• 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.
  • World War I 1914

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    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?

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    SchulzS
    It works right now. Thanks.
  • World War I 1914 Map By Zim Zero and Colonel Carter Question

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    T
    I tried it two times and got rid of it after failing.
  • Defiance In The Desert Game

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    HeppsH
    @captain-crunch @beelee Not sure but I remember watching Baa Baa Black sheep as well.
  • UNDER SIEGE: America

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    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

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    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.

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    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

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    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

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    @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?

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    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
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    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.
  • TWW 2.8 starting National Tech Advantages

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    I would say that the problem with improved DD is that is shuts down naval warfare hard in the pacific for the allies. That is why I think it is detrimental.
  • Temp

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    redrumR
    @hepps My preferences for starting german tech would be (in order): Improved Tanks Improved Subs
  • New Yawk-Law & Order

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  • Error when converting Middle East scenario

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    RogerCooperR
    @hepps Thanks for everyone's help. I was able to convert everything successfully. It is odd that seemingly identical pieces of text were actually slightly different.

Recent Posts

  • @GREGOREK said:

    How do I define the points in the 'polygons.txt' file?

    You dont.

    Also there are no negative coordinates, the map is treated as if no wrap around existed, except for below.

    The wrap around map edges will share a vertical map line, one to the left one to right.
    You then need to stitch the wrap around TT/SZ manually together with connections in the xml like so;
    <connection t1="Chihuahua-Durango" t2="Mexico City"/>
    <connection t1="Acapulco-Chiapas" t2="Sinaloa-Guadalajara"/>
    <connection t1="064 Sea Zone" t2="011 Sea Zone"/>
    <connection t1="064 Sea Zone" t2="028 Sea Zone"/>

    In map.properties this must be true
    map.scrollWrapX=true

    That should work.

    read more

  • @GREGOREK If you want territories that wraparound, you could treat them like archipelagos like Kyushu and Honshu on almost any map.

    I am interested in automatic generation software you have.

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  • Version 0.1.2 Image jpg smaller.jpg

    The year is 1911. With the Boxer Rebellion and the rise of the Eight-Nation Alliance being a recent memory, China once again comes into focus. The new nationalist revolution will bring the Great Powers even closer to each other than at the turn of the century, far too close for comfort. This power struggle leaves the Empire of Japan with two options: one, as in our history, is to support the burgeoning revolutionaries against their and Japan’s great rival, the Qing Dynasty. But why must they pretend to support ROC for any reason other than their ability to further destabilize China as a political entity? When will there be a better opportunity for Japan to exert their will throughout Asia? And so emerges a second path forward: the Second Sino-Japanese War. The Nationalists and Imperialists are quick to form a united front to repel the invasion, though tensions remain high and the state weak.

    Seeing this as a desperate attempt for complete control of critical Chinese markets, the United States declares war on Japan in short order. This brings about a state of war between the US and the Anglo-Japanese Alliance. With the Royal Navy occupied in both the Atlantic and the Pacific, Germany makes a similar conclusion to Japan: they will never be given a better chance to rout the British surface fleet and hastily advance into Warsaw and Paris. Austria-Hungary follows suit, and the currently warring empires of Italy and Turkey quickly pick sides. And as the united Chinese front quickly collapses and the European theater draws to a stalemate, all eyes are on the United States; will the combined might of her main naval rivals collapse in on her, or will her swift conquest of Canada fund an expeditionary force capable of ravaging Africa, the Pacific, or Europe?

    Welcome to War Plan Red-Orange, a new alternate history TripleA map that explores the scenario posed by the United States’ War Plan Red-Orange, hypothesizing a war with both Japan and Great Britain. If you love maps like Domination 1914: No Man’s Land, but wished they were more global in scope, this is the map for you. Of course, it’s built from the ground up on the original Domination, so it’s more of a cousin to NML with its own identity than a sister. This means that when we get around to it, there will be a unique tech system and a unique implementation of the Balkan Wars, the Arabian jihad, and the communist uprisings in Russia.

    If you would like to help beta test this project, there's a Discord group I'm making that you can join if you can PM me your username. If you don't have a Discord account or would rather stay here, we will also run some test games through this site if there's demand for it. Before I send out a download link, I'll wait to gather any immediate feedback people have on the map, then I'll make those changes and send that version out. To help with that feedback:

    Entente: Japan, Britain, France, Italy, Russia
    Centrals: China, United States, Germany, Austria, Ottomans
    Turn order: Japan->China->US->Britain->Germany->France->Austria->Italy->Ottomans->Russia
    V1.2 TUV Table.png

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  • NeanderthalMap.png

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