• 💀 Settlers: Fallen Empire - Official Thread

    maps thedog
    15
    6
    3 Votes
    15 Posts
    7k Views
    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

    256
    1
    5 Votes
    256 Posts
    264k Views
    SchulzS
    Late fighters are balanced around with other units and techs.
  • Religions and beliefs

    11
    1 Votes
    11 Posts
    362 Views
    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
    26
    1
    2 Votes
    26 Posts
    6k Views
    TheDogT
    @malmessi It is in game in the usual place Help> Game Notes
  • How to add to Big World Variations

    15
    1 Votes
    15 Posts
    3k Views
    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

    4
    1
    3 Votes
    4 Posts
    292 Views
    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on Github maps Missing from your list, but on Github maps Settlers: Fallen Empire Shogun Advanced Ansalon was superseded.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

    588
    2
    3 Votes
    588 Posts
    1m Views
    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

    6
    0 Votes
    6 Posts
    270 Views
    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

    37
    8 Votes
    37 Posts
    24k Views
    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

    39
    1
    3 Votes
    39 Posts
    12k Views
    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

    16
    2
    3 Votes
    16 Posts
    8k Views
    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

    15
    1 Votes
    15 Posts
    5k Views
    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

    264
    3
    6 Votes
    264 Posts
    292k Views
    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

    1
    0 Votes
    1 Posts
    562 Views
    No one has replied
  • Proposed Map: Domination 1941

    498
    2 Votes
    498 Posts
    784k Views
    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

    10
    2
    4 Votes
    10 Posts
    3k Views
    M
    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

    1
    1 Votes
    1 Posts
    614 Views
    No one has replied
  • East & West

    7
    3 Votes
    7 Posts
    3k Views
    RogerCooperR
    This is now available through the in-game downloader.
  • Global 40 Expansion UHD Boxes Recorded Games

    3
    2
    1 Votes
    3 Posts
    2k Views
    B
    deleted.
  • Can we fix TWW?

    93
    0 Votes
    93 Posts
    56k Views
    ubernautU
    @lafayette [image: pumped-yes.gif]

Recent Posts

  • @KurtGodel7
    Love your effort in trying to balance the game, can't wait to play the definitive release
    🙂

    read more

  • Name World War II v4 Terminus Edition v3
    Description World War II V4 with different territory values, unit costs and some new unit types
    https://axisandallies.fandom.com/wiki/World_War_II_v4_Terminus_Edition_v3
    image.jpeg

    Good Points

    Interesting variations on units and territories

    Bad Points

    Strongly favors the Axis New unit types not explained in the notes
    read more

  • image.jpeg

    The end of the game. Round 7. The Soviet Union destroys the German army at Dnepropetrovsk. 76 conscripts to soak up hits, plus 42 anti-tank guns to provide some firepower while soaking up more hits, plus some tanks and artillery to enhance the offensive firepower.

    I may need to make some tweaks to help balance this. However, Germany did put up a better fight on the northern part of its eastern front than it did in the southern portion.

    image.jpeg

    The Asian mainland, round 7. Japan would love to just crush China but thus far has been unable to do so. Japan would also like to start pushing Britain out of India, but that hasn't happened thus far. Britain just got Raj tech, which means three free colonial militia for India each turn.

    image.jpeg

    Japan has conquered the Philippines and part of the East Indies. It finally took Hong Kong. Singapore is proving a disturbingly tough nut to crack.

    image.jpeg

    Neutral farming for America Pacific. Also it has been building up its fleet to be able to challenge the IJN. Japan hasn't kept pace with the naval builds, because it's been preoccupied with mainland Asia and the East Indies.

    image.jpeg

    The Soviet Union has been one of Japan's problems. Vladivosok is worth 7. The Soviets recently started placing 9 units a turn there due to industry tech. Japan does not want that war, because it's one war too many.

    End of the game tech: Germany had just gotten Speer's Industrialization. It was making good progress with advanced tech. But all that was hollow without Panther tank tech (which it did not yet have). Japan was making good progress with its Japan techs, but the Japan techs it really wanted--the income increasing ones--would not kick in until later in the game. Italy was unlucky with its tech rolls, with nearly everything chosen at random. Britain had made good use of tech (industry tech), the Soviet Union had gotten conscription 1 tech (1 free conscript a turn per factory, so long as the underlying territory is originally Soviet and worth at least 9). Possibly the most successful for tech was America Pacific. It had discovered fleet carrier, it had an SPC, and it had extended range for piston tech. (Allowing its fighters, heavy fighters, dive bombers, and torpedo bombers to have a range of 4.)

    Conclusion: I could have played better with both sides. No question there. That said, I believe the map is unbalanced in favor of the Allies. Germany got distracted from its eastern front too quickly. Japan could maybe use a couple extra transports with which to start the game. Britain can exert too much pressure too quickly in France, and it's difficult for Germany to counter that due to Britain's advantage in local unit placement capacity. Italy had some success, but it didn't look as if that success was going to turn into anything decisive. America Atlantic's income grows over time--I think it hits full income on round 10--so it was going to be able to put more and more economic pressure on Italy.

    read more

  • The start of round 5 for a recent test game.

    image.jpeg

    Germany built a ton of transports on G1, and conquered Leningrad on G2. After that, however, the northern portion of Germany's eastern front somewhat stalled. Note the massive Soviet unit placement capacity on Archangel and Gorky.

    image.jpeg

    This is the southern portion of Germany's eastern front. It is tempted to unite the Kiev and Vitebsk stacks in Gomel. While the German offensive might stall before Moscow, at least the Germans can add some land before that happens.

    image.jpeg

    Over in the west, the British have been invading France. Germany probably under-spent on that front early game, but is trying to make up for it now.

    image.jpeg

    Germany may have messed up its western front. America Atlantic is starting to behave as you'd expect America in NWO to behave. To push back against that, the Germans should not have neutral farmed Switzerland on G1. Instead they should have gone to Spain earlier, in an effort to prevent the Allies from taking root there.

    image.jpeg

    The east Mediterranean. The British weren't paying enough attention, and the Italians won a crushing victory in the Western Desert. Italy should be in good shape on that front, at least for now. However, problems are starting to appear in the west.

    image.jpeg

    China! China has been a major thorn in Japan's side. Japan has been going south. China has responded by going south as well, and exerting major pressure on Japan. Japan had built a factory + trenches for Tonkin. China took Tonkin with a couple of heavy guns left at the end of the fight. Instead of retaking Tonkin immediately, Japan shipped to Kwangsi, to destroy a large Chinese army there. China responded by building units + trenches for Tonkin. Japan took Tonkin anyway, but it was tough. Due to an error on Japan's part, China destroyed a Japanese army in Western Hunan. China is getting pushed back overall, but it's been tough work for Japan.

    image.jpeg

    The Japanese fleet that destroyed the American fleet at Pearl. 8 torpedo bombers attacked during the air phase, and the rest of the Japanese fleet moved in during Japan's turn to finish off the American fleet.

    image.jpeg

    America Pacific's fleet. It is licking its wounds after its defeat at Pearl. It has also started neutral farming.

    Technology
    Germany hopes to have SPCs producing Panther tanks, ideally with Speer's Industrialization adding more tanks. It's made some progress towards achieving this, but has yet to unlock Panther tank tech.

    The Soviet Union would love to have SPCs producing KV-1 tanks. But even more than that, it would love to unlock better recruitment tech. (Of which the Soviet Union has by far the best in the game.) Also it's been having unit placement problems due to too many conscripts and anti-tank guns. Recruitment is the primary focus for a Soviet research center, while tanks tech and advanced are areas of secondary focus. Its other primary focus I think is Innovation, because Industry tech would solve its unit placement problems.

    Japan has two research centers. One of them has a primary focus on Japan tech, because that is a good way of increasing its late game income. Already Japan tech has yielded Long Lance torpedoes. It could also envision itself having SPCs, producing fleet carriers. Therefore carriers tech and advanced are among Japan's research goals. It also (accidentally!) got industry tech. That adds +2 to a factory's unit placement capacity, so long as the underlying territory is worth at least 2. That tech has solved Japan's unit placement problems.

    Britain also got industry tech, but unlike Japan this was done on purpose. This gives Britain the ability to place more units on India and Africa, should it wish to push harder against Japan or Italy. The extra unit placement capacity is also useful for its war against Germany.

    Italy. With just one research center Italy doesn't have much of a research strategy. Its goal is to get free units or resources. With that in mind, it chose innovation as its primary focus and recruitment as its secondary focus. It has yet to unlock any free resource techs, but it is certainly looking forward to doing so.

    America Pacific. America Pacific is proud to have already discovered fleet carrier tech. In addition it has discovered advanced 1, allowing it to build one SPC. Receiving a free fleet carrier every other turn will help it in its war against Japan. It is also focusing on USA tech, because that is a good source of added income. Due to making piston air a priority, it received SBD Dauntless tech. At least for now, its dive bombers are better at naval combat than its torpedo bombers.

    America Atlantic. Also focusing on USA tech to add to its income. It could envision itself with some SPCs creating Pershing heavy tanks. America Atlantic is the most income nerfed nation in the game. After very minimal income for rounds 1 - 2, it collects 30% of its true income on round 3, 40% on round 4, and so forth. Late game it will be an economic powerhouse. It is planning on using this economic strength in Spain, North Africa, and the Mediterranean. It could envision itself eventually conquering Rome.

    read more