• 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

  • @malmessi said:

    @KurtGodel7 said:

    My planned solution to this (once my weekly usage limit resets).

    Just for curiosity, once your weekly limit resets, how do you interact with AI ?
    You just write what you posted here on the forum in teh propmpt and AI understand everything at your 1st attempt ?

    There are two different AIs I've been using for this. Cloud Claude and desktop Claude. Normally the interaction is as follows. I will have a conversation with cloud Claude. I will tell it objectives I have, or things I believe aren't working as intended. It will give me ideas on how to solve the problem. I will take the best of Claude's ideas, the best of my own ideas, and the best of ideas I've seen elsewhere. I will tell cloud Claude to do that. Cloud Claude can change the XML file directly. There have been nearly 100 versions of the XML file.

    If I want changes to the engine itself, cloud Claude creates a change document. It's written in plain English and is several pages long. I will read this document over. Then I pass it along to desktop Claude so it can change the engine. Engine changes don't always go as planned. There can be GUI problems (most common), there can be bugs. Solving that requires a follow-on engine change. Desktop Claude has implemented roughly 25 engine change requests so far.

    The things pushing me towards my weekly limit are engine change requests (which can take a long time) and creating the map itself. Tweaking the map a little here and there isn't bad; building the initial map was. For three straight weeks I've gotten very close to my weekly limit.

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  • @Cernel said:

    @KurtGodel7 said:

    @RogerCooper said:

    @KurtGodel7 How are you going to enforce "Sticky Hits"?

    I've used AI to make a few tweaks to the engine. The modified version of the engine lives only on my computer. The modified engine allows me to do the following:

    Sorry if this was already asked, but I guess you are planning to make a pull request to have all new features you developed to support this map added to the official TripleA release once you have the map ready. Right? Are you confident that the main developers will accept them? Maybe you should open feature requests (assigned to you) in advance (one for each new feature which your map needs) so to try to understand if there is the willingness to accept the feature additions? I mean, what happens if you finish the map and then the feature requests needed to have it playable are refused?

    You ask very good questions.

    I've come up with what I believe are some good ideas. But do these good ideas gel into a good game? I'd like to think the answer to that is yes, but until I get closer to a finalized version of my game I won't know that for sure.

    My thought process here is as follows.

    I need to develop this into a fun map to play. Then, I need to go to the main developers and show them the finished product. Or at least the somewhat finished product. Hopefully by that point there will be some users willing to speak up in favor of this map. "I've played this, it's really fun, and it's worth adding these new features to standard TripleA." Is it possible for the AI to create a developer-friendly version of the engine changes? If so, that's what I'd like the AI to do before I would ask for anything. But I don't know the specifics of what the developers would want to make the AI's engine changes developer-friendly.
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  • Even WaW's 14 nations are too much, let alone 22.

    Turns take forever to complete, and that's not even the only issue with this map:

    Units too small. Insufficient unit spaces and unit skins. Mega stacks. Anticlimactic endings. Immortal air units.

    The only good thing about it is Japan being split in two, which prevents them from railroading into China and/or putting heavy pressure on Russia.

    This isn't specific to WaW, though—it's more my general distaste for maps with too many nations or units. I feel like the standard rules stop working when a map gets too big.

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  • @doki-doki

    Saruman’s mountain troops are unable to pass through friendly mountainous territory to launch an attack.

    Mountains and marshes cost 2 movement now.

    The good units has lost too many skills and attributes, such as ranger and swan knights; it feels a bit unbalanced imo and very pro evil.

    Yes, a lot of things are unbalanced.

    @cyanfire

    The new Orc Holds faction is fun, but doesn't seem to add anything new from when it was controlled by Angmar.

    The idea behind the Orc Holds is to help with canopeners. Angmar was in a really tough spot alone against 4 players who could use canopeners with impunity.

    It also doesn't have any counter to Dwarves.

    I haven't worked on Orc Holds units yet. They just have whatever I've copied from Moria for now.

    Winged Nazgul (and maybe all flying units) prompt the attacker if they want to submerge submarines each combat round.

    Not all flying units, I suppose it's character / hero units, they are now effectively submarines. They probably shouldn't be able to submerge when attacking though, I don't see why you'd want to do that.

    Rivendell visually had hills, but is not a hill terrain tile.

    Nice catch!

    Druadan Forest in v2 used to be a neutral tile that shortened the route for Rohan to send reinforcements to Minas Tirith. This made the tile strategically valuable and worth fighting the neutral archers there.

    In LoTR the Drúadan allow the Rohirrim to pass their forest, and they even fight orcs that enter their lands. I don't want a fight between them and Rohan/Gondor.

    The Gondor settlement of Calembel has an extra 1 income marker on it bordering with North Lamedon.

    I haven't properly placed income markers yet, it's the game's auto placement. I think Dwimorberg's ended up in North Lamedon.

    Add the archer unit to the Gondor roster since Rangers don't have Anti-Air anymore.

    Gondor will have some new units, including an archer with anti-air.

    Spearwall ability references a Werewolf unit that doesn't seem to be in the map.

    I don't know what dark magic you used to notice that, but yes, werevolves are one of the units I've been working on. They aren't ready yet.

    @cernel

    Shouldn't they be two separated realms (players) because they are actually separate polities with separate non-subordinate rulers?

    The Grey Havens are independent from Rivendell, the Dwarves have 4 independent realms (Iron Hills, Erebor, Grey Mountains, Blue Mountains), the Fangorn forest is independent, Bree-land and the Shire are separate, etc. I think 16 players is plenty.

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