• Crazy Europe: House of Habsburg

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    CrazyGC
    Little one is a galley, big one is a man of war. Both can fight, I really dislike the instantly killed dedicated transports of some games.
  • 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?)

Recent Posts

  • @Vendetta said:

    How about Infantry Gun then? That was a pretty common term and it creates less confusion with the unit’s purpose.

    After hashing this out with Claude, I've decided on light gun. I wanted a name which would set expectations nice and low. "Anti-tank gun" fails in that, as you pointed out, because it implies that it does something special against tanks. Putting a word like "infantry" in the name might imply it's a type of infantry.

    "Light mortar" would have been a good name too. But when I bounced the idea off of Claude, it gave me back the following.

    I’d still pick light gun.

    A light mortar is an infantry weapon. Light mortars like the 50 mm and 60 mm were carried and fired by ordinary infantry squads. That suggests the unit should cost MP, which undercuts the reason it exists: it’s the cheap unit that doesn’t need MP. A gun is equipment, which explains the PU-only cost much better.
    Mortars exist to support infantry. Players would expect a light mortar to give infantry a bonus, the way the field gun does, and this unit gives none. A light gun has the same issue, but less of it, because guns already come in a ladder where the smallest can reasonably be the weakest.
    “Light gun” fits the units you already have: light gun, field gun, heavy gun, getting stronger in that order. “Light mortar” would stand on its own, with no heavier mortar to compare it to.

    Light mortar does have one thing going for it: it’s a very modest weapon, so nobody will expect much from it. But “light gun” already does that, and it avoids the two expectations above.

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  • Tanks

    Light tank: attack 2, defense 1, cost 5 PUs
    Tank: attack 3, defense 3, 2 hitpoints, cost 8 PUs

    Improved light tank: attack 3, defense 2
    Improved tank: attack 4, defense 4, 2 hitpoints

    Britain's tank techs
    Churchill tank (a heavy tank): attack 5, defense 5, 4 hitpoints
    Centurion tank (improved heavy tank): attack 5 + 5, defense 5 + 5
    improved tank
    Comet tank: Britain's tanks attack and defend on a 5.

    Japan's tank techs
    Medium tank: allows it to build medium tanks
    Improved tank

    Italy's tank techs
    Medium tank tech: allows it to build tanks

    USA tank techs (both halves)
    Pershing tank: allows the US to build heavy tanks. Attack 4 + 4, defense 4+ 4, 4 hitpoints.
    Improved medium tanks
    Improved light tanks

    Soviet tank techs*
    KV-1: Allows the USSR to build heavy tanks. Attack 4 + 4, defense 4 + 4, 4 hitpoints.
    Improved medium tanks
    Improved light tanks
    IS-2 (improved heavy tanks). Soviet heavy tanks attack and defend on a 5 + 5.
    Simplify the T-34. Soviet medium tanks now cost one less PU

    German tank tech
    Panther: Allows Germany to build Panthers. Attack 4 + 4, defense 4 + 4, 4 hitpoints.
    Speer's industrialization: every other turn, Germany gets a free Panther at each of its SPCs.
    Improved medium tanks
    Improved light tanks
    Improved Panther (E-50): Germany's Panthers attack and defend on a 5 + 5
    King Tiger: allows Germany to build King Tiger tanks. A King Tiger attacks and defends on a 4 + 4 + 4 and has 6 hitpoints.
    Improved King Tiger (E-75): King Tigers attack and defend on a 5 + 5 + 5, and have 7 hitpoints.

    Note that heavy tanks (Churchill, Centurion, Panther, Pershing, KV-1) and King Tigers are special units. These cannot be purchased with PUs, but can only be produced at SPCs. I acknowledge that Germany has the best SPC tanks in the game, just as Britain has the best tanks purchased with PUs. Germany needs the better SPC tanks to balance Soviet conscription techs. Conscription 4 results in the Soviet Union getting +4 infantry per turn for five of its factories (assuming none of the five factories have been conquered). Assuming both Germany and the Soviet Union are maxed out on tech, and assuming the Soviet Union still holds Moscow/Stalingrad, then every turn the Soviet player gets 20 free infantry. Germany would get 5 free Panthers every two turns. If you're looking at free units received every two turns, that's 40 Soviet infantry compared to the 5 Panthers. In terms of raw hitpoints received this benefits the Soviets by a 2:1 ratio. The superiority of the King Tiger over the IS-2 helps balance out some of that 2:1 ratio.

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  • Infantry

    Tier 1: China. Conscript. Attack 0, defend 1. Cost 1 MP
    Tier 2: Italy, USSR, Japan. Infantry. Attack 1, defend 2. Cost 1 MP and 1 PU.
    Tier 3: UK, USA, Germany. Infantry. Attack 2, defend 3. Cost 1 MP and 1 PU. The USSR can have this unit also, called "Revolutionary Guards," cost 1 MP and 3 PUs.
    Tier 4: Sturmtruppen. Germany. Attack 3, defend 4. Cost 1 MP and 3 PUs.

    Japanese Marine-equivalent. Attack 2, defend 2. Cost 1 MP and 2 PUs. Special: gets to fire on the first round of amphibious assaults.

    Marine. America Pacific only. Attack 3 defend 3. Cost 1 MP and 2 PUs. Special: gets to fire on the first round of amphibious assaults.

    Tech for Japan: Tadamichi Kuribayashi. Causes Japanese infantry to attack on a 2 and defend on a 3. Japanese Marine equivalents attack and defend on a 3. Two stars.

    All units described above can receive support on both offense and defense.

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  • Vichy France has been added in. Upon further reflection I decided to have Vichy France own both southern France and its colonial territories.

    image.jpeg

    Half of Vichy French income goes to the Axis. The other half disappears. Japan benefits from Vichy French income in Indochina, Germany benefits from Vichy French income elsewhere. Vichy French territory can be attacked by anyone, at any time, with no diplomatic consequences whatever. Think of it like neutral farming, except that the half to the Axis part reduces the Axis economic incentive to farm, while increasing that of the Allies.

    image.jpeg

    image.jpeg

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