• TripleA - a request from a player to a designer

    2
    0 Votes
    2 Posts
    734 Views
    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

    58
    1 Votes
    58 Posts
    24k Views
    RogerCooperR
    @RogerCooper This scenario has been fixed can be downloaded
  • Amsterdam_met_de_bois

    Moved
    19
    5 Votes
    19 Posts
    3k Views
    RogerCooperR
    @Hidde2k You need to change the B in the version number to 2.
  • Diplomacy like modification?

    4
    0 Votes
    4 Posts
    978 Views
    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)

    20
    2 Votes
    20 Posts
    4k Views
    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

    1
    3 Votes
    1 Posts
    554 Views
    No one has replied
  • best WW2 map?

    8
    0 Votes
    8 Posts
    4k Views
    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

    7
    1 Votes
    7 Posts
    1k Views
    RogerCooperR
    @felizardo You should also check out the Fast AI. It plays almost as well and it usually much faster.
  • Steampunk 1915

    10
    1 Votes
    10 Posts
    2k Views
    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

    103
    0 Votes
    103 Posts
    63k Views
    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

    1
    0 Votes
    1 Posts
    384 Views
    No one has replied
  • Total World War Diplomacy?

    9
    0 Votes
    9 Posts
    2k Views
    Hal LinH
    Oh, that fixed it! I feel dumb now haha
  • Game of Thrones & A Song of Ice and Fire - Official Thread

    96
    4 Votes
    96 Posts
    55k Views
    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

    1
    0 Votes
    1 Posts
    580 Views
    No one has replied
  • Missing Connection in Dragon War

    4
    2 Votes
    4 Posts
    1k Views
    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

    2
    1 Votes
    2 Posts
    587 Views
    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?

    8
    0 Votes
    8 Posts
    2k Views
    Michael HooverM
    Thanks for the ideas I'll check that out!
  • Correcting the Pacific Mod

    1
    0 Votes
    1 Posts
    509 Views
    No one has replied
  • Ancient Empires: 222 BC

    265
    5 Votes
    265 Posts
    246k Views
    HeppsH
    @Name Just checking in to ensure you're ok.
  • Is it possible to balance AA50-41 without Nos?

    3
    -1 Votes
    3 Posts
    841 Views
    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

  • @doki-doki

    Saruman’s mountain troops are unable to pass through friendly mountainous territory to launch an attack.

    Mountains and marshes cost 2 movement now.

    The good units has lost too many skills and attributes, such as ranger and swan knights; it feels a bit unbalanced imo and very pro evil.

    Yes, a lot of things are unbalanced.

    @cyanfire

    The new Orc Holds faction is fun, but doesn't seem to add anything new from when it was controlled by Angmar.

    The idea behind the Orc Holds is to help with canopeners. Angmar was in a really tough spot alone against 4 players who could use canopeners with impunity.

    It also doesn't have any counter to Dwarves.

    I haven't worked on Orc Holds units yet. They just have whatever I've copied from Moria for now.

    Winged Nazgul (and maybe all flying units) prompt the attacker if they want to submerge submarines each combat round.

    Not all flying units, I suppose it's character / hero units, they are now effectively submarines. They probably shouldn't be able to submerge when attacking though, I don't see why you'd want to do that.

    Rivendell visually had hills, but is not a hill terrain tile.

    Nice catch!

    Druadan Forest in v2 used to be a neutral tile that shortened the route for Rohan to send reinforcements to Minas Tirith. This made the tile strategically valuable and worth fighting the neutral archers there.

    In LoTR the Drúadan allow the Rohirrim to pass their forest, and they even fight orcs that enter their lands. I don't want a fight between them and Rohan/Gondor.

    The Gondor settlement of Calembel has an extra 1 income marker on it bordering with North Lamedon.

    I haven't properly placed income markers yet, it's the game's auto placement. I think Dwimorberg's ended up in North Lamedon.

    Add the archer unit to the Gondor roster since Rangers don't have Anti-Air anymore.

    Gondor will have some new units, including an archer with anti-air.

    Spearwall ability references a Werewolf unit that doesn't seem to be in the map.

    I don't know what dark magic you used to notice that, but yes, werevolves are one of the units I've been working on. They aren't ready yet.

    @cernel

    Shouldn't they be two separated realms (players) because they are actually separate polities with separate non-subordinate rulers?

    The Grey Havens are independent from Rivendell, the Dwarves have 4 independent realms (Iron Hills, Erebor, Grey Mountains, Blue Mountains), the Fangorn forest is independent, Bree-land and the Shire are separate, etc. I think 16 players is plenty.

    read more

  • @Schulz said:

    I would recommend using better unit images.

    It's better if each nation's non-naval units look different

    100% agree !!!
    I started WorldAtWar 22 nations and it is a hell !
    22 powers are too much and colour palette is not enough, some powers have almost the same colour so it is hard to ditinguish a chinese inf from a russian inf (and they are also close in some part of the map).
    1.jpg

    Also I found very hard to understand if a fighter is normal or advanced, when you purchase them it is almost clear but once in teh map together with oter units it is very very hard, the thin white lines I circled in blue are almost invisible !
    2.jpg

    read more

  • @KurtGodel7 said:

    Normal Soviet behavior varies depending on the map. If you're playing Revised, the Soviets would maybe buy fighters for back-and-forth battles.

    I play Total World War (hard) recently

    read more

  • @KurtGodel7 said:

    My planned solution to this (once my weekly usage limit resets).

    Just for curiosity, once your weekly limit resets, how do you interact with AI ?
    You just write what you posted here on the forum in teh propmpt and AI understand everything at your 1st attempt ?

    read more