• 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.
  • 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

Recent Posts

  • Hi @alkexr, thanks for the update!

    Hope things are going well for you and you can spend a bit of time on the map 🙂

    One question on the removal of mechanical variety. You are planning to remove flanking vs ranged but you want to introduce/keep/adapt charge vs. spearwall. This seems a little weird to me. I think I understand where you are coming from but charge is very similar to flanking in that it's mechanically different but not strategically (in your sense of the word).

    "Ambush" seems like an interesting idea to add a strategic option. It seems to be delivering what you want to achieve. "Scouting" on the other hand has the problem that there is no upside to it. It is purely a reaction while ambush has no downside. (And please don't buff the elven rangers even more by giving them another ability, they are already arguably the best unit in your map.)

    Retreating heroes might work well. I don't think it will make bringing a mage or a balrog the right move but it can make it less of a bad investement (in particular if the balrog can finally affect the foes it will actually be fighting). If dragons can retreat like submarines, though, they will be way too strong/unkillable imho.

    The changes to charge seem a mixed bag. I might be thin ice to comment without having seen/tested the prototyp but ithe new charge seems overly complicated for a mechanic that was very weak and easy to counter in the past (the targeted attack against them meant "charge" was a liability and it was better not to build chargers at all in many circumstances). The new charge is a lot stronger just by not making formation/spearwall a targeted attack (excellent change) but the rest seems very hard to keep in mind/consider when doing some rough calculations. It just does not seem to add much in terms of depth to balance it out.

    Siege was/is an excellent ability from a mechanical point of view imho. I would not make it weaker in caves and so on. It just adds complexity without much benefit. It seems this is targeting very niche scenarios or no scenarios at all.

    I hope you had a chance to look at my explanation on how to simplify the user interface/nomenclature for terrain effect and "tactic" modifiers without loosing any functionality. Some house keeping would really help on that front.

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  • @djggml
    Do have a map.yml in the the_pact_of_steel folder, if not it sholuld look like this

    map_name: the_pact_of_steel games: - {game_name: Pact of Steel, file_name: pact_of_steel.xml} - {game_name: Pact of Steel 2, file_name: pact_of_steel_2.xml}
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  • Hi everyone! I forgot to post it here, but there is a new video where I talk about upcoming changes, mostly to unit abilities. Some abilities were removed, some are now affected by territory effects, and there are also some entirely new abilities, too.

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  • Hi,

    I have made many Mods to the xml file of Pact of Steel 2 game. i just downloaded the new version of TripleA and when i brought over my old modified xml the new game does not recognize it
    the directory has it - where i Put it.
    triplea/downloadedMaps/the_pact_of_steel/map/games - has Pact_of_steel and Pact_of_steel 2 and mine that i call Pact_of_steel 233

    but it is not loading in the game ???

    Any ideas ???

    DJGGML

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