• 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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    B
    @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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    B
    @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.
  • neuschwabenland flags mystery

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    General_ZodG
    @mahks To expand on above explanations. If the game located in C:\username/triplea/downloadedMaps/*gamename*/map is lacking an image or sound file. It will look in the following location. Which is the TripleA engine's installed location. The typical install location for the triplea engine and the "assets" folders are below. C:\Program Files/TripleA v.1.9.x.x.xxx/assets flags misc resources sounds units territoryEffects (this one is missing now?)
  • WWII v3 1941 Mod

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    General_ZodG
    @schulz Well if your interested in testing out the balance with my suggestions let me know. It will surely require more tweaks. As current balance goes it is terrible imo, thus why allies need 13 to 15 bid. And even with bid strategies are limited due to NO's.

Recent Posts

  • I would recommend using better unit images.

    It's better if each nation's non-naval units look different. Especially NWO/WaW infantry—it doesn't even look like infantry at all.

    I'd go with something like this as German infantry:

    infantry.png

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  • @KurtGodel7 Yeah, players are relentless optimizers, so min-maxing is always a tough problem to try and get rid of. The one thing you really want to prevent is players feeling too railroaded, where it feels like there is only one possible strategy you can use if you want to win. If the Soviets can only survive by playing a very specific build order, people are not going to have as much fun playing them as they do with another nation that gets more choices.

    One more idea... have you tried testing what happens if you reverse the order on your air turns? What if everyone does a blind allocation on their fighters first, you reveal those, and then you commit your bombers once you've seen where the fighters are? That would allow players of a weak air force to do some misdirection (send your fighters one way but your bombers another) , or take advantage of vulnerabilities where your opponent didn't send enough fighters.

    Or, since you've included heavy fighters alongside normal fighters, you could further differentiate their roles by having one type get allocated in the first round, and the other type in the second round - the fighter is an aggressive unit you commit blindly, the heavy fighter is a reactive unit you send after you've seen where some of the enemy air force is going.

    You could also split the different bomber types between the two rounds - medium bombers and strategic bombers go in the first round so that strategic bombing raids are telegraphed and easier to respond to, but dive bombers and torpedo bombers get to sneak in on the second round and become harder to defend against.

    Not sure which particular combination would be best, but shaking up which types go in which order seems like a good approach to investigate.

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  • @Vendetta said:

    @KurtGodel7 said:

    The system sounds elegant in theory, but one issue that stands out even before any play testing is that if you’re the weaker power, there is zero incentive to build anything but fighters - bombers of any sort seem useless if you don’t have air superiority. And while there was eventually a point in the historical WW2 where Germany became desperate enough to adopt that as official production policy, that wasn’t the case for most of it - most powers were still trying to field both offensive and defensive capabilities simultaneously.

    The Soviets never parked their Il-2 fleet out in Siberia to wait until the VVS had won air superiority - they used it, constantly, accepting the heavy losses that entailed. So a system that encourages players to do that is rewarding unrealistic behavior.

    A few ideas on ways to address that:

    A) Shrink your air theaters. Instead of one for the entire Eastern Front, imagine having about three different air zones there (north, center, south). More zones means fighter coverage is spread thinner, creating opportunities for the weaker side to gain local superiority - the Germans might prevail in two of the zones, but the Soviets could concentrate their forces to win control over the third one.

    B) Allow fighters on escort missions to take hits meant for the bombers they’re protecting, and allow those bombers to carry out their strafing missions if they make it through even if their side has lost the battle for air superiority overall. Systems with all or nothing results (only the side that wins the air battle gets to bomb) naturally encourage unrealistic min-maxing style gameplay.

    C) Use your unique tech system to give the Soviets some advantages that encourage a mixed air strategy instead of just spamming fighters - you could make their dive bomb bombers harder to shoot down, or you could make them cheap enough to be worth using aggressively even if the losses are heavy. You would also have to do that for any other cases where the system is optimizing for less interesting play.

    A is probably the easiest route to test since it doesn’t involve any other changes to the system, you just play out a few test games and redraw the air zone boundaries between each to see which results in the most interesting game dynamics. B is the next most promising, it also changes up just one element, but that element is one of your system’s core attributes. C is probably a development trap where you’d end up having to constantly fiddle around with a bunch of different bespoke elements you’ve come up with to patch different issues.

    Originally the game had more air theaters. I'm in favor of more air theaters in theory. In practice the larger number of air theaters created a GUI problem. Everything about the air phase is new, including the GUI. Without a clear, simple GUI literally nothing else matters. I think I'm up to 24 engine change requests or something, many of which are intended to make that GUI simpler to understand and easier to use. Making each individual air theater larger, so that there would be fewer theaters overall, helped with the GUI. But there's still GUI progress to be made there. One could say that the perfect GUI would allow me to have a larger number of theaters without creating a GUI problem.

    As to your point, I agree that if the Soviet player is the weaker participant in the air battle on the Eastern Front, he will buy air superiority aircraft only. Fighters, heavy fighters, etc. I also agree that this is ahistorical, and that in the real war the Soviets built dive bombers or ground attack aircraft, and threw them in to the fray regardless of the losses.

    I don't know if you've played Domination 1914 No Man's Land. If you haven't, I'd recommend it. The reason I bring it up is because it makes a clearer distinction between offensively oriented units and defensively oriented units than you would normally see for a TripleA map. If you're on defense your unit mix should be trenches, conscripts, infantry, and heavy guns. Plus some air for your back-and-forth battles. If you're on offense your unit mix should be conscripts, infantry, field guns, cavalry, gass, and tanks. A player who's purely on defense will never buy a tank, a player who's purely on offense will never buy a heavy gun.

    I believe the problem of min-maxing game play is baked into TripleA rules sets in general. While I know that my own game is a departure from the usual TripleA game in many ways, the underlying logic which causes min-maxing still remains. I've tried pushing back against this where I can, but I still feel like I'm just nibbling at the edges of the problem.

    To take your option A: under my current system bombers are allocated first, then revealed to all players, and only then are fighters allocated. If for example the Soviet player were to send dive bombers to the southern portion of the German/Soviet front, the German player would be able to see this in air allocation, before he'd allocated his fighters. He'd then adjust by moving more air to the southern portion of the Soviet front.

    You could say that I could make air allocation more blind. Okay, granted. I could. The weaker party could take advantage of this by getting some strafing runs through that would otherwise have been intercepted. But the stronger party could take advantage of this as well, and could use bomber-type aircraft to do enormous damage while the opponent's fighters were out of place to defend.

    I hear what you're saying about Soviet dive bombers, and I realize my simulation of air combat is in some ways less rich than the actual history deserves. But the min maxing problem is a very tough nut to crack. My map was intended to do some things well: air combat, research, special units, a distinct flavor for each nation. It was not intended to solve the min max problem. Don't get me wrong: I'd very much welcome a solution!

    As for idea B: I will grant that this could gently encourage the Soviets to buy dive bombers. Assume that a Soviet dive bombing mission will generally kill an anti-tank gun, doing 3 PUs of benefit for the USSR. If the fighter takes the interception hit instead of the dive bomber, that creates a 3 PU reward for the Soviets which would not otherwise have existed. But this would work both ways. Germany would do the same thing, allowing its dive bombers to get through as well. At some point the Soviet player starts to care more about protecting his own armies from the major losses inflicted by German dive bombers, as opposed to inflicting smaller losses on German armies with Soviet dive bombers.

    Idea C--use the tech system--could be a way to encourage Soviet dive bombers. Historically Soviet ground attack aircraft were heavily armored. So I could justify giving Soviet dive bombers +1 to hitpoints if they research the appropriate tech. This doesn't necessarily solve the min maxing problem, but it could help somewhat.

    One idea I'd come up with to push back against min maxing was to give nations unit-specific production centers. A nation gets one free dive bomber a turn, for example, from its dive bomber production center. I have not incorporated this idea into my map, however.

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  • @KurtGodel7 said:

    The system sounds elegant in theory, but one issue that stands out even before any play testing is that if you’re the weaker power, there is zero incentive to build anything but fighters - bombers of any sort seem useless if you don’t have air superiority. And while there was eventually a point in the historical WW2 where Germany became desperate enough to adopt that as official production policy, that wasn’t the case for most of it - most powers were still trying to field both offensive and defensive capabilities simultaneously.

    The Soviets never parked their Il-2 fleet out in Siberia to wait until the VVS had won air superiority - they used it, constantly, accepting the heavy losses that entailed. So a system that encourages players to do that is rewarding unrealistic behavior.

    A few ideas on ways to address that:

    A) Shrink your air theaters. Instead of one for the entire Eastern Front, imagine having about three different air zones there (north, center, south). More zones means fighter coverage is spread thinner, creating opportunities for the weaker side to gain local superiority - the Germans might prevail in two of the zones, but the Soviets could concentrate their forces to win control over the third one.

    B) Allow fighters on escort missions to take hits meant for the bombers they’re protecting, and allow those bombers to carry out their strafing missions if they make it through even if their side has lost the battle for air superiority overall. Systems with all or nothing results (only the side that wins the air battle gets to bomb) naturally encourage unrealistic min-maxing style gameplay.

    C) Use your unique tech system to give the Soviets some advantages that encourage a mixed air strategy instead of just spamming fighters - you could make their dive bomb bombers harder to shoot down, or you could make them cheap enough to be worth using aggressively even if the losses are heavy. You would also have to do that for any other cases where the system is optimizing for less interesting play.

    A is probably the easiest route to test since it doesn’t involve any other changes to the system, you just play out a few test games and redraw the air zone boundaries between each to see which results in the most interesting game dynamics. B is the next most promising, it also changes up just one element, but that element is one of your system’s core attributes. C is probably a development trap where you’d end up having to constantly fiddle around with a bunch of different bespoke elements you’ve come up with to patch different issues.

    read more