and feature rich. A cave system brings up some questions. Please educate me if these adaptations already exist. Otherwise, please consider their addition/discussion. Remember, you are making a toolbox, not a game; that's for the map makers. And they need more tools.

    A dungeon crawler could be played by standard tripleA territorial battles. However, it would be more open to RPG style with specialized units and item distribution. Not trivial upgrades but some form of menu system is required to add and remove found items to units. Tech/triggers affect all units of a type. I dont expect DOOM style gaming, but some form of treasure hunt would be nice. Currently, a single hero-unit could satisfy the RPG side of the game, absorbing all found items.

    The Production Menu is a sore spot. It needs greater control by the map. The engine provides a default, but let the map override it with col/row size and access (add/replace cells by col/row). Treat it like the table it is with Rules and Notes. A specialized Rule could allow item distribution but would wreak havoc on the battle calculator and battle menu to have so many unique units.

    Relief Tiles remain as the default display, but consider a territory tile with x,y alignment offset. It might ease the burden of border/corner overlaps on fully wrapped XY maps. It would also usher in territory animations and unleash the FOG OF WAR.

    Current script status is close to release. They will generate random terrain and cave maps along with a generic game.xml to hog out the bulk of the work. Finished speeding up the territory carver that works like a bubble machine. It tracks terrain changes reasonably well. The tricky bit remains narrow edges and corner horns/spear like structures. Mostly cleaned up. Dungeon module running slow. It be nice to integrate both surface and subterranean maps together for a 3Dish stacked hive affect but access points would require a lot of scrolling.

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  • I can confirm that it downloads fine now. That already was a good example for the workflow.
    Thank you 👍

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  • It takes a little while for the support server to come back to re-index the map. I updated the DB directly to speed that process up, should appear fixed now.

    triplea_support_server=# select map_name from map_index where repo_url = 'https://github.com/triplea-maps/ww2v5_variants'; map_name ---------------------- world_war_ii_v5_1942 (1 row) triplea_support_server=# update map_index set map_name = 'ww2v5_variants' where repo_url = 'https://github.com/triplea-maps/ww2v5_variants'; UPDATE 1 triplea_support_server=# select map_name from map_index where repo_url = 'https://github.com/triplea-maps/ww2v5_variants'; map_name ---------------- ww2v5_variants
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  • @LaFayette This is really odd. The link in triplea_maps.yaml is correct

    url: https://github.com/triplea-maps/world_war_ii_v5_1942/archive/refs/heads/master.zip

    And here it is on GitHub

    f1b539e3-9f7f-4fcd-8c9c-cbf846112062-image.jpeg

    I see that @DanVanAtta just made some changes to ww2v5_variants, so maybe he has already fixed the issue.

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