• 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

    Moved
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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
    Hilfswilliger was the name for the local auxiliaries that Germany recruited in Russia, would be a good fit for "Crush communism."

    Panzerschreck for Advanced Panzerfaust?

    Sturmgewehr for assault rifle

    The B-52 is way too far ahead of the timeline, didn't enter service until the 1950s. Use the B-45 Tornado, that was America's earliest jet bomber.

    Go 229 is the flying wing model.

    Name changes for tech:
    Hilfswilliger has been added as a description to crush communism
    Panzerschreck was not an advanced Panzerfaust. It was a somewhat different line of weapons development. That being said, I changed the names, such that Panzerfaust is now the 60 meter range version of the weapon, and Advanced Panzerfaust is now the 150 meter range version of the weapon.
    I changed the Assault Rifle label to include the Strumgewehr label.
    I eliminated the B-52 tech. Partly for game play purposes: the Superfortress is a good enough unit as it is, and does not need a jet engine upgrade.
    I designated the flying wing as an Ho 229. Either Go 229 or Ho 229 is a correct designation. I chose Ho 229 because it's more widely recognized, and because it gives credit to the Horten brothers who'd designed it.

    read more

  • @Schulz said:

    AI does not look good at drawing maps, territories, and naming things. Like Krakow being connected to Konigsberg through the northeast while bypassing Warsaw makes no sense at this map's scale. Or Kiev bordering Krakow.

    Also, for consistency, it is better to name every land territory with its biggest city, like Prague instead of Bohemia. Having impassable Pripet Marshes would be great, too.

    Map changes, including some border changes and the creation of the Pripet Marshes.

    image.jpeg

    As for naming conventions: I don't require 100% consistency. I am fine with naming some territories after cities, such as Berlin, and other territories after regions, such as Bohemia.

    image.jpeg

    The Pacific after its changes.

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  • @Cernel said:

    @KurtGodel7 How about if I make a full set of names changes for the Great German Realm and you ask Claude about what it thinks on the whole new set of names compared to the current one for 1941 Germany? Would that be feasible? (I mean not name per name but all together.)

    Yeah I'll take you up on this.

    read more

  • Recent changes to Flames and Steel:

    SPCs have been nerfed. They now produce 1 special unit every two turns. (Or one every four turns if it's Superfortresses.) Speer's industrialization has been nerfed. An SPC produces a free Panther once every two turns. SPC maxes have been changed. When the U.S. got chopped in half it gained +1 to the SPC limit. Britain and Germany have now each gained +1 to the limit as well. The new limits are these:
    America Atlantic: 3
    Britain: 2
    USSR:3
    Germany: 5
    Japan: 3
    America Pacific: 2 Bomber stats have been changed, as per @cernel 's way of thinking. The final version of the Flying Fortress has 4 hitpoints, compared to 3 each for the Liberator and the Lancaster. The Flying Fortress and Liberator have an air defense value of 2, compared to 1 for the Lancaster. The Liberator has a range of 10, compared to 8 for the other two. The Lancaster does 5 PUs of damage for strategic bombing raids, compared to 4 PUs for the other two. The Lancaster has Window (-1 to interception value for each enemy air), the other two do not. Bombers can no longer be mixed nation for strategic bombing raids. Therefore, American bombers can no longer benefit from Window. Nerf to late game air techs, most notably for Germany and the U.S. German jets are still the best in the late game, but not to the same degree they had been. American jets lose their afterburner tech. America loses its Stratofortress tech. German flying wings are now a little easier to kill (-1 hitpoint). Germany's swept back wings tech is now nerfed. Also, a small nerf to the final version of the King Tiger. There is a player-selectable option for the game to start with some tech already researched. Japan gets Kate and Long Lance torpedoes, Germany gets the Stuka, the USSR gets the KV-1, Britain gets radar, America Pacific gets the Dauntless dive bomber and the Norden bombsight, America Atlantic gets the Norden bombsight and the Flying Fortress. Alterations to the Pacific map to create more accurate island shapes. Bombardment is limited to one bombardment shot per unit unloaded. (As per Anniversary Edition rules.) There is now a tech which allows this to be upgraded to two bombardment shots per unit unloaded.
    read more