• 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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    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?)

Recent Posts

  • @KurtGodel7
    Love your effort in trying to balance the game, can't wait to play the definitive release
    🙂

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  • Name World War II v4 Terminus Edition v3
    Description World War II V4 with different territory values, unit costs and some new unit types
    https://axisandallies.fandom.com/wiki/World_War_II_v4_Terminus_Edition_v3
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    Good Points

    Interesting variations on units and territories

    Bad Points

    Strongly favors the Axis New unit types not explained in the notes
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  • image.jpeg

    The end of the game. Round 7. The Soviet Union destroys the German army at Dnepropetrovsk. 76 conscripts to soak up hits, plus 42 anti-tank guns to provide some firepower while soaking up more hits, plus some tanks and artillery to enhance the offensive firepower.

    I may need to make some tweaks to help balance this. However, Germany did put up a better fight on the northern part of its eastern front than it did in the southern portion.

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    The Asian mainland, round 7. Japan would love to just crush China but thus far has been unable to do so. Japan would also like to start pushing Britain out of India, but that hasn't happened thus far. Britain just got Raj tech, which means three free colonial militia for India each turn.

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    Japan has conquered the Philippines and part of the East Indies. It finally took Hong Kong. Singapore is proving a disturbingly tough nut to crack.

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    Neutral farming for America Pacific. Also it has been building up its fleet to be able to challenge the IJN. Japan hasn't kept pace with the naval builds, because it's been preoccupied with mainland Asia and the East Indies.

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    The Soviet Union has been one of Japan's problems. Vladivosok is worth 7. The Soviets recently started placing 9 units a turn there due to industry tech. Japan does not want that war, because it's one war too many.

    End of the game tech: Germany had just gotten Speer's Industrialization. It was making good progress with advanced tech. But all that was hollow without Panther tank tech (which it did not yet have). Japan was making good progress with its Japan techs, but the Japan techs it really wanted--the income increasing ones--would not kick in until later in the game. Italy was unlucky with its tech rolls, with nearly everything chosen at random. Britain had made good use of tech (industry tech), the Soviet Union had gotten conscription 1 tech (1 free conscript a turn per factory, so long as the underlying territory is originally Soviet and worth at least 9). Possibly the most successful for tech was America Pacific. It had discovered fleet carrier, it had an SPC, and it had extended range for piston tech. (Allowing its fighters, heavy fighters, dive bombers, and torpedo bombers to have a range of 4.)

    Conclusion: I could have played better with both sides. No question there. That said, I believe the map is unbalanced in favor of the Allies. Germany got distracted from its eastern front too quickly. Japan could maybe use a couple extra transports with which to start the game. Britain can exert too much pressure too quickly in France, and it's difficult for Germany to counter that due to Britain's advantage in local unit placement capacity. Italy had some success, but it didn't look as if that success was going to turn into anything decisive. America Atlantic's income grows over time--I think it hits full income on round 10--so it was going to be able to put more and more economic pressure on Italy.

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  • The start of round 5 for a recent test game.

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    Germany built a ton of transports on G1, and conquered Leningrad on G2. After that, however, the northern portion of Germany's eastern front somewhat stalled. Note the massive Soviet unit placement capacity on Archangel and Gorky.

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    This is the southern portion of Germany's eastern front. It is tempted to unite the Kiev and Vitebsk stacks in Gomel. While the German offensive might stall before Moscow, at least the Germans can add some land before that happens.

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    Over in the west, the British have been invading France. Germany probably under-spent on that front early game, but is trying to make up for it now.

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    Germany may have messed up its western front. America Atlantic is starting to behave as you'd expect America in NWO to behave. To push back against that, the Germans should not have neutral farmed Switzerland on G1. Instead they should have gone to Spain earlier, in an effort to prevent the Allies from taking root there.

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    The east Mediterranean. The British weren't paying enough attention, and the Italians won a crushing victory in the Western Desert. Italy should be in good shape on that front, at least for now. However, problems are starting to appear in the west.

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    China! China has been a major thorn in Japan's side. Japan has been going south. China has responded by going south as well, and exerting major pressure on Japan. Japan had built a factory + trenches for Tonkin. China took Tonkin with a couple of heavy guns left at the end of the fight. Instead of retaking Tonkin immediately, Japan shipped to Kwangsi, to destroy a large Chinese army there. China responded by building units + trenches for Tonkin. Japan took Tonkin anyway, but it was tough. Due to an error on Japan's part, China destroyed a Japanese army in Western Hunan. China is getting pushed back overall, but it's been tough work for Japan.

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    The Japanese fleet that destroyed the American fleet at Pearl. 8 torpedo bombers attacked during the air phase, and the rest of the Japanese fleet moved in during Japan's turn to finish off the American fleet.

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    America Pacific's fleet. It is licking its wounds after its defeat at Pearl. It has also started neutral farming.

    Technology
    Germany hopes to have SPCs producing Panther tanks, ideally with Speer's Industrialization adding more tanks. It's made some progress towards achieving this, but has yet to unlock Panther tank tech.

    The Soviet Union would love to have SPCs producing KV-1 tanks. But even more than that, it would love to unlock better recruitment tech. (Of which the Soviet Union has by far the best in the game.) Also it's been having unit placement problems due to too many conscripts and anti-tank guns. Recruitment is the primary focus for a Soviet research center, while tanks tech and advanced are areas of secondary focus. Its other primary focus I think is Innovation, because Industry tech would solve its unit placement problems.

    Japan has two research centers. One of them has a primary focus on Japan tech, because that is a good way of increasing its late game income. Already Japan tech has yielded Long Lance torpedoes. It could also envision itself having SPCs, producing fleet carriers. Therefore carriers tech and advanced are among Japan's research goals. It also (accidentally!) got industry tech. That adds +2 to a factory's unit placement capacity, so long as the underlying territory is worth at least 2. That tech has solved Japan's unit placement problems.

    Britain also got industry tech, but unlike Japan this was done on purpose. This gives Britain the ability to place more units on India and Africa, should it wish to push harder against Japan or Italy. The extra unit placement capacity is also useful for its war against Germany.

    Italy. With just one research center Italy doesn't have much of a research strategy. Its goal is to get free units or resources. With that in mind, it chose innovation as its primary focus and recruitment as its secondary focus. It has yet to unlock any free resource techs, but it is certainly looking forward to doing so.

    America Pacific. America Pacific is proud to have already discovered fleet carrier tech. In addition it has discovered advanced 1, allowing it to build one SPC. Receiving a free fleet carrier every other turn will help it in its war against Japan. It is also focusing on USA tech, because that is a good source of added income. Due to making piston air a priority, it received SBD Dauntless tech. At least for now, its dive bombers are better at naval combat than its torpedo bombers.

    America Atlantic. Also focusing on USA tech to add to its income. It could envision itself with some SPCs creating Pershing heavy tanks. America Atlantic is the most income nerfed nation in the game. After very minimal income for rounds 1 - 2, it collects 30% of its true income on round 3, 40% on round 4, and so forth. Late game it will be an economic powerhouse. It is planning on using this economic strength in Spain, North Africa, and the Mediterranean. It could envision itself eventually conquering Rome.

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