• 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.
  • 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.

Recent Posts

  • Latest version v275 ready for download with in TripleA.

    In TripleA
    Click Download Maps Button
    Click Installed tab
    Click 1941 Global Command Decision
    Click Remove Button
    Click Yes button to remove
    Click Ok button (Successfully removed)
    Click Close (To force the map list to refresh)
    Click Download Maps Button
    Find & Click 1941 Global Command Decision
    Click Install button

    Enjoy!

    .
    v275
    Previously the Non Aggession Pact between USSR and Japan starts to fail arounf Turn 15, only because its Turn 15, this is illogical.

    So to improve on it, this applies to Players & AI
    The USSR and Japan have a Non Aggression Pact that prevents both sides from attacking each other.

    When Japan or allies owns Chungking/Industry-Med there will be skirmishes on the Japan-USSR border When Japan or allies owns Chungking/Industry-Med & Urumchi-Kansu/Industry-Lgt it will declare war on USSR When USSR retakes 3 of its lost territories held before Operation Barbarossa there will be skirmishes on the Japan-USSR border When USSR retakes 5 of its lost territories held before Operation Barbarossa it will declare war on Japan

    Gemrnay & Italy will now have a harder time vs USSR, as USSR will be focusing on their attacks and not distracted by Japan to the south.

    Japan AI needs help to play better

    When Japan or allies owns Chungking/Industry-Med, for each turn up to 9 times it will purchase 3x Destroyers, 1x Cruiser, 1x Convoy When Japan or allies owns Urumchi-Kansu/Industry-Lgt, for each turn up to 9 times it will purchase 3x Destroyers, 1x Cruiser Having achieved some of its primary objectives Japan can divert resources to ships.

    China Player & AI

    As Japan and USSR will not go to war around turn 15 and Japan was conquering China too easily/quickly. China has a small free increase of a Bunker per turn, this simulates its massive population digging in and resisting its invaders

    USA AI needs help to play better

    Turns 2,4,8,12,16,20,24 AI purchases 2x Fighter, Bomber-Tac, Carrier-Fleet, 2x Cruiser, Battleship and places in 010 B Sea Zone This is a small increase of a Cruiser & Battleship and it makes the USA AI more aggressive when using Fast-AI

    This is big, I think I finally understand Sea Zone ownership and PU production

    Each Sea Zone generates 1-2pu per turn for the original owner only, just like Convoy Centers. Enemy occupation denies the original owner of the PU income. The current owner has its national flag in the Sea Zone.

    .
    🔻 v275 documentation, last page has winter turn on instructions. 🔻
    1941_Global_Command_Decision_Manual.pdf

    🔻 Suggested TripleA version 🔻
    https://github.com/triplea-game/triplea/releases
    .
    Link to 1st post that has;
    Downloads for new Players
    https://forums.triplea-game.org/topic/3326/1941-global-command-decision-official-thread

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  • @Ted-Self

    Hi Ted

    You need to edit in some paragraph breaks as your post is too hard to read otherwise 🙂

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  • Re: The Grand War So I am pretty fascinated with this game. I just discovered it a couple of days ago. So maybe I have not read everything yet but I wonder in what year is it set? Also googled Arkism (my google on opera just goes to ai answers for most queries). Since "The Grand War" scenario in TripleA is a speculative, alternate-history war game, the exact theological details of Arkism are not deeply coded into the software. However, based on its name, its association with "EuroForce," and its symbolic representation as an Ark, we can logically speculate on its core tenets. Here is a breakdown of what the belief system of Arkism likely entails:1. The Preservation of Civilization The Ark as a Sanctuary: Just as Noah’s Ark preserved life during the deluge, Arkism likely views society—specifically EuroForce—as a literal or metaphorical "Ark" tasked with protecting human knowledge, culture, and order from a sea of global chaos and war. Duty of Stewardship: Believers are likely taught that they are the chosen guardians of global inheritance, making the defense of their borders a holy obligation. 2. Unity Through Collective Survival All Inside are Equal: To survive a storm, everyone on the ship must work together. Arkism likely emphasizes strict societal discipline, duty to the collective, and absolute unity over individualism. Anti-Factionalism: Internal dissent would be viewed not just as a political disagreement, but as a dangerous hole poked into the hull of the Ark.3. Renewal After the Storm The Post-War Promise: A central prophecy or goal of Arkism is likely the belief that the current global conflict is a cleansing, chaotic storm. Once the war is won, the Ark will "land," allowing its followers to rebuild and repopulate a peaceful, restructured world. The Olive Branch: The ultimate goal is not endless destruction, but a forced, structured peace once the external threats are neutralized. 4. Technological or Military Deliverance The Ark as Engineering: Because an ark is a manufactured savior, the religion might lean heavily into a "techno-religious" mindset. Science, fortification, industrial output, and military engineering are likely viewed as divine tools used to construct their safety. If you want to flesh out this world further, I can help you: Draft a fictional holy text snippet or prayer for an Arkism soldier. Design a religious hierarchy or caste system for EuroForce Speculate on how rival factions in the game view Arkism. Let me know which angle you would like to explore!

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  • @RogerCooper

    my experience with this game is that as a human player one has good infuence in diplomatic settings with succesful reasonable good outcome on diplo proposals and even Ai players change diplo settings reguar.... but more randomly it seems...?

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