• 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

  • @Vendetta said:

    @KurtGodel7 said:

    On another matter, the new air system seems to be working out well. Four bombers per land territory max, along with four fighters max. I was afraid this would create a GUI problem, but that has not been the case.

    The Soviets sent their dive bomber against a German army. Granted, that dive bomber got aborted, so no attack. But I think the real time for the Soviets to push back in the sky will come later in the game. The four plane limit is doing its job of giving both sides a reason to fight for control over the sky. Thanks to @vendetta for pushing me on this.

    Clever, I hadn’t thought of that as an option. Glad it seems to be working out.

    I think the solution to US min-maxing the two theaters of the war might be to give Germany and Japan both some very powerful national objectives that can pay off big in PU output if they manage to fulfill them and put them on a peer level with the US in economic output.

    It strays from strict historical realism, but if it’s calibrated right it does mean the US can’t afford to ignore either theater completely - it has to at least put enough forces in to keep one power contained from filling all its objectives while it’s busy trying to knock out the other one.

    Yeah. Axis and Allies Naval Miniatures really is a good game. The designers of that game came up with the idea of limiting each sea zone to four air per side. So I can't take any credit for coming up with this.

    IIRC, Larry Harris came up with the idea of national objectives for Anniversary Edition, using I think logic similar to yours. I could be wrong--I haven't played a lot of Anniversary Edition--but I suspect this might not have been enough to prevent the U.S. from maxing out one theater while ignoring the other. What I do know is that in his next map, Global, he made a stronger push to prevent the U.S. from maxing out on one theater in particular. That stronger push was victory conditions. The Allies can lose the game on the very same round that they conquer Berlin--if they let Japan take enough victory cities.

    If you look at the rules changes from Classic to Revised, I'd say pretty much all of those were good rules changes. Going from Revised to Anniversary Edition there were some potentially good ideas as well. No more transports as cannon fodder, changes to strategic bombing. But the game also became more technical due to having to constantly worry about your own National Objectives, as well as those of your opponents. "My opponent needs to do X to gain an extra 5 PUs. I must not let that happen." I would say Global became more technical due to scrambling, naval bases, air bases, diplomacy, etc. NWO uses the Revised rules and Domination 1914 NML uses Anniversary Edition rules--but without any of the National Objectives.

    read more

  • @Cernel said:

    Well, it's not that splitting the United States in half is on its own certainly avoids focusing on one ocean only, especially not on the Atlantic. If you go with historical productions at the time (As I said, the western part was a lot more backward, underpopulated and poorer than it is now not only absolutely but also relatively to the eastern part.), on the account that in 1940 Pacific (meaning California + Oregon + Washington) had 9,682,781 inhabitants and Mountain (meaning Montana + Idaho + Wyoming + Colorado + New Mexico + Arizona + Utah + Nevada) had 4,128,042 inhabitants, for a total of Pacific + Mountain equal to 13,810,823 against a total for the entire United States (back then not comprising Hawaii and Alaska) of 131,669,275, your "West USA" will only have about 10% of the production of your "East USA" (and arguably less since Pacific and even more so Mountain was backward), meaning that "East USA" can still do KGF using directly the 90% of the total production power of the United States which it has and use the 10% of West USA just to produce bombers to go make bombing raids on Germany or some other things like that. Moreover, of course, whatever fleet is already present one side or the other can be sent through the Panama canal in either case, and doing so in a split USA scenario might even be worthwhile for can-openers.

    All this means that, in order to go both oceans by splitting USA in two, you will not only have to take the historically wrong decision of having two USAs but also likely distributing production between these two made-up polities in a very unhistorical way.

    All this said, I see your point, and I agree that seeing usually the United States playing only one ocean is lame, and I'm not able really to point at a game that fixed that at least amongst the ones I know. (I have not yet taken a deep enough look at @thedog's game, did you? Maybe he did.)

    Good info about regional population sizes. There are two different ways to think about realism here. 1) Realism about the distribution of population and industry between America's East Coast and its West Coast. 2) Realism about how America allocated its war spending.

    This latter form of realism would be 33 - 40% spending allocated in the Pacific theater, with 60 - 67% allocated to Europe. I'm more focused on this latter form of realism. In my map, America Pacific has an income of 99, which falls to 90 after Japan's initial expansion. America Atlantic has an income of 130. This compares to a starting income for Germany of 130, the Soviet Union of 200, UK of 149, and Japan of 89. Also, the Soviets have the most MP income, and they can gain still more conscripts by researching recruitment techs. I believe I have understated American income by perhaps 40% versus where it should be historically. This may be necessary for game balance.

    Both America Pacific and America Atlantic get two research centers. In my example game they were using these research centers to pursue different research strategies. America Pacific was preparing for naval war; America Atlantic for an air and ground war. Things were trending towards America Atlantic getting Pershing tanks as its special unit, while America Pacific would have been getting fleet carriers. Technology was intended to give each nation its own flavor. It was nice to see the two Americas each get their own flavor, even though they were choosing from the exact same list of available technologies.

    read more

  • 1941GCD has nearly 800 map locations and was written for the solo player from the start.

    @Cernel Bare the above in mind, as the TripleA AI cannot produce ships in the East and transfer them to the West coast without constant scripting, so we gave up and put ship building Industry-Hvy(Carriers Battleships) on the West coast.

    @kurtgodel7
    If only TripleA could do the Bureau of Ships 😀 and allocate ships to theatres. Seriously though that would be a step to far, simpler to put ahistorical industries on the west coast to simulate/achieve the same.

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  • @KurtGodel7 said:

    On another matter, the new air system seems to be working out well. Four bombers per land territory max, along with four fighters max. I was afraid this would create a GUI problem, but that has not been the case.

    The Soviets sent their dive bomber against a German army. Granted, that dive bomber got aborted, so no attack. But I think the real time for the Soviets to push back in the sky will come later in the game. The four plane limit is doing its job of giving both sides a reason to fight for control over the sky. Thanks to @vendetta for pushing me on this.

    Clever, I hadn’t thought of that as an option. Glad it seems to be working out.

    I think the solution to US min-maxing the two theaters of the war might be to give Germany and Japan both some very powerful national objectives that can pay off big in PU output if they manage to fulfill them and put them on a peer level with the US in economic output.

    It strays from strict historical realism, but if it’s calibrated right it does mean the US can’t afford to ignore either theater completely - it has to at least put enough forces in to keep one power contained from filling all its objectives while it’s busy trying to knock out the other one.

    read more