• 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

  • @Vendetta said:

    @KurtGodel7 said:
    The USSR can have this unit also, called "Revolutionary Guards," cost 1 MP and 3 PUs.

    That one’s definitely an error, Revolutionary Guards is an Iranian term, not a Soviet one.

    Guards Infantry, Gvardiya, or just plain Guards.

    Thanks for the correction. I've fixed the naming error. From Claude:

    The Revolutionary Guards are now Guards Infantry, in draft 113. It’s installed in your TripleA maps folder and ready to load, though I haven’t run the game.

    The unit’s stats are unchanged: attack 2, defense 3, 3 PU + 1 MP.

    read more

  • @Vendetta said:

    @KurtGodel7 I doubt anyone is going to be confused by “Infantry Gun” if it has what is clearly an artillery looking icon. Infantry Gun was a term that was actually in common circulation for a specific type of weapon.
    https://en.wikipedia.org/wiki/Infantry_support_gun

    That said, Light Gun would be preferable to Anti-Tank Gun if that’s what you like better.

    Italy should probably be able to tech into the better infantry class as well. The ARMIR performed a lot better in Russia than the Italian forces had in Libya and Greece. Giovanni Messe is a good candidate if you want to name the improvement tech after a general like Japan’s.

    Italy is already poor and has crap tanks and slow research. Seems like a completely hopeless faction to play if they’re permanently stuck with bad infantry as well.

    Okay, if I allow a nation to buy normal infantry (1 MP, 1 PU) and receive a tier 3 infantry unit in return (attack 2, defense 3), then what I'm basically saying is that this nation's infantry were roughly as combat-effective as the Americans. I do not believe that Italian infantry were as combat-effective as the Americans. From Claude:

    My examples were elite or exceptional units: Folgore, the Alpini, Ariete (which was an armoured division) and Messe’s army in Tunisia. That shows Italian troops could fight well. It doesn’t show the average Italian infantry division matched American infantry, and I don’t think it did:

    Most Italian infantry divisions . . . had little motor transport, weak artillery and anti-tank support, and a thin corps of NCOs.
    Morale was uneven. There were mass surrenders in 1940–41 and again in Sicily in 1943.
    On the other side, Japan’s case for tier 3 is much stronger. Man for man, Japanese infantry were skilled, well-trained and extraordinarily tenacious, as at Iwo Jima and Okinawa.

    To address your point, I've decided to give Italy an elite infantry type, called the Alpini. Conceptually similar to [edit] the Soviet Guards Infantry. Cost 3 PUs, 1 MP. Attack 2, defend 3.

    In New World Order, Italy is a very important Axis power. The same is not true in Flames and Steel. In Flames and Steel, Italy will pick a local project, such as defending Gibraltar, or pushing east against the British in North Africa. The value of the area near Cairo is modest, so Italian success in Northeast Africa does not create a seismic shift in favor of the Axis. It's a few extra PUs.

    Italy has 6 MPs, and those allow it to punch a little above its weight. Research isn't very exciting for Italy. It wants the income-increasing techs, of course, but there's little else in its tech tree that it feels truly excited about.

    The City of Reno, NV, describes itself as "the biggest little city in the world." My description of Italy would be similar: "the biggest minor power in the world." In my test games, Italy's local projects had gone well, at least for the early game. That made me feel as though Italy was pulling its weight. Italy's life would become harder once America Atlantic has fully mobilized (on round 10).

    read more

  • @KurtGodel7 said:
    The USSR can have this unit also, called "Revolutionary Guards," cost 1 MP and 3 PUs.

    That one’s definitely an error, Revolutionary Guards is an Iranian term, not a Soviet one.

    Guards Infantry, Gvardiya, or just plain Guards.

    read more

  • @Cernel said:

    @KurtGodel7 said:

    “Light gun” fits the units you already have: light gun, field gun, heavy gun, getting stronger in that order. “Light mortar” would stand on its own, with no heavier mortar to compare it to.

    I see that you are using "field" as a "medium" classification, but some terms like "field gun" can change wildly in their meaning. For example, a field gun can be something like the Soviet 76-mm divisional gun M1942 (a light gun) or the American 155 mm gun M1 (a heavy gun) or both depending to whom you ask.

    Also the term "gun" is questionable. In classic artillery classification, that may indicate a relatively long barrel, akin to the meaning of cannon. If you have light gun, field gun and heavy gun and no other artillery units, are you excluding howitzers this way? I'm not sure if it would be advisable using the term "artillery" instead of "gun"?

    Maybe ask Claude what would be the best way of dividing all World War 2 artillery above infantry mortars but below 200 mm calibres into 3 categories only, lighter to heavier (if this is what you actually want).

    Some of the names I'm using were taken verbatim from Domination 1914 No Man's Land. Field gun for an offense-oriented artillery. Heavy gun for defense-oriented artillery. Sturmtruppen for German elite infantry. Conscript for an inexpensive infantry-like unit that attacks on a 0 and defends on a 1. Trench. Some of the technology names are also the same, such as working women, industry, and victory bonds.

    All this being said, I agree that you have a point here. A large portion of WWII artillery consisted of howitzers. A gun would have a long barrel and would fire at a relatively low arc. But a howitzer would have a short barrel and would fire at a higher arc. Calling it a "field artillery" or "heavy artillery" would be more vague about whether it's a howitzer or gun being described.

    If I use labels like "light gun" "field gun" and "heavy gun" this would be accurate, because WWII had plenty of examples of all three weapons types. The objection to this would be that howitzers represented a large portion of overall artillery during WWII, and a label like "gun" deliberately excludes all howitzers.

    But howitzers are not the only excluded unit category. My map does not have sea planes, escort carriers, battle cruisers, fighter-bombers, or helicopters. It classifies all ground attack aircraft as "dive bombers," even if a particular ground attack aircraft was not, in fact, a dive bomber. My map does not have nuclear weapons, it does not have computers or code-breaking, it does not have cargo transport aircraft. It does not have kamikaze strikes.

    I take the point that “gun” strictly excludes howitzers, and that most WWII divisional artillery were howitzers. But the unit names are labels for abstractions, not exact equipment. The field gun stands for a division’s artillery, guns and howitzers alike, the same way “dive bomber” covers every ground-attack aircraft whether or not it actually dove. I’d rather keep short, familiar labels that Domination 1914 NML players already recognize than switch to “field artillery” for precision few players would notice in play.

    read more