• 💀 Settlers: Fallen Empire - Official Thread

    maps thedog
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    TheDogT
    Latest version v020 ready for download within TripleA. In TripleA Click Download Maps Button Click Installed tab Click ** Settlers: Fallen Empire** 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............................<= new players start here Find & Click ** Settlers: Fallen Empire** Click Install button Enjoy! Settlers Fallen Empire Manual pdf unchanged Settlers_Fallen_Empire_Manual.pdf v020 Sea Zone PU collection is now working as intended It currently requires the following steps player none=Neutral must be have an initial relationship of Neutral with the Player factions, see lines 6977 etc player none=Neutral start of turn 1 is changed to War, see lines 5913-5931 Define All-SZ (Sea Zones) & All-Players required for #4 foreach to work A foreach to convert currentowner = originalowner, this allows PU to be collected, see lines 5899-5911 (#1 & #2 are are a bizzare requirement that should not exist. ) Turn placementAnyTerritory True and False, allows placement of isAI unplaced Factories, makes for a better player experience (thanks to @wc_sumpton) Link to 1st post https://forums.triplea-game.org/topic/2467/settlers-fallen-empire-official-thread
  • Domination 1914 No Man's Land - Official Thread

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    SchulzS
    Late fighters are balanced around with other units and techs.
  • Religions and beliefs

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    M
    @TheDog I have a specirfic TripleA version with some specific xml files for games like TWW and I have 2/3 curent games so it is not so easy....
  • 🏯 Shogun Advanced - Official Thread

    thedog
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    TheDogT
    @malmessi It is in game in the usual place Help> Game Notes
  • How to add to Big World Variations

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    RogerCooperR
    I put it onto github under https://github.com/triplea-maps/thehobbesians_1939. I will add to the in-game downloader tomorrow.
  • TripleA Maps List

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    RogerCooperR
    @TheDog said: @rogercooper Cant find Ansalon/Analon on Github maps Missing from your list, but on Github maps Settlers: Fallen Empire Shogun Advanced Ansalon was superseded. https://axisandallies.fandom.com/wiki/Master_of_Ansalon Settlers: Fallen Empire uses the Fallen Empire Map Shogun Advanced is under The Shogun Map
  • Middle Earth: Battle For Arda - Official Thread

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    R
    Interesting video, and welcome back! I think the changes are interesting. Regarding tactics I do think that having 5 levels is a lot. I think that @shorogyth 's system seems reasonable. I'd also pull the plains bonus out of the tactics system (call it "defensive tactics") and have a separate plains attack bonus. That way horses can have a bonus there, and rangers won't automatically be good attacking on plains. I know it's a third number, but I think it'll be less confusing than tactics being mostly defense bonuses but also one attack bonus. Also, can you have more than a +-1bonus on some terrains? I feel like most flying units would need more than a -1 bonus on caves, especially because tactics give them bonuses. I agree with the relentless issue. I think it's cool for some units to ignore your defensive terrain advantage, but they should be rare and therefore scary. Having basically all orcs be relentless is pretty silly and makes plains better for defense than cities. Regarding unit abilities, I don't think rock paper scissors is necessarily bad, especially because not all factions are equally strong in each. If each faction has different strengths and weaknesses, it forces factions to collaborate more, and stops things from snowballing as much if one faction falls. Eg Gondor would spam rangers because they have good defense bonuses and would kill the winged nazgul (thereby denying mordor's leadership), so you could send flanking cavalry from Rhun or harad to eliminate them. Elven archers were much stronger than the spearmen, but fell very quickly to wargs, which forced the elves to diversify more. In particular, Isengard had no ranged units, so Rohan's flank cavalry was especially dangerous since it would directly target the fires of orthanc, and so isengard had to spend a lot of effort screening its siege forces. I think ranged support feels reasonable. I like all abilities that encourage using a variety of units. Eg the galadhrim archers are one of the most powerful units in the game, but they require you to buy the weaker elven spearmen to unlock their full value. I like the change to charge, since before formation made those units a liability because you couldn't make them not charge. Eg the warg riders were essentially useless for angmar because of this and rohan suffered hard. I do like the new ambush mechanic since it encourages more diversity in unit selection. I do think it should be allowed in cities though (that was the whole siege of osgilliath), and the fact that only a certain number of units can ambush will balance it. I'm not sure I like scouting as it is though. If scouting eliminates ambush, then you just need 1-2 units with scouting in your army and you're fine. And if those units are otherwise useful (eg rangers) then it makes ambushers useless. Maybe scouting should be like spearwall? Just decreasing the effectiveness of ambush so it's less good but still useful? So maybe barrow wights would have an ambush of 6, then eg warg scouts could have a scouting of 2, rangers 3, and wizards 6x2 or sth? I feel like something missing in the game is some notion of hit and run tactics for cavalry. Cavalry is expensive and strong and excels at taking out small groups, but you often can't take advantage of this because if you do it exposes your cavalry to counterattack where they won't make up their PU values. Meanwhile air units can do this which gives angmar and mordor a big advantage. Maybe some cavalry could have an ability wherein they (and only they) can independently retreat after the first round of combat, even if there's a win? This still requires some thought, since if you don't have a win in your first round you have to decide if it's worth leaving your cavalry open to guarantee the win, and cavalry is still worse than flying units since they don't get the whole combat or a noncombat move. But it makes cavalry much more tactically interesting Also a general thought, but I think rangers need to be a higher tier of ranged unit. They have excellent tactics, mountaineer, high movement, anti-flying, scouting, ambush, support, and maybe more. And given the lore this makes sense, but also in the lore they aren't common at all - the Dunedain are solitary and dying out. So I think buffing them and treating them more like weak creatures than elite infantry would make more sense. And then you could maybe have some weaker version for gondor representing Faramir's rangers which are just elite infantry
  • Pact of Steel 2 mods for new Version

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    TheDogT
    @djggml So here is a working map.yml (remove the .txt to use it. map.yml.txt 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} - {game_name: Pact of Steel 233, file_name: pact_of_steel_233.xml} Note it has the version line removed.
  • Warcraft: Lordaeron Wars - Official Thread

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    Z
    @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)
  • Jurassic v2.0

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    G
    UPDATED: http://john.gregorek.com/Games/Generic.zip Added caveER_png to help identify territories for removal/addition. Shifted place_txt values to represent top-left corner of unit images. Corrected polygons_txt fragments for defining territories across map borders. Not happy with glyph branding. It's optional. Still have an issue with border fragments that requires your inspection. The reliefTiles hide the map border edge well, but note the dinosaur has been beheaded. [image: tripleAbeheaded.png]
  • WW1 contour baseline map 4000px

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    SchulzS
    I like maps that are aesthetically pleasing to look at. Map rotations, curves, extreme squeezings/stretches, and abnormally big Scandinavia, Eastern Europe, or Africa are just not good. Standard maps aren't suitable either because they make Europe too small. It’s better to use an equirectangular projection, get rid of all the unpleasant stuff I listed, and subtly shrink non-European territories.[image: wwi_more territories.png]
  • world_war_ii_v5_1942 is incorrectly linked and installed

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    PantherP
    I can confirm that it downloads fine now. That already was a good example for the workflow. Thank you
  • Power of Politics 1914 : A WWI scenario

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    ubernautU
    @RogerCooper @thedog i was thinking i might try to recruit @wc_sumpton to help us but the basic problem is the version that we have does not appear to be very far along compared to some of the posts so it’s kind of hard to tell what they were thinking with the map also some of the territories are sort of microscopic i think there might be a problem with unit stacking as it stands as well
  • Churchills 1939

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  • Proposed Map: Domination 1941

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    TheDogT
    @Schulz Been a while. If you want to use this threads map you are welcome to use it. It is used in 1941 Global Command Decision, but be aware it has nearly 800 locations so is probably best for solo play.
  • War Plan Red-Orange

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    Another update, version 0.3.0! [image: 0.3.0 jpg smaller.jpg] The technology system has been reworked, every country now has a unique ladder of techs to climb and you unlock tech with tech tokens. Plus, the Portuguese and the Dutch have been added! Download it here: https://drive.google.com/drive/folders/1EowcYb0cA0qfcVIqZaasKfUgzp_aBd9G?usp=drive_link Download instructions: Download the “war_plan_red_orange” folder contained in the link Add this to C:/Users/(your username)/triplea/downloadedMaps Once you hit “select maps” in TripleA, the file should automatically be unzipped and it should just work. If you are still running into issues, please report them to me! Also, we have a Discord server now! https://discord.gg/78EEWmuK7C
  • World War II V6 - Balanced

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  • East & West

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    RogerCooperR
    This is now available through the in-game downloader.
  • Global 40 Expansion UHD Boxes Recorded Games

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    deleted.
  • Can we fix TWW?

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    ubernautU
    @lafayette [image: pumped-yes.gif]

Recent Posts

  • Name Axis General
    Description World War 2 in 1939 on the Big World map
    https://axisandallies.fandom.com/wiki/Axis_General
    image.jpeg

    Good Points

    Straightforward unit set

    Bad Points

    Favors Allies
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  • Adding two more decision breaks for players sounds like a recipe for doubling the amount of time spent on resolving air battles, especially in live multiplayer. Would avoid that.

    @KurtGodel7 said:
    Yeah that sounds good. I'm curious to see the tech system you've come up with.

    I did finish writing that up, started the TRO thread for it.

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  • And reserving a post here in case I end up needing another section for anything.

    Thread open to discussion now.

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  • Interesting, but I don't think it was actually quite working this way. If I understand correctly that dogfight (which was really more of a WW1 thing and much less of a WW2 thing) is something preliminary which involves every fighter, so the fighters surviving the dogfight are the only ones then also intercepting the bombers (Is there a limited combat round or can only the fighters of one side survive?), I think this is not much simulating WW2 aerial warfare. WW2 aerial warfare was much more linear and mostly consisted in intercepting fighters attacking the bombers while bomber-escorting fighters were attacking the fighters attacking the bombers (often in a punishing role rather than a pre-emptive one) and interceptor-escorting fighters were attacking the fighters attacking the fighters attacking the bombers, this going on then having fighters attacking the fighters attacking the fighters attacking the fighters attacking the bombers, and so on.

    Practically, the typical fighter would not engage in dogfight but rather go directly for attacking the bomber (with a number of other fighters behind him and behind one another in a sort of a train) while hoping not to be shot down by the escorting fighters while doing so. After attacking the bomber, the fighter would dive (and make evasive manoeuvrers but mostly just relying on speeding up and getting the hell out in a mostly straight trajectory rather than going in circles like in WW1 dogfights) to try to survive the fighters attacking him while expecting friendly fighters following (escorting) him to attack from behind the fighters which are attacking him from behind.

    (I'm not an expert, and this is just based on my general knowledge of WW2, so do not ask me to provide references to prove what I'm saying. Also, if an expert of WW2 aerial warfare comes here and says otherwise, I'm not going to say that I'm necessarily right.)

    I would have it working more like this:

    Let's assume a normal battle with the attacker having fighters and bombers and the defender also having fighters and bombers. To keep it simple, let's assume for now that there are fighters and bombers and no aircraft which can operate as either.

    The attacker decides how many attacking fighters are intercepting (non-modifiable auto-selection to none of them or all of them respectively if the defender has only fighters or if the defender has only bombers). (The non-selected ones are escorting/dogfighting.) The defender decides how many defending fighters are intercepting (non-modifiable auto-selection to none of them or all of them respectively if the attacker has only fighters or if the defender has only bombers). (The non-selected ones are escorting/dogfighting.) The attacking intercepting fighters roll dice and one defending bomber is taken as casualty (not removed) for every hit. The defending intercepting fighters roll dice and one attacking bomber is taken as casualty (not removed) for every hit. The attacking bombers (comprising the ones taken as casualties) roll dice and one defending intercepting fighter is removed for every hit. Then the attacking bombers taken as casualties are removed. The defending bombers (comprising the ones taken as casualties) roll dice and one attacking intercepting fighter is removed for every hit. Then the defending bombers taken as casualties are removed. The attacking non-intercepting fighters roll dice and one defending fighter (either intercepting or not: it does not matter) is removed if it is an intercepting one or taken as casualty (not removed) if it is not an intercepting one for every hit. The defending non-intercepting fighters (comprising the ones taken as casualties) roll dice and one attacking fighter (either intercepting or not: it does not matter) is removed for every hit. Then the defending fighters taken as casualties are removed.

    Every fighter has an "anti-bomber" and "anti-fighter" strength. The former is used for fighters chosen or auto-selected as intercepting and the latter for the rest.

    Of course, this is ignoring the jabos, and this is quite unacceptable, but I'm trying to keep it simple. Let's just not forget that rules for allowing fighters to load some bombs or rockets on their wings and/or belly are quite a necessary addition to what I just detailed. The added complexity about that is that such a fighter is able to go back being a fighter any time it wants by just dropping the bombs (though there are limits to this: it will not be as good as a pure fighter) and will most likely do so as soon as it is about to be attacked by other fighters or even as soon as it can see them coming. To some extent, also bombers can get rid of their bombs to defend themselves better and/or avoid going down after being damaged. Of course, you cannot add rules for everything: it will always be a trade-off between complexity and coverage.

    This system is completely removing from the table the ability of fighters to prevent interceptors from attacking bombers, and I believe this is fine as such ability is minor. If wanted also to cover cases in which the air superiority of a side is so overwhelming that the other side cannot even get to attack the bombers because its fighters are shot down before reaching them, it would be possible to add an other layer by which you can select fighters as either intercepting or sweeping (The non-selected ones are escorting/dogfighting.). Sweeping fighters attack or defend before any other aircraft and their casualties are removed before starting the interception steps (so that they do not get to fire at bombers at all) but do so at "sweep" strength (which should be set lower - arguably much lower - than the "anti-fighter" strength and the "anti-fighter" strength renamed to "escort" because both "sweep" and "escort" is "anti-fighter").

    The other even more minor element is that one may want the bomber fire not to be merely punishing but to have a pre-emptive element, meaning an ability to shot down the fighter before the fighter can have a chance to shot down the bomber or an ability to disrupt the fighter fire so that its chances to shot down the bomber are lower the more effectively the bomber can shot at it. I did not provide for this, and I don't think it's too important to do so. This can be partially done by having the air combat going on for multiple rounds, so that the fighters shot down a round before will not be able to fire at the bomber again or more consistently by splitting the bomber fire between pre-emptive and non-pre-emptive or having a negative support from bomber to fighter, the higher the support the more the bomber is powerful at firing. However, this would also open all the matter that some bombers are much more vulnerable than others because of passive (armour) defence too (for example, a British Avro Lancaster being enormously inferior to a B-17 both as a matter of fire-power and as a matter of armour so much so that having the Avro Lancaster doing the bombers-only day-time bombings which the B-17 performed would have been suicidal).

    Good post, and I see you've put solid thought into this. Nevertheless I'm going to disagree with some of what you've written.

    Erich Hartmann was the highest scoring ace in history. During WWII, he shot down 352 Allied aircraft, almost all of which were Soviet. Of those, 260 were fighter-type aircraft, and 92 were ground attack aircraft. I do not believe that the dogfight was a relic of WWI.

    In early 1944, Doolittle ordered American fighters to fly ahead of the stream of strategic bombers. This allowed American fighters to engage in dogfights with German fighters before German fighters could engage with American bombers. The earlier tactic was for American fighters to fly close escort. That led to the situation you described, where German fighters would attack American bombers before the escorting fighters could engage. If the American fighters are flying ahead of the bomber stream, you could say that in your proposed rules this is a "sweep" mission. While the Doolittle order may have been a sweep mission as your rules envision such, American fighters did not dogfight at a reduced combat value, and experienced no sweep mission penalty.

    That stuff aside, my main point is this. A player's attention and clicks are a limited resource. Almost always, I will choose a good solution that consumes, say, 20 units of that resource, instead of a perfect solution which consumes 100 units. The difference between good and perfect almost never justifies the consumption of those 80 additional units.

    Your system requires mission assignment. If I understand correctly, fighters are either intercepting, non-intercepting, or sweeping. Your system also has weapons loading, to where fighters can be loaded up with bombs, and where dive bombers or torpedo bombers can dogfight better after they've dropped their bombs or torpedoes. This is an increase in complexity, and an increase in the player's investment in attention and clicks. There's a time and a place for an approach like that.

    There's a lot of stuff I've deliberately rejected for this map because I wanted to avoid bogging the player down in details. No terrain effects. No winter turns. No oil. No materials. No supply lines. I've chosen to say no to a lot of things, driven by my view that the player's attention and clicks are very finite. I need to be parsimonious in how that finite resource is expended. The reason I've maxed out my weekly Claude usage for four weeks straight is largely due to my wish to make the interface simpler. Fewer clicks. Easier to understand. Less time per turn so the game flows faster.

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