• 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.
  • 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).

Recent Posts

  • Japan's second turn. One star towards late war production (Japan tech category). That was the final star needed, unlocking that tech. Bonus income for Japan! The other tech advance was shipyards. Less costly transports and cruisers. Japan is very pleased with this research phase.

    Japan is invading Cochinchina, a territory in southeast Asia which would make a decent spot for a factory. It is building a factory for Bangkok. It also invaded Tonkin, another decent spot in southeast Asia for a factory.

    Its build was largely land units, plus a transport and three destroyers. Also a medium bomber to send to China.

    Britain's second turn. It researched "Canada" tech, which provides a free infantry each turn in Canada. Also one star towards industry tech. One more star, and it will add +2 to the unit placement capacity of its factories. Very useful for a nation with a far-flung empire.

    British build: Italy's constant strafing of Britain's North Africa force is getting annoying. To solve the problem Britain is building four fighters. Also more land units and transports for Africa, India, and the Indian Ocean. Some destroyers for the North Atlantic.

    Italy's second turn. Tech chosen randomly. One star towards Mechanized Infantry. Not what Italy had wanted.

    Italy is growing its force in North Africa. But it is not yet time to attack the British. One problem: Italy's unit placement capacity is mostly in northern Italy. But it would wish to exert offensive pressure to the south, in north Africa. This is creating a situation where units are being placed in North Italy, then plodding their way south for a bit before they can be shipped.

    U.S. turn. One star towards fleet carrier, with only 1 star left to go! One star towards Wartime Production, with only one star needed. A good American research phase, even though there is no instant gratification.

    Still limited peacetime income. Its spending all went to the Pacific.

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  • Germany's second turn:

    Air phase: strafed Soviet land units adjacent to the Germans. Damaged the Red Army. The Soviet Air Force is not strong enough to challenge the Luftwaffe at this time.

    Research phase: gained Extended Range. In future turns German dive bombers will be able to reach further in to Soviet territory. Gained Advanced tech 2. Now Germany can build up to two SPCs. That wouldn't do it any good right this instant however, because Germany hasn't yet unlocked the tech for any advanced units. Germany's third tech advance was chosen at random, and is the V1 rocket. The V1 has no game effect. But there are other techs further down that tree which do.

    Germany's build was all land. It was going for quantity, so lots of anti-tank guns. Its income has risen to 163.

    Soviet second turn. Research phase. A tech chosen at random, going towards strategic bomber tech. Ouch. But, an advance towards unlocking KV-2 tech (heavy tanks). Only one star left to go on that one. However, the Soviet Union has not unlocked any Advanced tech, which means that it cannot yet build any Special Production Centers (SPCs). The KV-2 heavy tank is useless until the Soviet player has at least one SPC with which to build KV-2s. Not that the Soviets have fully unlocked KV-2 tech just yet.

    Soviet build phase. It had a lot of leftover MPs at the end of round 1, giving it 46 MPs to spend for round 2. 46 conscripts. Also it collected full income at the end of round 1, giving it 192 PUs to spend for round 2. It has plenty of cannon fodder (conscripts), so it needs firepower to go along with that. Field guns, heavy guns, and tanks are good options for firepower.

    Place new units. One unplaced conscript. The Soviet Union could have placed it well to the rear. Instead it will save the conscript for next turn, when it can be placed a lot closer to the front. The Soviet Union has large unit placement capacity, even after the loss of Leningrad.

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  • America's first turn. Research.

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    America gets good income bonuses from its USA tech. That's why USA is a primary focus of one of its research centers. The other research center's primary focus is on fleet carrier. The U.S. starts off with one star towards fleet carrier tech, so this would be a good opportunity to unlock an advanced unit for the U.S. to produce. The U.S. chose Advanced as a secondary focus, in hopes of being able to build Special Production Centers (SPCs) to produce advanced units. The U.S. is allowed to have up to four SPCs, tied with Germany for most in the game. The other secondary focus for the U.S. is Piston Aircraft. You need extended range to start with, but after that there are some good piston aircraft techs available.

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    One star towards Extended Range. The other research advance was shipyards. That's a 1 PU reduction in the cost of your transports and cruisers. Also that builds towards other good surface ship techs. This is very good news for a nation which will soon be in a naval war against Japan.

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    The U.S. build screen. The U.S. has limited building ability while at peace.

    U.S. unit placement: 2 trenches for Manila. Trenches can be placed without a factory. But only 2 trenches max per territory per turn. The trenches won't stop Japan's invasion of the South Pacific, but they might slow it down. The rest of the U.S. units were placed in the Pacific or in San Francisco. The U.S. is unable to move units while at peace, so it went straight from unit purchase to unit placement.

    The U.S. collected income of 36 PUs and 4 MPs. Okay, that's not much. Granted. This is the U.S.'s peacetime income. At the end of its third turn it will collect 50% of its true income. At the end of its fourth turn it will collect 60%, then 70%, and so on, until it has fully ramped up. How much will America's income be once it's fully ramped up? 227 PUs, 13 MPs. Plus whatever income it is able to add to that through neutral farming or technological research.

    Currently Germany's income is 142 PUs and 15 MPs. Japan's is 94 PUs and 8 MPs. Germany hopes to expand its income at the expense of the Soviet Union. Japan hopes to grow its income through conquest in the South Pacific, China, and southeast Asia. Japan isn't looking to invade the Soviet Union any time soon. Japan would be content with a stalemate between the Soviet army in Vladivostok and its own army in Manchuria.

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  • China's build phase

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    11 conscripts, made possible by having 11 manpower points on hand. But China doesn't have many PUs, so its PU units consist of three heavy guns and an anti-tank gun.

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    Unit placement for China. China is allowed to place up to two conscripts in any Chinese territory, so long as it owned that territory at the beginning of its turn. Hankow was conquered this turn, which is why it's a different color than the rest of China's territories. Units which cost PUs can only be placed in China's factories. China is allowed to place up to two conscripts in a factory territory without having them count against the factory's unit placement.

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