• 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

  • @Cernel said:

    I think just having a cheap infantry unit which is unable to combat move would go a long way in making China more realistic without adding cumbersome special rules.

    A combatant unit (especially infantry) being unable to participate in attacks is counter-intuitive and makes no sense.

    Also, I would rather make Kwangtung a separate nation over Vichy or the Eastern US. This would make both the Chinese front and the Japanese playthrough more interesting.

    read more

  • @KurtGodel7 said:

    Late in the war, the performance of the German army sometimes declined. Their military age men had been killed, replaced by boys or old men. Whereas the performance of the Red Army improved as the war went on. Their generals and officer corps gained in proficiency, and they overcame the problems which had plagued them during Barbarossa.

    At some point after WWII, the U.S. military did a study about combat effectiveness. The Battle of Kursk was chosen for the study. The reasoning was that this battle was early enough in the war that the German army still consisted of military age men. Late enough in the war that the Soviets had overcome their early war problems.

    According to the study, Soviet soldiers were 25 - 33% as combat-effective as their German counterparts. Similar studies found that British soldiers were about 50% as combat-effective as the Germans. American soldiers were 80 - 100% as combat-effective. A follow-on study concluded that American soldiers may have been overestimated, and that their combat-effectiveness was equal to that of the British.

    At least according to a quick search, 13.6 million Germans served in the German Army during WWII. Whereas, 34 million Soviets served in the Red Army during WWII.

    In the key year of 1942, the Soviet Union produced almost twice as many military aircraft as the Germans, and 3 - 4 times as many land weapons. Because of all this Soviet production, as well as Lend-Lease aid, Soviet soldiers were provided with weapons. The "one rifle for every two soldiers" stuff may have been true in 1941, but had ceased to be true as the war progressed. The difference in combat-effectiveness at Kursk, which the U.S. military study found in 1943, was not due to the Soviet soldiers lacking weapons. They had plenty of weapons in 1943. I don't know what caused the difference in combat-effectiveness.

    Regardless, I wanted to translate all this into the language of TripleA. A truly vast Red Army, but with soldiers individually less combat-effective than the Germans, British, or Americans. That is why I gave the Soviet Union the conscript.

    Then I guess, if you still want to have the Soviets having the regular "infantry" unit which the Germans have too (same cost and values) but sided by this other cheaper and weaker alternative, you can call it "replacement_infantry" or "replenishment_infantry".

    This would represent mainly less well trained infantry and would somewhat account for your general concept of depicting the Soviets as less effective man-per-man and pound-for-pound than the Germans.

    However, I've some difficulties seeing what you are seeing because (according to what you said) I would guess that it should be the Soviet infantry being worse than the German infantry (and I guess not only the infantry) rather than the Soviets having an infantry equal to the German infantry and also this other unit if they want to buy it.

    read more

  • Late in the war, the performance of the German army sometimes declined. Their military age men had been killed, replaced by boys or old men. Whereas the performance of the Red Army improved as the war went on. Their generals and officer corps gained in proficiency, and they overcame the problems which had plagued them during Barbarossa.

    At some point after WWII, the U.S. military did a study about combat effectiveness. The Battle of Kursk was chosen for the study. The reasoning was that this battle was early enough in the war that the German army still consisted of military age men. Late enough in the war that the Soviets had overcome their early war problems.

    According to the study, Soviet soldiers were 25 - 33% as combat-effective as their German counterparts. Similar studies found that British soldiers were about 50% as combat-effective as the Germans. American soldiers were 80 - 100% as combat-effective. A follow-on study concluded that American soldiers may have been overestimated, and that their combat-effectiveness was equal to that of the British.

    At least according to a quick search, 13.6 million Germans served in the German Army during WWII. Whereas, 34 million Soviets served in the Red Army during WWII.

    In the key year of 1942, the Soviet Union produced almost twice as many military aircraft as the Germans, and 3 - 4 times as many land weapons. Because of all this Soviet production, as well as Lend-Lease aid, Soviet soldiers were provided with weapons. The "one rifle for every two soldiers" stuff may have been true in 1941, but had ceased to be true as the war progressed. The difference in combat-effectiveness at Kursk, which the U.S. military study found in 1943, was not due to the Soviet soldiers lacking weapons. They had plenty of weapons in 1943. I don't know what caused the difference in combat-effectiveness.

    Regardless, I wanted to translate all this into the language of TripleA. A truly vast Red Army, but with soldiers individually less combat-effective than the Germans, British, or Americans. That is why I gave the Soviet Union the conscript.

    read more

  • @Schulz said:

    In-game, a conscript unit represents an infantry division with lower firepower and fewer personnel.

    Soviet infantry divisions were more numerous but weaker as a result. Furthermore, Italy used a binary system (two battalions per division instead of the standard three). Still, "conscript" remains an incorrect term.

    Yet, in the game, conscripts are simply superior to regular infantry, which is obviously unhistorical.

    I don't think so. I think that, in that case, the same 1 infantry unit would simply represent more infantry divisions for one player and less for an other one.

    I was more like thinking that the "conscript" was an infantry unit with a lower firepower/personnel ratio (like the chinese having 2 fire-arms per every 3 infantrymen).

    However, this is @kurtgodel7's game, so it is up to him to clarify what a conscript is supposed to be, exactly.

    (Yes, I know that Soviet armies were smaller than other armies, but I assumed that had nothing to do with the "conscript" unit at all.)

    read more