• 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).
  • 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.

Recent Posts

  • Step 8 Balancing the Game

    Balancing Axis & Allies style games is a difficult task. For example in V3-1941 the Allies are ahead in every measure, but the game is reasonably balanced.

    Production 120 to 58 Starting PU 113 to 58 Units 124 to 105 TPV 696 to 645 Objectives 12 to 6

    This is typical of A&A games, that units and TPV are close between the sides. However income obviously matters in the long run. Furthermore, vulnerable territories of the Status Quo players may actually work to the benefit of the Aggressor.

    As a starting formula I have:

    Production x 3+ Starting PU's + Units + TPV - vulnerability penalty - delayed entry penalty

    The vulnerability penalty is x3 the income of vulnerable territories + factories in vulnerable territories.

    A territory is vulnerable if they are owned by Status Quo country that is active at the game start and that is adjacent to an Aggressor country that is active the game start.

    The delayed entry penalty is 10% of the TPV for each turn past 1 of delay.

    To balance the game additional units (and starting PU's) are added to the aggressors if they are behind and additional income to the lead status quo power if they are behind.

    Units will be randomly added to territories with a weighting equal to value+1. The chance of a specific unit will be proportional to the inverse of its cost.

    In either case units will have the build caps equal to 120/cost to prevent ridiculous builds by the AI.

    read more

  • Step 7: Starting units and resources

    I will create a standard setup largely derived from the 1941 scenario. The units will be handled by territory, so they may be controlled by a different country than in the standard game.

    In all standard A&A games, the starting resources are the same as the starting income but there is no reason to mandate that. I will likely vary with higher values for the lead aggressor and lower values for delayed entry countries.

    read more

  • Step 6 Order of Play
    The lead Aggressor always goes first. Alternate Status Quo and Aggressor countries, randomly chosen. There will likely be a bunch of Status Quo countries at the end.

    read more

  • Post removed, wrong thread.

    read more