• 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

  • @KurtGodel7 The coastal guns honestly sound like more more trouble than they're worth in order to get the balance right. Unless you think it'd be a really fun enhancement to the gameplay that you're determined to see through, it's probably safe to skip it and just give the invaders the round one penalty you have in mind.

    Off the top of my head, the only major WWII warships I can recall being sunk by coastal forts were the cruisers Blücher and Königsberg during the invasion of Norway. Realistically, coastal defense batteries should be able to deter small raids, but not pose a serious threat on their own to a large invasion fleet.

    But, suppose Britain builds a strong battleship fleet, and those battleships can exert more force than the coastal guns at a given hard point. Britain's response should be to unload one unit as an invasion. The goal would be to trigger a combat between the battleships and the coastal guns, with the British player knowing this would do more PU damage to Germany than to Britain.

    If you want to avoid this kind of cheese, you might be able to turn the Coastal Battery into a building instead that doesn't get shot at in combat but does get captured if the province is taken. That would also be a natural way to put a one per zone limit on its placement. It could have AA style fire (1 die each at up to 3 ships, or however many targets you think is right).

    If you think Claude can write some more complex rules, you could have the BBs take bombardment shots at the Coastal Battery first - if they score enough hits, they don't destroy it, but instead suppress it, and prevent it from firing. You could have the degree of suppression scaled to the number of hits it takes.

    For instance, you've given the Coastal Battery shots at 4 targets by default. The British BBs arrive and bombard first - they score 2 hits, so now the Battery only takes 2 shots at enemy ships.

    Making it a building also allows it to be a strategic bombing target, giving the enemy an alternative way to deal with it instead of just sending their ships in to slug it out head to head.

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  • @Vendetta said:

    @Schulz

    If I recall correctly, he doesn't have an actual Bunker unit, it's a Trench one that takes hits adds defense to other units, but it doesn't actually shoot.

    Giving land units the ability to hit ships is something that has to be handled very carefully because of the cost ratios. If they can be built cheaper and spammed faster than warships, anti-ship defenses will end up becoming unassailable.

    The only case in TRO where I decided to give a land unit a ship-hitting ability was Italy's Marines with a Decima MAS tech, where it's an offensive action they can only do on their turn, not an anti-invasion defense.

    If you want to have any sort of coastal artillery unit that hits ships, it needs to be balanced by either high price, low hit probability, or a strict stacking limit per territory that allows fleets to outscale it.

    The Europe map honestly looks pretty good at this point, I think it would probably be more productive to move on to improving other WIP areas since you're relying heavily on Claude usage.

    In a recent test game, Britain had a large fleet of transports. Germany had four hard points to prevent invasion. Britain didn't need to overcome a hard point to invade: there were other places along the coast for it to unload its units.

    But, let's say I introduced coastal guns, as well as the associated game mechanic. That creates a race between Germany and Britain. If Germany wins the race (that is, if its coastal guns are stronger than Britain's battleships), Britain will just unload/invade a territory that isn't a hard point. Problem solved. Germany just tied down a lot of PUs into coastal guns which could otherwise have been spent on its eastern front. But, suppose Britain builds a strong battleship fleet, and those battleships can exert more force than the coastal guns at a given hard point. Britain's response should be to unload one unit as an invasion. The goal would be to trigger a combat between the battleships and the coastal guns, with the British player knowing this would do more PU damage to Germany than to Britain.

    To avoid this problem, some would say I should limit the number of battleships which can fire at coastal guns to the number of units actually invading. Drop off only one infantry? Only one battleship gets to fire at the coastal guns, but all the coastal guns get to fire at the battleships.

    Suppose Britain has 10 battleships, and drops off 10 infantry. This triggers full combat between the battleships and the coastal guns. Germany loses some coastal guns, Britain doesn't lose any battleships. Then there is combat. The infantry don't get to fire on the first round (arriving amphibiously), and they won't survive until the second round. But, the battleships get to bombard. Assume those 10 battleships inflict 6 hits. Sticky hits, so those 6 hits kill 3 German trenches. At the cost of 10 infantry, Britain has taken away 3 trenches plus some coastal guns.

    Don't get me wrong. All of this would be a cool thing to add to the game. I just don't know that the game needs any additional complexity at this point.

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  • @Schulz said:

    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.

    This would not make sense from a realism standpoint. The initial unit is a trench. Cost 3 PUs, 2 hitpoints, defends on a 0. Bunkers tech upgrades its defensive value to a 1. A word like "bunker" implies that someone poured concrete. It does not imply that anyone installed the large, powerful guns necessary to attack enemy warships.

    In an earlier post I mentioned the idea of coastal guns. For an amphibious landing, there would be two rounds of combat. Battleships and maybe cruisers would fire at coastal guns, and coastal guns would fire back at the battleships and maybe cruisers. Destroyed units would be removed from play. Then any remaining coastal guns would get to fire at the invading transports. Coastal guns would be less expensive than battleships, both for firepower for the money and hitpoints for the money.

    The potential invader makes up for this with mobility. A single battleship/transport fleet can threaten multiple hard points, and each hard point would potentially need to be defended with coastal guns.

    As cool as all that would be, I chose a simpler game mechanic. Any units arriving by water have to wait until the second round of combat before they can fire. (Exception: Marines get to fire on the first combat round, as do Japan's equivalent of Marines.)

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  • @KurtGodel7 Well LOL, even though I think the name "Danzig - West Prussia" is better (and would personally use that), you can just call it "Danzig" (and not have "West Prussia" anywhere). It's of course your map, but I would also say that - in this case - I think that "Danzig - West Prussia" does not actually mean "Danzig und Westpreussen", but more like "West Prussia" being sort of subordinate: the main name of the territory being Danzig, and West Prussia being there as a secondary name. Practically, I'm guessing that the name is more like "Danzig (West Prussia)". Of course, I don't actually know. It's sort of like "Muenchen - Oberbayern", where I guess they do not actually mean that Muenchen is not in Oberbayern but more like they wanted to have both names for some reasons.

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