• World War 1914 Larry Harries Does Not Work Plus Question

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    VictoryFirstV
    @tonymez said in World War 1914 Larry Harries Does Not Work Plus Question: Why doesn't this map work>? It used to years ago. If you are saying this, that means you are talking about World War I 1914. My module for WWI 1914 exists since December 2th 2024. That's 1.5 years ago. World War I 1914 exists since December 3th 2022. That is 3.5 years ago. I think it is worth it to upgrade to 2.7. It is faster and handles the game folders better. I upgraded to 2.7 because I got error messages with 2.5 when opening maps all the time. With 2.7, I have never gotten an error message since. Download here the latest pre-release: https://github.com/triplea-game/triplea/releases/tag/2.7.15447 Download here the version I am using (which I get the least error messages with): https://github.com/triplea-game/triplea/releases/tag/2.7.14971
  • D-Day version 2 PoC

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    PantherP
    @wc_sumpton I see. I have removed the screenshots to not disturb the thread.
  • adding/removing techs

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    G
    Separate activateTrigger's solved it. Set up an always false condition, so the property modifiers dont launch independently. Issue closed. FYI, Made new units and recolored with drop shadows. Testing game play and balance. Hope to post a beta for others to kick around in a couple weeks. Thanks for all the help.
  • Total World War (TWW) 2.7.7.2

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    ubernautU
    @beelee thanks ill check it out!
  • πŸ’€ Settlers: Fallen Empire - Official Thread

    maps thedog
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    TheDogT
    Latest version v1.15 ready for TripleA download. This only plays in 2.7+ Click Download Maps button In Search: box type set to download Settlers: Fallen Empire Settlers Fallen Empire Manual pdf Settlers_Fallen_Empire_Manual.pdf It has; 11 Asymmetrical factions Growing & shrinking urban centres Resources of Alchemy, Beast & Construct AI auto sells 'spare' resources, player must do it manually Thanks to Ebbe for new unit map and unit colours & flags. Lots of minor changes
  • β­• Middle Earth 3rd Age - Official Thread

    thedog
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    TheDogT
    Latest version 015 ready for download from 1st page 1st post Spider 20pu was 11pu, vastly underpointed (thanks @chowdler) Spider can now enter mountains (thanks chowdler) Tharbad now not of Player interest, so AI will focus less on it (thanks chowdler) Saruman added warg_scout unit (thanks chowdler for the idea of another Mountaineer unit) Gondor Minas Tirith ancient_wall now 4, was 3, needed to rebalance because of above . Link to 1st post that has the download link https://forums.triplea-game.org/topic/3729/middle-earth-3rd-age-official-thread
  • πŸ’₯ Another World v AI - Official Thread

    thedog
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    TheDogT
    @rogercooper Thanks I have reposted the zip in the 1st post.
  • 🏯 Shogun Advanced - Official Thread

    thedog
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    TheDogT
    Latest version v2.6 ready for download. In TripleA Click Download Maps Button Click Installed tab Click Shogun Advanced 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 Shogun Advanced Click Install button (be aware, displayed percentage download is NOT working as intended, have a coffee, it takes minutes to download) Enjoy! . v2.6 Vanquished all land & sea units, was just sea units Projection of Power, Victory Conditions – 10vp was 11vps (matches Triggered Victory) In game Manual updated with above Lots of minor tweaks . Suggested stable TripleA version https://github.com/triplea-game/triplea/releases/tag/2.7.15025 . Link to 1st post that has; Downloads for new Players https://forums.triplea-game.org/topic/3666/shogun-advanced-official-thread
  • πŸš‚ 1888A Steam & Steel - Official Thread

    thedog maps
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    TheDogT
    Someone has posted an error on GitHub 2.7.15025: TripleAFrame#showHistory:1784 - java.lang.IllegalStateException #14112 game stops at the beginning - playing royals. Two history thinkers ... Try another version like this one https://github.com/triplea-game/triplea/releases/tag/2.7.15256
  • Scenario Reviews

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    JohnnyCatJ
    @ubernaut I just read that it got shut down... but that's ok
  • A more challenging AI

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    RogerCooperR
    @samurai-jd said in A more challenging AI: Re: 1941 Global Command Decision - Official Thread First, for a guy who has played TripleA in the earliest of days and before that all the published versions of the Axis and Allies board games since the 1980s, the GCD map and rules is a true masterpiece. Thank you. I play solo. Can anything be done to improve the skill of the AI? I have tried both Fast and Hard modes. No matter how I favor the AI (through multiple iterations as either Axis or Allies) the AI is finished by the 7th round. In my most current effort, I start with 2700 units for the Axis and 2400 units for the Allies. Especially when the AI plays as the Allies, I can NEVER get the USA to invade Continental Europe no matter how favorable I set the situation. I appreciate your time and the incredible game that you have so elegantly created. Samurai JD A large, complex mod such as 1941 Global Command decision is difficult for the AI to play properly. More units just makes it worse. You would need either to change to mod to help the AI or give the US units near Europe each turn using the editor
  • Modern Warfare Map Idea

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    RogerCooperR
    @thedog You may want to check my wiki for modern scenarios at https://axisandallies.fandom.com/wiki/Category:Timeline?from=2001 There are a number of mods and maps they may give you some ideas.
  • WAW 1940 Mod for Transport casualties

    Moved
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    wc_sumptonW
    @madvitale I'm sorry that you are having troubles. I personally do not use Notepad, it's okay for small quick edits, I use Notepad++. I'll include a zip file with the changes. World_At_War.zip Special Note "Transport Casualties Restricted" value must stay false in the xml as Transports and B.Transports have a defensive value. The value can be changed in the 'Map Options' (lowest button on the left panel). Cheers...
  • Age of Tribes World map new official thread

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    TheDogT
    @ted-self Im glad you like the map and it has got you all excited even at your age. It was exasperating and fun to design the map. If you want another steep learning curve map that will challenge your grey cells then try 1941 Global Command Decision https://forums.triplea-game.org/topic/3326/1941-global-command-decision-official-thread
  • Civil war map Upgrades are totally bugged for me? (Resolved, mostly)

    Locked
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    RogerCooperR
    @beelee The map loads for me, but I am not going to say how well it works. It is an overly complicated mod.
  • Axis Ascension

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    SchulzS
    @rogercooper Thank you.
  • Axis & Allies: Stalingrad

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  • Cold War 1965 version 2.0 - Official Thread

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    TheDogT
    Capture Units on Entering Territory Is usually not set as True, so is usually false. I have not played the map, but I think it should be false.
  • How to add to Big World Variations

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    B
    @rogercooper I couldn't find the repo in triplea-maps. So can he just update his repo and then do a PR with the new version number in the yaml ? His repo doesn't need to be part of triplea-maps ? Anyway, it's merged. @thehobbesian this is what you need to change in the yaml. The pencil icon will allow you to edit it. I believe anyone can but not 100% certain on that. [image: 1759589371964-screenshot-from-2025-10-04-09-45-38.png] [image: 1759589881597-screenshot-from-2025-10-04-09-57-27.png] You can see Roger did it here [image: 1759589494806-screenshot-from-2025-10-04-09-50-48.png] Edit Also, as Roger stated, you can just redownload the map once the repo has been updated. The yaml just lets people know there is a new version. Edit 2 @thehobbesian I DL'd it but don't know if it's the new version or not. There's really no easy way to tell. I add a notification at game start saying what version and the date it was first uploaded. I also document it in the changelog in the Game notes. Edit 3 OK it looks like the latest. This is your last commit and here it is in the Game Notes [image: 1759591386917-screenshot-from-2025-10-04-10-22-02.png] [image: 1759591399240-screenshot-from-2025-10-04-10-21-49.png]
  • Technology Step being Skipped

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    StohrmS
    @wc_sumpton I found the problem. My OCD wants things in alphabetic order and in doing that I accidentally moved the ending </technology> caveat after the French player's code. Thus only the Americans, ANZAC, British, Chinese and French were actually recognized. The British get theirs from the UK_Pacific's choice and the Chinese don't have any (at this time). So, the rest all got skipped. I appreciate the help. I also put the code back in player turn order, but added "Player 01 - ", 02 etc. before the Faction heading comments. My OCD is thereby satisfied.

Recent Posts

  • @Schulz What’s the difference between mobilizing and being playable? Like you are placing the units but not setting the players at war yet? Also Switzerland should either have a bunch of neutral units/negative territory effect because I always see the AI attack Switzerland in the original version, it’s unrealistic and should be a poor decision historically

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  • Here’s the ideas:

    Turn order: Germany, France, Russia, Austria, Britain, Italy, Ottomans, USA.
    The Ottomans, Italy, and USA are neutral at the beginning. They cannot purchase new units or move units until they enter the war. They mobilize first and become playable only in the following round. This is intended to help the AI handle them better.

    For example, Ottoman units are mobilized during their turn in round 1, but the Central Powers player can only control the Ottomans starting in round 2. So:

    Italy mobilizes in round 2 but becomes playable only in round 3.
    Bulgarian units and territory merge with the Ottomans at the end of their turn in round 3. However, Bulgaria can still be attacked at any time by the bot side. The same applies to Romania, Greece, and Portugal.
    Portuguese units and territory merge with the British at the end of their turn in round 4.
    Romanian units and territory merge with the Russians at the end of their turn in round 5.
    The USA mobilizes in round 6 and becomes playable in round 7.
    Greek units and territory merge with the French at the end of their turn in round 8.

    Denmark, the Netherlands, Switzerland, Persia, Afghanistan, and Albania are neutral and can be attacked. All other territories (including Pripet Marshes and Inner Arabia) are impassable.

    Russian Revolution rule: If the Central Powers control at least 5 Russian territories at the end of the Russian turn, Russia leaves the war and the Central Powers keep those territories. However, these territories exclude the Caucasus and Central Asian territories. So the best outcome for the Central Powers is knocking Russia out of the war while the Ottomans capture as much Caucasus territory as possible.

    Otherwise, the rules are almost the same as World War I.

    Constantinople, Gibraltar, Suez, and Aden are canals.

    The Ottomans will have factories in Constantinople, Ankara, and Syria. They start with a few troops in Senussia, Darfur, and Bukhara.

    wwieurope - Copy.jpg

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  • @gr8gamerguy
    It has certainly been a long time since I worked on this project but I really want to finish it and condensed things down.
    With the advent of chatgpt I think ill come to finish it. (In case you ever see this message, thank you for all.the big reports)

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  • @RogerCooper Aren't v3 41 and 42 unbalanced in favor of the Allies without national objectives?

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