• i need someone who can help me develop a new game

    Moved
    3
    0 Votes
    3 Posts
    2k Views
    RogerCooperR
    @seancb Can you post your rules & setup?
  • Unit Browser

    22
    0 Votes
    22 Posts
    9k Views
    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

    2
    0 Votes
    2 Posts
    1k Views
    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

    5
    0 Votes
    5 Posts
    2k Views
    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

    3
    0 Votes
    3 Posts
    1k Views
    MahksM
    @general_zod resetUnitStateAtEnd fixed it thanks!
  • Terra Firma 1939

    40
    4 Votes
    40 Posts
    16k Views
    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

    4
    0 Votes
    4 Posts
    2k Views
    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

    4
    0 Votes
    4 Posts
    2k Views
    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.
  • World War I 1914

    3
    0 Votes
    3 Posts
    2k Views
    SchulzS
    Yes. I have recerched them. I was looking for widely accepted house rules. Also honestly I'd prefer to chance IPC powers for to achieve balance instead of house rules.
  • Has Anyone Tried To Make World War I Larry Harris Game?

    Moved
    41
    0 Votes
    41 Posts
    21k Views
    SchulzS
    It works right now. Thanks.
  • World War I 1914 Map By Zim Zero and Colonel Carter Question

    1
    0 Votes
    1 Posts
    994 Views
    No one has replied
  • 0 Votes
    3 Posts
    2k Views
    T
    I tried it two times and got rid of it after failing.
  • Defiance In The Desert Game

    Moved
    13
    1 Votes
    13 Posts
    4k Views
    HeppsH
    @captain-crunch @beelee Not sure but I remember watching Baa Baa Black sheep as well.
  • UNDER SIEGE: America

    22
    1 Votes
    22 Posts
    10k Views
    wc_sumptonW
    @general_zod said in UNDER SIEGE: America: @wc_sumpton The American AI struggles a lot, with 3 human invaders as well. However we didn't use any of the game options that may help AI America, since there were no notes on it. Plus I wanted to see how it plays without those first. I made a couple other observations on the max 5 unit. It causes movement validation issues during NCM. Even with air units flying over an already maxed out territory, can't. This really sucks if they are returning from combat. It forces edits and redoing moves. It is completely ignored during CM. So a territory can end with way more than 5 units after combat. I like the 5 unit limit, but the above bother me a bit. Not sure if they can be worked out. As a whole, nice job. Thank you for your feed back. Try using the Fast AI as the Americans. It still does some 'stupid' moves, but it feels more aggressive and seems to play a better game. There are really only two options that change gameplay when using the Americans as the AI 1)'No Reinforcement' and no one gets reinforcements, 2)'Add 1 Extra American Reinforcement/TechRoll' which gives 3 Tech Rolls at the end of every turn instead of 2. When the game detects an AI it sets up the rules for that player. American AI gets 1) 'Add American Reinforcements to Purchase' - All reinforcements are add to the Americans so no purchasing is required. (AI has problems purchasing when 'maxBuiltPerPlayer' is set.) 2) The Americans can place the 'Strike Tokens' anywhere. Pre-placing them like they are done with a human player cause the AI not to touch them. For the Invader AI, they use a random schedule reinforcement pool to bring in their reinforcements (Because of the purchasing problem). 2 first) During CM any unit that can enter a contested area may do so. So yes 'stacking limits' are ignored. Since units that moved during CM can not move during NCM there will be more the 5 units there. When moving out of the territory, the stacking limits will apply. (Makes for a tough counter attack by the other team. lol) 1 second) Moving of air during NCM. Air unit don't really 'fly over' a territory in tripleA, they enter every territory they move into, also since the Battle has already happened, air units can not fly over/enter into a controlled territory that already has 5 friendly units, the movement stacking rules apply in this case, and by the rules would need to move around those territories. (A trigger to remove stacking limits for air units during NCM would allow air units to stack more the 5 units in a territory. Since stacking is check only during placement, movement, and attacking (which is not use here), there is no way to inforce stacking 'after movement' into a territory except during movement.) -- hope this helps I think I talk about both points in the 'Notes' 2 under 'Combat Movement' and 1 in the etc... section at the bottom. About the 'AI rules' maybe a pop-up to other player explaining what happens? I open for suggestions... Again thanks for taking the time to play, and you comments are most welcome!! Cheers...
  • Amazing what you can find when you can't find something

    4
    1
    3 Votes
    4 Posts
    2k Views
    General_ZodG
    @hepps While looking around for something else, I stumbled into this. I love this look for the revised map upgrade. It's not too busy and pops nicely. @hepps said in Amazing what you can find when you can't find something: Forgot about most of this from some time ago... was looking for something I misplaced for 270 BC and came across an old package of stuff for a Domination MOD. [image: 1500871148246-aoe-example-resized.png] LMAO... forgot about that MOD entirely. I may be bugging you soon on tips to recreate the look.
  • Need a little help with Triggers, etc.

    4
    0 Votes
    4 Posts
    2k Views
    alkexrA
    @stohrm Map Creator part 2... just forget that. It was buggy and glitchy even when it was supposed to work.
  • Changes to map repos on GitHub

    5
    1 Votes
    5 Posts
    2k Views
    ssoloffS
    @Hepps Sorry, I assumed you map makers all had the official-issue secret decoder ring we hand out over at GitHub. @alkexr I don't think you'll have any problems because you'll only be DnD'ing a file which was not touched by these changes, and the GitHub web UI should be smart enough to figure that out. If I'm wrong, just open an issue on GitHub, and we'll straighten everything out again.
  • World at war variant - v.1.7.5

    4
    0 Votes
    4 Posts
    2k Views
    S
    @redrum Hi Redrum, I understand the limitations of the AI. I hope there will be (at some point) an effort to further improve. Wish I could help directly, but have no java skills. If there were a defined effort, I would be happy to provide some financial backing. At any rate, I have attached a save game that demonstrates the issue. The transport in sz122 has an artillery that cannot be unloaded in combat phase. Also, I can't seem to unload it in either combat or non-combat next turn. I have seen a similar problem with bombers that cannot go attack enemy territories during combat phase and also can't seem to land in some territories. I cannot immediately reproduce this. 0_1512996821058_Transport Bug WAW Fuel.tsvg
  • NWO map idea?

    Moved
    3
    0 Votes
    3 Posts
    1k Views
    General_ZodG
    @wojo92 "The Rising Sun" is a cool pacific theatre version created by the Sieg, thus in same style.
  • New Maps for Testing and Feedback

    viking new maps projects ideas
    16
    0 Votes
    16 Posts
    5k Views
    RogerCooperR
    @vikingmaker Another possibility other than mythology is try to be historical. The Viking invasions of Northwestern Europe are gameable. Don't try to be a 4X game, TripleA is not a good engine for that. Conceive it in TripleA terms as a conflict between Denmark, Norway, Mercia, Wessex & the Frankish Empire. It is nicely asymmetric conflict which reached a definite conclusion. Another historical possibility is the conquests of King Knut. Everyone is Christian but the Scandinavians still have control of the sea. Knut conquered England & Norway.

Recent Posts

  • I want to use A&A's 1 combat per battle per round rule, but I'm not sure if it's compatible with the Russian Revolution rule.

    Does anybody know if these rules will conflict with each other?

    BTW, this is the current situation of the fronts. Hejaz will also be added as a separate civ, which will mobilize in Round 6 and join the war in the following round (hopefully).wwieurope - Copy.jpg

    read more

  • Thanks Dog. I understand. and thanks for your reply.

    Regarding the forts, would it be possible for game start forts not to require upkeep but only new build forts require upkeep instead-So like a different kind of starting fort?

    What I like most about this game are the local battles that occur due to the giant map.
    Did the game ever have forested areas in Belarus region with partisans popping up?

    I play iron war and oil and snow maps too.
    The iron resource make the game and fight for it give the game that extra strategic edge, and the oil too. because it powers most units..
    Also the partisans popping up occasionally are a bit of a hindrance when sometimes your units are stuck fighting them whilst they could be moving somewhere else where they are more needed.

    Thanks

    read more

  • @captain0
    Thanks for engaging.

    The upkeep works well and it is a shame to have a 2 fort limit but I guess that is because of AI.

    This could be increased but it might feel too much like WW1.
    When new players come accross Bunkers, they struggled to take them, so I never thought to increase them in number. With the current stacking of other units and of 2 bunkers, it feels about right to give the Atlantic wall feel/vibe and Russian attempt at defence in depth and 1 Bunker in the Pacific gives the dug in Jap feel.

    .

    static fort upkeep be halved?

    Upkeep is in whole numbers only, 0 to say 9, so no .5 allowed.
    To get the equivilent of .5 you would have to double all PU purchase costs including upkeep to 2, except Bunkers they would be 1. This might mess with the current balance and it might put off human players that are so used to A&A PU costs. The Bunker upkeep cost of 1 also deters the human player from spamming them.

    .

    I set Russia and Japan as allied for a historic game and change that when war in Europe finishes,

    Yes the current NAP is weak, why would Russia declare war on Japan when it is losing to Germany. A reworking is on my TODO list 🙂

    .

    I believe historically the Finns were averse to advancing further than the Vyborg territory that they gave up in the Winter war..
    The Finnish commander Mannerheim had Soviet roots and Finnish people were not hugely anti Russian in general.

    We wanted to keep the minor powers to a minimum, although realistic they slow the turn speed down, so a compromise, no Finns, just more Germans.

    I hope others chime in with thoughts to your questions.

    read more

  • Thanks Dog.

    The terrain inclusions are great.
    The AI put 30 infantry into pripyet marshes and with the terrain bonuses they will be 'hard as hell' to knock out.

    I feel like some territories should be a little more fortified and/ or difficult to take i.e. cities could favour defenders more when they are outnumbered.

    The upkeep works well and it is a shame to have a 2 fort limit but I guess that is because of AI.
    You can edit them on I know,
    I don't know if other people would like it but perhaps the fort allowance per territory could be increased and the static fort upkeep be halved?

    Another thing that would be great is that transport planes could airlift HQ units to evacuate them from say, Africa when the Italian navy is knocked out.

    I set Russia and Japan as allied for a historic game and change that when war in Europe finishes,

    On my first game AI Germany took Lenningrad on first turn.
    I was a bit surprised at the effectiveness of the AI at that point.

    I believe historically the Finns were averse to advancing further than the Vyborg territory that they gave up in the Winter war..
    The Finnish commander Mannerheim had Soviet roots and Finnish people were not hugely anti Russian in general.

    Lastly whilst playing the AI some countries are close to maximum upkeep on round one.
    So a solution is to edit and remove the forts you don't need and convert the value into units.
    All my opinion of course but what do other people think?

    read more