• 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

  • Why not also give bunkers the ability to fire at ships (minus subs)?

    Also, the Berlin-Krakow and Berlin-Warsaw distances are roughly the same in the real world (the latter being slightly closer). I would reduce the Berlin-Warsaw distance to 2 and the Berlin-East Prussia distance to 3.

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  • @Vendetta said:

    @KurtGodel7 They could probably use a bit of a buff to deter the AI from invading them right away. Germany could take Switzerland or Spain's border provinces on Round 1 with just the forces from the neighboring territories, Britain could probably do the same with Portugal, Leon, or Andalusia if it brings a transport and planes.

    I think it would be good practice for invading the neutrals to require about one turn of setup by moving in enough forces from other territories, so that the enemy player might see it coming and prepare countermoves if they choose.

    Also, Gibraltar having a border that extends all the way to Portugal is definitely an error - it should only touch Andalusia.

    I've fixed the Gibraltar error.

    For game balance, it might be helpful for the Axis to quickly turn Spain into a stronghold. Of course, Britain is likely to invade somewhere. Like NWO, that somewhere could be Scandinavia, France, or Spain. In my test game I chose for Britain to invade France, and America Atlantic to invade Spain. (Which is also what I personally would do if playing NWO.)

    Britain is able to exert good invasion pressure quickly. Stronger neutrals in Spain would slow down the initial German conquest of it. Thereby making it easier for the Allies to take away Spain. If the Allies own Spain, that's a very good base from which they can push east to take more of Europe.

    If the Axis is able to be strong in Spain, then the initial America Atlantic invasion would need to occur in northwest Africa. An Operation Torch, if you will. America Atlantic's income grows over time. Partly that's because of an income nerf. It's most nerfed early game, and the nerf decreases gradually. On round 10 there is no more nerf. But partly its income increases by researching new technologies.

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  • @Cernel said:

    @KurtGodel7 Gibraltar working like Suez is very debatable. I would say hell no for Gibraltar and I would tend to still say no in case a single alliance owns every territory on that strait (meaning owning both Gibraltar and Morocco with your drawing to block enemy movement).

    What I mean is, for example, that, if Germany would have had the Bismarck fully repaired in Brest and then moving through the strait into the Mediterranean, Gibraltar itself would not have impeded that happening (of course, the ships in Gibraltar could have).

    If the question would be whether you can fully close the strait with mines once you have Gibraltar, I'm not feeling qualified enough as a miner to answer that...😜 (but surely no in case the strait is contended, for example the Axis controlling Gibraltar and the Allies controlling Morocco)

    The matter could be made some clearer with a more correct depiction of the situation, like having Spanish Morocco (maybe Tangier too, but I would consider it being part of Spanish Morocco thus avoiding having it on the map) and Gibraltar being limited to what it was rather than covering the entire European part of the strait.

    I'm anticipating that the European theater of this map will feel a little like New World Order, and that the Pacific theater will feel a little like The Rising Sun. In New World Order, it's normal for there to be a naval competition between the United States on the one hand, and Germany/Italy on the other. If the Axis loses this competition, the American fleet enters the Mediterranean. At which point life becomes very hard for the European Axis.

    Currently I'm concerned that the European theater could be unbalanced in favor of the Allies. If I allow Gibraltar to serve as a gateway to the Mediterranean, then that allows the Axis to get out of that naval competition--so long as it is able to hold Gibraltar. My thought is that Italy should take Gibraltar on its first turn. Then turn it into an Axis hard point, and thus prevent Allied entry. Britain and America Atlantic can still exert good pressure on Germany in the west. But not the kind of "cut Italy's throat" pressure that would have been the case with an American fleet in the Mediterranean.

    If it's a choice between good game play and historical realism, I'll try to achieve both. But, if I'm pushed into a corner, if I have to take one or the other, I will take good game play.

    As for historical realism: I acknowledge that treating Gibraltar in this way is a stretch. It was difficult for coastal guns to hit fast moving ships, even with late war advances in radar. Ships sailing into or out of the Mediterranean would have been within range of the coastal guns, but the majority would have gotten through. I am doing this because I think it's best for game play, not because it is a maximally accurate depiction of history.

    Am I 100% certain this is best for game play? No. If it seems like this rule hinders rather than facilitates a good, competitive game, I'd be open to changing this.

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  • @KurtGodel7 said:

    Mostly I didn't want to create more territories east of Berlin

    I don't think you needed to have 3 territories for West Prussia, Danzig and East Prussia either. I would have suggested 2 territories there instead of 3: one being "Danzig - West Prussia" and the other one "East Prussia". The border can be really wherever sensible so long as Danzig is in the former and Koenigsberg in the latter.

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