• 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).
  • 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.

Recent Posts

  • Latest version v275 ready for download with in TripleA.

    In TripleA
    Click Download Maps Button
    Click Installed tab
    Click 1941 Global Command Decision
    Click Remove Button
    Click Yes button to remove
    Click Ok button (Successfully removed)
    Click Close (To force the map list to refresh)
    Click Download Maps Button
    Find & Click 1941 Global Command Decision
    Click Install button

    Enjoy!

    .
    v275
    Previously the Non Aggession Pact between USSR and Japan starts to fail arounf Turn 15, only because its Turn 15, this is illogical.

    So to improve on it, this applies to Players & AI
    The USSR and Japan have a Non Aggression Pact that prevents both sides from attacking each other.

    When Japan or allies owns Chungking/Industry-Med there will be skirmishes on the Japan-USSR border When Japan or allies owns Chungking/Industry-Med & Urumchi-Kansu/Industry-Lgt it will declare war on USSR When USSR retakes 3 of its lost territories held before Operation Barbarossa there will be skirmishes on the Japan-USSR border When USSR retakes 5 of its lost territories held before Operation Barbarossa it will declare war on Japan

    Gemrnay & Italy will now have a harder time vs USSR, as USSR will be focusing on their attacks and not distracted by Japan to the south.

    Japan AI needs help to play better

    When Japan or allies owns Chungking/Industry-Med, for each turn up to 9 times it will purchase 3x Destroyers, 1x Cruiser, 1x Convoy When Japan or allies owns Urumchi-Kansu/Industry-Lgt, for each turn up to 9 times it will purchase 3x Destroyers, 1x Cruiser Having achieved some of its primary objectives Japan can divert resources to ships.

    China Player & AI

    As Japan and USSR will not go to war around turn 15 and Japan was conquering China too easily/quickly. China has a small free increase of a Bunker per turn, this simulates its massive population digging in and resisting its invaders

    USA AI needs help to play better

    Turns 2,4,8,12,16,20,24 AI purchases 2x Fighter, Bomber-Tac, Carrier-Fleet, 2x Cruiser, Battleship and places in 010 B Sea Zone This is a small increase of a Cruiser & Battleship and it makes the USA AI more aggressive when using Fast-AI

    This is big, I think I finally understand Sea Zone ownership and PU production

    Each Sea Zone generates 1-2pu per turn for the original owner only, just like Convoy Centers. Enemy occupation denies the original owner of the PU income. The current owner has its national flag in the Sea Zone.

    .
    🔻 v275 documentation, last page has winter turn on instructions. 🔻
    1941_Global_Command_Decision_Manual.pdf

    🔻 Suggested TripleA version 🔻
    https://github.com/triplea-game/triplea/releases
    .
    Link to 1st post that has;
    Downloads for new Players
    https://forums.triplea-game.org/topic/3326/1941-global-command-decision-official-thread

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  • @Ted-Self

    Hi Ted

    You need to edit in some paragraph breaks as your post is too hard to read otherwise 🙂

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  • Re: The Grand War So I am pretty fascinated with this game. I just discovered it a couple of days ago. So maybe I have not read everything yet but I wonder in what year is it set? Also googled Arkism (my google on opera just goes to ai answers for most queries). Since "The Grand War" scenario in TripleA is a speculative, alternate-history war game, the exact theological details of Arkism are not deeply coded into the software. However, based on its name, its association with "EuroForce," and its symbolic representation as an Ark, we can logically speculate on its core tenets. Here is a breakdown of what the belief system of Arkism likely entails:1. The Preservation of Civilization The Ark as a Sanctuary: Just as Noah’s Ark preserved life during the deluge, Arkism likely views society—specifically EuroForce—as a literal or metaphorical "Ark" tasked with protecting human knowledge, culture, and order from a sea of global chaos and war. Duty of Stewardship: Believers are likely taught that they are the chosen guardians of global inheritance, making the defense of their borders a holy obligation. 2. Unity Through Collective Survival All Inside are Equal: To survive a storm, everyone on the ship must work together. Arkism likely emphasizes strict societal discipline, duty to the collective, and absolute unity over individualism. Anti-Factionalism: Internal dissent would be viewed not just as a political disagreement, but as a dangerous hole poked into the hull of the Ark.3. Renewal After the Storm The Post-War Promise: A central prophecy or goal of Arkism is likely the belief that the current global conflict is a cleansing, chaotic storm. Once the war is won, the Ark will "land," allowing its followers to rebuild and repopulate a peaceful, restructured world. The Olive Branch: The ultimate goal is not endless destruction, but a forced, structured peace once the external threats are neutralized. 4. Technological or Military Deliverance The Ark as Engineering: Because an ark is a manufactured savior, the religion might lean heavily into a "techno-religious" mindset. Science, fortification, industrial output, and military engineering are likely viewed as divine tools used to construct their safety. If you want to flesh out this world further, I can help you: Draft a fictional holy text snippet or prayer for an Arkism soldier. Design a religious hierarchy or caste system for EuroForce Speculate on how rival factions in the game view Arkism. Let me know which angle you would like to explore!

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  • @RogerCooper

    my experience with this game is that as a human player one has good infuence in diplomatic settings with succesful reasonable good outcome on diplo proposals and even Ai players change diplo settings reguar.... but more randomly it seems...?

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