• 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

  • @KurtGodel7 said:

    To take the example you gave, suppose the Soviet Union builds a bunch of fighters to prevent Germany from having control over the eastern front. The Luftwaffe then exits the eastern front and goes elsewhere. This makes the Soviet Union happy for two reasons. 1) His armies are no longer being strafed by German dive bombers. 2) Now the Soviet Union can build dive bombers of its own to strafe German armies

    Ok it is as I said, Russia need to pay a lot for fighters just to get point 1) but this was the same in normal A&A games with one difference, russian fig can be also used to attack and take back precious territories
    About point 2) it was predicted by me but I have never seen Rus purchasing bombers or battleships or other expansive units in any game over teh last 10 years playing TripleA. It all depends on the cost for those dive bombers; if a bomber costs like 4 inf it will allow to kill 4 german inf in the incoming 4 turns but on the otjher side it will be a -4 inf for Stalin too...
    I am sure you balanced your game very well, my posts are just opinions of a player who did not crrated the game, did not even read complete rules, just trying to help in a construcitve way 🙂

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  • @KurtGodel7 Fascinating. My own tech system overhaul plays closer to vanilla but has 45 universal techs and 48 national exclusives (4 each for ANZAC/China/France and 6 each for Germany/Italy/Japan/UK/US/USSR). It would be interesting to compare notes on that once I've finished getting it all written up.

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  • @Vendetta said:

    That was helpful to see. Your new rules on air combat systems are particularly interesting.

    The conscript spam problem is one you might have several ways to address. Fundamentally, you have two routes to look into: making it easier to kill them, or throttling the production pipeline.

    The way to make them more killable would be giving some of the higher value units multiple attack rolls so they can potentially kill two or three of them at a time. However, that’s going to have severe ripple effects on the balance of the entire combat system, so it’s probably the least attractive option.

    You could raise the MP price by 1, or lower the MP budget for the presently overpowered nations. Raising the MP cost may of course make the unit no longer economical to produce, and nerfing Soviet and Chinese MP too much may handicap them from building enough of their normal units if those are also using MP.

    Putting a flat population cap on them is the simplest band-aid fix that won’t fundamentally alter the balance of the game. I included a Militia unit based on the House Rules one in my draft of a total overhaul of the A&A research and tech system, which I’ll be posting a thread about sooner or later. It has more or less the same combat profile as your Conscript (A0/D1/M1) but can’t get artillery support, and a 2 PU cost. I decided to impose a flat production cap of 12 on the map at a time per nation to control spammage. The use case for them in my meta is emergency defense - the enemy is sitting one territory away from your major factory and you want to put the maximum amount of cannon fodder there at the lowest possible price - that and I tied them in to the mechanics for Chinese and Soviet partisan spawns. The difference here is that I explicitly wanted to make sure my Militia would never became a mainstay unit that would displace Infantry from its role as the backbone of your army - but you actually want your Conscripts to do that for your select group of countries. The main downside of flat population caps is that they feel very artificial and arbitrary for the players, like running into an invisible wall.

    One more solution that might work for you is separating conscripts from standard Factory production infrastructure to keep a tighter control on the number players can place per turn. Consider this: Conscripts are built out of a separate building altogether (call it a Recruiting Center, Training Ground, Army Base, or whatever else suits your fancy).

    Recruiting Centers are cheap (maybe 4-6 PUs) and each one allows 3-5 Conscript placements. The Soviets, Chinese, and Italians would start with a few on the map, allowing some immediate Conscript placements, but not enough to just dump their entire surplus MP budget into Conscript buys every turn. They can do that, but they’ll have a bunch stuck in the queue because they don’t have enough spawn points to place them all. They can solve that problem, however, once they buy some additional Recruiting Centers - but that requires a PU investment, so they need to divert some of their budget from normal units in order to achieve their maximum potential on conscript spawns.

    It also gives enemy players some options for counterplay against Conscript spamming - they can try to bomb or overrun your Recruiting Centers to limit the spawns.

    That option seems like the most promising one to me, but you’ll have to do some experimenting with how much the Recruiting Centers should cost / how many conscripts can spawn at each to figure out what would play best.

    An important facet of this game is its tech system. There are 55 techs the Soviet Union can research, 52 for Japan, 65 for Germany. A number of those techs require multiple stars to research. I will grant that not every nation needs every tech. The Soviets, for example, do not need fleet carrier tech.

    Even so, my goal is for the outcome of the game to be undecided on round 20. This will give the tech system time to unfold. If someone concedes on round 7, that means I have failed. The effect of tech is small for the early game and grows over time.

    In my test game, Japan was slowly conquering China. That was exactly what I'd wanted. The Axis needs to expand to counteract the Allies' advantage in early game income. But I didn't want the expansion to be too rapid.

    The way I've conceived things, some territories produce manpower points--but only for their original owners. As Japan took Chinese territory, China's MP income was slowly reduced. This meant Japan's invasion was starting to gain momentum. I want the Axis to conquer enough to keep it in the game economically, but not so much that it delivers a quick knockout punch.

    The European theater of my test game was a different story. Despite the Soviet Union's ability to spam massive amounts of conscripts, Germany was able to stack Smolensk on G4. Smolensk is two spaces away from Moscow. Barbarossa was a little too strong. What was required there was a little bit of a nerf of Germany's starting units. As the Soviets lost territory to the Germans, their manpower points declined. By round 3 their MP income had been reduced to 22, or 22 conscripts per turn.

    I'm perfectly happy with the Soviet Union or China spamming large armies of conscripts. There is nothing at all wrong with that. They had large armies in the real war, they may as well have large armies in this game. The tricky part is balancing the game, such that the game lasts a long time before the outcome is decided.

    Infantry-type units
    Conscript. Cost: 0 PUs, 1 MP. Move 1, attack 0, defend 1.
    Infantry. Cost: 1 PU, 1 MP. Move 1, attack 1, defend 2.
    Sturmtruppen. Cost: 3 PUs, 1 MP. Move 1, attack 2, defend 3.
    Mobile infantry. Cost: 3 PUs, 1 MP. Move 2, attack 1, defend 2.
    Mechanized infantry. Cost: 5 PUs, 1 MP. Move 3, attack 2, defend 2.

    Conscripts can only be built by the Soviet Union, China, and Italy. All nations except China can build infantry. Sturmtruppen are Germany only. Mechanized infantry can be built only after researching the appropriate tech. Tech can also be used to upgrade your mobile infantry to movement 3 and defense 3. The "assault rifle" tech for Germany adds +1 to the attack and defense of its Sturmtruppen. All infantry-type units can receive support on both offense and defense.

    The nation with the most MPs is the Soviet Union. But even the USSR, with its massive MP income, ran out of MPs before it ran out of a need for cannon fodder. That's why there's the anti-tank gun, available for all nations to purchase. Cost: 3 PUs. Movement 1, attack 1, defense 1, receives support on defense only. Anti-tank guns can receive support on attack also, if you research "unrelenting attack" tech.

    Let's say the Soviet Union is on defense. It has lots of conscripts as cannon fodder. It has some anti-tank guns to provide additional cannon fodder. But then it needs something to "crown the stack" as it were. Something with really good defensive firepower. That's why there's the heavy gun. Cost: 7 PUs. Attack 2, defend 4. Provides support on defense only. Its defense value can be upgraded to 5 with rail guns tech. Its cost can be reduced by 1 with working women tech.

    Another good defensive unit is the trench. Cost: 3 PUs, movement 0, defends on a 0, takes 2 hits to kill. Trenches can be placed on any territory you owned at the start of your turn. They do not count against factory placement limits. A maximum of two trenches per territory per turn can be placed. Their defense value can be upgraded to 1 with bunkers tech.

    Let's say I'm the Soviet player and I'm defending Moscow. I'd want lots of trenches. Lots of conscripts and anti-tank guns to soak up hits. Heavy guns, both for the defensive firepower they offer in and of themselves, and also because they provide support on defense. If I have 20 heavy guns, that means 20 of my conscripts or anti-tank guns are getting +1 to their combat rolls on defense. If I need to bring in units from a distant factory, and if I need to get them to Moscow quickly, I'm bringing tanks. A tank costs 8 PUs, attacks and defends on a 3, has two hitpoints, and a movement of 2. If that movement of 2 is a must-have, tanks give you good hitpoints for the money, and give you good firepower on both offense and defense. Soviet tanks can experience a 1 PU cost decrease with the "simplify the T-34" tech. British tanks can gain +1 to offense and defense by researching the "Comet" tank tech.

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  • @Vendetta If you want to prevent unit spamming, TripleA has a number of straightforward solutions.

    You can set a maximum number of units built You can set a stacking limit You can have units that launch AA-style attacks against every unit
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