• 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

  • 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.

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  • Some comments on strategic bomber tech:

    In a test game, Britain used most of its round 2 purchase to buy strategic bombers. These were devastating to Germany on round 3. I felt like it was too early in the game for Germany to have to deal with stuff like this. 40 PUs of damage was going too far. That's why I decided to nerf the strategic bomber.

    An entry level strategic bomber does 2 PUs of damage (down from the 5 PUs for the pre-nerf version). The entry level has 2 hitpoints instead of 3, and an air defense value of 1 instead of 2.

    Britain and the U.S. are the nations with the two best tech trees for strategic bombers tech. Britain's bombers can be upgraded to a strategic bombing value of 5, as opposed to 4 for the U.S. Also Britain can research Window, which reduces enemy interception value by 1. (Can never go below 1.) British and American bombers can each be upgraded to 3 hitpoints. American bombers can be upgraded to have better air defense than British bombers. Germany, Japan, and the Soviet Union can use one star to research an entry-level strategic bomber. Then one star to upgrade it to the final version. The final version won't be as good as British or American strategic bombers. Japan's final version is a little better than the other two.

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  • America Pacific research screen, round 2.

    image.jpeg

    The primary target for center 2 is fleet carrier. It hopes to build fleet carriers as its special unit. The primary target for center 1 is USA. There are good income increasing techs in that category. For secondary research, one of its centers is focusing on Advanced. It already has Advanced 1. Getting Advanced 2 will let it build both of its special production centers. The other secondary priority is piston aircraft. A lot of solid techs in that category.

    image.jpeg

    Research phase complete. Shipyards tech was chosen at random. It reduces the cost of transports and cruisers. This will be helpful for its upcoming war against Japan. The other tech chosen was wartime production: a good boost to America Pacific's income.

    Here is the research screen for America Atlantic

    image.jpeg

    One of its research centers has a primary focus of USA tech, for basically the exact same reasons as America Pacific. The other research center is focusing primarily on strategic bombing tech. It is contemplating a strategic bombing campaign against Germany. Due to a nerf, an entry level strategic bomber has 2 hitpoints and does 2 PUs of damage when strategic bombing. An air defense value of 1. The U.S. and Britain have the best available options for strategic bomber tech.

    Long-term, America Atlantic is thinking its special unit should maybe be the Superfortress. Short-term, however, the heavy tank seems like a good idea. That is why it has chosen tanks tech as a secondary focus. Its other secondary focus is advanced, so that it will be able to build the three SPCs it hopes to have.

    image.jpeg

    One star towards Pershing tank. That part went according to plan. One star towards improved subs, as a randomly chosen advance. This is not nearly as helpful to America Atlantic as it would have been to America Pacific.

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  • Name New World Order
    Description Europe on a detailed map
    https://axisandallies.fandom.com/wiki/New_World_Order
    image.jpeg

    Good Points

    Reasonable size map Wide variety of units available

    Bad Points

    No victory conditions The AI has trouble playing the US and Germany Infantry is too cheap, resulting in spamming.
    read more