• European War

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    @schulz no I got it to work. Just took a long time for my computer to have the map blends show up. Just waiting on the PR to get merged
  • Crazy Europe: House of Habsburg

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    CrazyGC
    Little one is a galley, big one is a man of war. Both can fight, I really dislike the instantly killed dedicated transports of some games.
  • Random number of units placed randomly at random turns?

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    CrazyGC
    Random though about this. Currently you can make a trigger fire another trigger. <option name="activateTrigger" value="triggerAttachmentRussians5_FarEastReserves:1:false:false:false:false"/> (Format: "triggerName:numberOfTimes:useUses:testUses:testConditions:testChance") How doable would the following be? <option name="activateRandomTrigger" value="triggerAttachment1:triggerAttachment2:triggerAttachment3" count="2"/> The above would fire exactly 2 of those 3 triggers at random. IDK how important the additional options are for activateTrigger (I don't understand what the test things do, and if I wanted to fire the trigger more than once I would just put more lines) Also I investigated and I do not have the global conquest map on this computer. Sorry
  • AI never buys resources?

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    redrumR
    @comr Best thing is to play some of the new/complex maps and read the POS2 XML to understand what is available today: https://github.com/triplea-maps/the_pact_of_steel/blob/master/map/games/pact_of_steel_2.xml The AI overview and backlog of improvements are here: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback. I wrote all of the Fast/Hard AI so know all of the algorithms/code for it. It was primarily written to play the standard A&A maps (classic, revised, v3, global, etc) so it performs reasonably well on maps that primarily use similar rules. But if you try to have the AI play Total World War or Civil War, it plays very poorly and doesn't understand many of the features used in those games. Suggestions and contributions are always welcome and you can find the AI code here: https://github.com/triplea-game/triplea/tree/master/game-core/src/main/java/games/strategy/triplea/ai
  • This topic is deleted!

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  • Can Russia upgrade minor IC's to major?

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    HeppsH
    @willk_1230 So if by eligible Minor Factories... you mean the one in Novgorod and the one in Volgograd... then it is because neither is eligible to be up-graded. "Major industrial complexes can be built only in originally controlled (not captured) territories with an IPC value of 3 or higher." Page 23 Restictions on Placement Pragraph 4. Here is a link to the manual for your reference.... https://www.axisandallies.org/wp-content/uploads/2011/12/Axis-Allies-Europe-1940-Second-Edition.pdf
  • Civil War | Ships placement

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    C
    I know the owner of the map is not around, so what I'm asking here is what most players understand or anyway play with.
  • Civil War | Assign and hide utilitarian players

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    redrumR
    @cernel Ah, well yaml file updates just determine whether users that have the map downloaded get prompted to update it. Probably don't need to update it for a minor change like this. But not a big deal either way.
  • Japan limited on Minor IC's in Global 40?

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    @willk_1230 unless you already have one there you should be able to. Post a save and we'll try and see what's up
  • This topic is deleted!

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  • Alagaësia

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    alkexrA
    Version 1.0 released, uploaded to map repository. Updated the first post in this thread to reflect this.
  • Axis and Allies 1914 Map

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    mezzaM
    @panther Thanks! Hopefully someone will be able to make a workable version.
  • Conversions to Version 1.9

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    RogerCooperR
    @rogercooper Everything I have has been converted. I will leave it to others to put these in the repository.
  • question about TWW

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    prastleP
    @hepps gigglez
  • i need someone who can help me develop a new game

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    RogerCooperR
    @seancb Can you post your rules & setup?
  • Unit Browser

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    MahksM
    @general_zod Got the support bonuses working: UBr Update Filters may be configured under "Settings" (Not 100% happy with those yet) The techAttachments do not look like they will be useful. Since they are dependant on whether the player has the tech or not, it would be hard to display, unless there is a popup with all techs switched on, but ... messy...
  • Global 1940 2nd Ed. Revised_Combat Move First

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    @drbrunch Hi dr It's mostly a personal preference thing. NWO uses it. Their reasoning was for when you have AAguns shooting at air units during flyovers in CM, you would know before purchase if you lost any air. As far as the mod goes, if it's RD 4, Russia can attack regardless of the phase order. Suppose the Game Notes could be updated to reflect that.
  • WWII v3 1942

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    SchulzS
    @deltium I would like prefer to play the it via the lobby if possible. I don't know how to PBEM, I used to try it but I was unsuccesfull during the v341 tournament.
  • Non Combat Move - Disable issue

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    MahksM
    @general_zod resetUnitStateAtEnd fixed it thanks!
  • Terra Firma 1939

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    redrumR
    @oda Overall, definitely a step in the right direction. I think you have at least a good core unit set now and the infrastructure portion is pretty interesting. I think just layering on a few more of the features you have planned then starting to get some games going to test balance is a good approach. If you have any questions on the XML or would like feedback on any particular areas just let me know.

Recent Posts

  • Recent modifications to this map:

    Because I'm using a different version of the engine, this cannot be played on the TripleA lobby. There are other ways to achieve networked play, however, and today some changes to my version of the engine were made to achieve this. Also, I've started the grim task of getting this ready for AI play. Step 1 was to have the AI play for 15 rounds without the game generating errors or crashing. This has now been achieved. Step 2 (currently in progress) is to have the AI make decent decisions during the research phase.

    In the test games (AI vs. AI) Moscow fell on round 12 or so. China fell as well. Is this a game balance issue of the Axis being too strong, or is this the result of poor AI play? From the verbal description I was given of these test games, Britain launched some minor raids on the German coast, but not a large scale invasion of Western Europe. The descriptions were a bit vague as to what America Atlantic did or didn't do.

    Also, Conscription 1 tech provides the USSR with 5 free infantry per turn (assuming it still holds the Soviet interior). This is doubled to 10 free infantry per turn with Conscription 2, and maxes out at 20 free infantry for Conscription 4. Those are in addition to the free infantry it gets each turn for its Propaganda techs. If the Soviet Union wasn't researching Recruitment--which I'm pretty sure it wasn't--then that's a huge wasted opportunity for it to have put up a better fight against Germany.

    There could well be balance problems with this map--that wouldn't surprise me even a little--but I feel the AI needs to improve before it can accurately reveal those problems. I'm at about 50% of my weekly usage, so we'll see how much progress I'm able to make on the AI front before that usage is consumed.

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  • Starting productions;

    Germany: 90
    Japan: 45
    Italy: 25

    USA: 85
    UK: 65
    USSR: 45

    No Chinese front and no Soviet-Japanese War. The Western Allies and the Soviets can't land on each other's territory.

    The Soviets and the Japanese get conscripts with 0/1/1 stats with a 4 IPC cost instead of infantry.

    I'm still working on distributing incomes better, though. Like, the British mainland itself is currently only worth 10 IPCs, which is too low to be worth bombing compared to Germany's 30 mainland IPCs. So, Germany is prevented from using more than one bomber, which is a bit lame. Maybe the UK could be raised to 75, Germany to 95, and Italy to 30.

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  • @Schulz Post the income rates for the nations in your mod too so we can get a sense of the scaling

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  • I've always liked Anniversary's unit costs more than others'. I think armor and bombers are on the expensive side, costing 6 and 14 respectively. Cruisers also feel expensive at 12 IPCs, and carriers + fighters are way too good.

    I also like that air units always provide more value per IPC than naval units.

    My current unit costs:

    Fighters have a +1 attack bonus against surface ships (not currently working due to a bug), and they can scramble to nearby sea zones too if a fight occurs there.

    Bombers can inflict 5–10 damage (no more than the territory's total value) and have +1 air attack as well. Meanwhile, fighters have +1 air attack and +1 air defense.

    I'm struggling to balance the cost of air units vs. transports. I want strategic bombing to be neither too inefficient nor overpowered, while still keeping it nowhere near as efficient as a land invasion.

    as.png

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