• đź’€ 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

  • @KurtGodel7 said:

    “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.

    I see that you are using "field" as a "medium" classification, but some terms like "field gun" can change wildly in their meaning. For example, a field gun can be something like the Soviet 76-mm divisional gun M1942 (a light gun) or the American 155 mm gun M1 (a heavy gun) or both depending to whom you ask.

    Also the term "gun" is questionable. In classic artillery classification, that may indicate a relatively long barrel, akin to the meaning of cannon. If you have light gun, field gun and heavy gun and no other artillery units, are you excluding howitzers this way? I'm not sure if it would be advisable using the term "artillery" instead of "gun"?

    Maybe ask Claude what would be the best way of dividing all World War 2 artillery above infantry mortars but below 200 mm calibres into 3 categories only, lighter to heavier (if this is what you actually want).

    read more

  • @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.

    read more