• 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on Github maps Missing from your list, but on Github maps Settlers: Fallen Empire Shogun Advanced Ansalon was superseded.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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    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

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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]
  • 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

Recent Posts

  • @Vendetta said:

    @KurtGodel7 said:

    The system sounds elegant in theory, but one issue that stands out even before any play testing is that if you’re the weaker power, there is zero incentive to build anything but fighters - bombers of any sort seem useless if you don’t have air superiority. And while there was eventually a point in the historical WW2 where Germany became desperate enough to adopt that as official production policy, that wasn’t the case for most of it - most powers were still trying to field both offensive and defensive capabilities simultaneously.

    The Soviets never parked their Il-2 fleet out in Siberia to wait until the VVS had won air superiority - they used it, constantly, accepting the heavy losses that entailed. So a system that encourages players to do that is rewarding unrealistic behavior.

    A few ideas on ways to address that:

    A) Shrink your air theaters. Instead of one for the entire Eastern Front, imagine having about three different air zones there (north, center, south). More zones means fighter coverage is spread thinner, creating opportunities for the weaker side to gain local superiority - the Germans might prevail in two of the zones, but the Soviets could concentrate their forces to win control over the third one.

    B) Allow fighters on escort missions to take hits meant for the bombers they’re protecting, and allow those bombers to carry out their strafing missions if they make it through even if their side has lost the battle for air superiority overall. Systems with all or nothing results (only the side that wins the air battle gets to bomb) naturally encourage unrealistic min-maxing style gameplay.

    C) Use your unique tech system to give the Soviets some advantages that encourage a mixed air strategy instead of just spamming fighters - you could make their dive bomb bombers harder to shoot down, or you could make them cheap enough to be worth using aggressively even if the losses are heavy. You would also have to do that for any other cases where the system is optimizing for less interesting play.

    A is probably the easiest route to test since it doesn’t involve any other changes to the system, you just play out a few test games and redraw the air zone boundaries between each to see which results in the most interesting game dynamics. B is the next most promising, it also changes up just one element, but that element is one of your system’s core attributes. C is probably a development trap where you’d end up having to constantly fiddle around with a bunch of different bespoke elements you’ve come up with to patch different issues.

    Originally the game had more air theaters. I'm in favor of more air theaters in theory. In practice the larger number of air theaters created a GUI problem. Everything about the air phase is new, including the GUI. Without a clear, simple GUI literally nothing else matters. I think I'm up to 24 engine change requests or something, many of which are intended to make that GUI simpler to understand and easier to use. Making each individual air theater larger, so that there would be fewer theaters overall, helped with the GUI. But there's still GUI progress to be made there. One could say that the perfect GUI would allow me to have a larger number of theaters without creating a GUI problem.

    As to your point, I agree that if the Soviet player is the weaker participant in the air battle on the Eastern Front, he will buy air superiority aircraft only. Fighters, heavy fighters, etc. I also agree that this is ahistorical, and that in the real war the Soviets built dive bombers or ground attack aircraft, and threw them in to the fray regardless of the losses.

    I don't know if you've played Domination 1914 No Man's Land. If you haven't, I'd recommend it. The reason I bring it up is because it makes a clearer distinction between offensively oriented units and defensively oriented units than you would normally see for a TripleA map. If you're on defense your unit mix should be trenches, conscripts, infantry, and heavy guns. Plus some air for your back-and-forth battles. If you're on offense your unit mix should be conscripts, infantry, field guns, cavalry, gass, and tanks. A player who's purely on defense will never buy a tank, a player who's purely on offense will never buy a heavy gun.

    I believe the problem of min-maxing game play is baked into TripleA rules sets in general. While I know that my own game is a departure from the usual TripleA game in many ways, the underlying logic which causes min-maxing still remains. I've tried pushing back against this where I can, but I still feel like I'm just nibbling at the edges of the problem.

    To take your option A: under my current system bombers are allocated first, then revealed to all players, and only then are fighters allocated. If for example the Soviet player were to send dive bombers to the southern portion of the German/Soviet front, the German player would be able to see this in air allocation, before he'd allocated his fighters. He'd then adjust by moving more air to the southern portion of the Soviet front.

    You could say that I could make air allocation more blind. Okay, granted. I could. The weaker party could take advantage of this by getting some strafing runs through that would otherwise have been intercepted. But the stronger party could take advantage of this as well, and could use bomber-type aircraft to do enormous damage while the opponent's fighters were out of place to defend.

    I hear what you're saying about Soviet dive bombers, and I realize my simulation of air combat is in some ways less rich than the actual history deserves. But the min maxing problem is a very tough nut to crack. My map was intended to do some things well: air combat, research, special units, a distinct flavor for each nation. It was not intended to solve the min max problem. Don't get me wrong: I'd very much welcome a solution!

    As for idea B: I will grant that this could gently encourage the Soviets to buy dive bombers. Assume that a Soviet dive bombing mission will generally kill an anti-tank gun, doing 3 PUs of benefit for the USSR. If the fighter takes the interception hit instead of the dive bomber, that creates a 3 PU reward for the Soviets which would not otherwise have existed. But this would work both ways. Germany would do the same thing, allowing its dive bombers to get through as well. At some point the Soviet player starts to care more about protecting his own armies from the major losses inflicted by German dive bombers, as opposed to inflicting smaller losses on German armies with Soviet dive bombers.

    Idea C--use the tech system--could be a way to encourage Soviet dive bombers. Historically Soviet ground attack aircraft were heavily armored. So I could justify giving Soviet dive bombers +1 to hitpoints if they research the appropriate tech. This doesn't necessarily solve the min maxing problem, but it could help somewhat.

    One idea I'd come up with to push back against min maxing was to give nations unit-specific production centers. A nation gets one free dive bomber a turn, for example, from its dive bomber production center. I have not incorporated this idea into my map, however.

    read more

  • @KurtGodel7 said:

    The system sounds elegant in theory, but one issue that stands out even before any play testing is that if you’re the weaker power, there is zero incentive to build anything but fighters - bombers of any sort seem useless if you don’t have air superiority. And while there was eventually a point in the historical WW2 where Germany became desperate enough to adopt that as official production policy, that wasn’t the case for most of it - most powers were still trying to field both offensive and defensive capabilities simultaneously.

    The Soviets never parked their Il-2 fleet out in Siberia to wait until the VVS had won air superiority - they used it, constantly, accepting the heavy losses that entailed. So a system that encourages players to do that is rewarding unrealistic behavior.

    A few ideas on ways to address that:

    A) Shrink your air theaters. Instead of one for the entire Eastern Front, imagine having about three different air zones there (north, center, south). More zones means fighter coverage is spread thinner, creating opportunities for the weaker side to gain local superiority - the Germans might prevail in two of the zones, but the Soviets could concentrate their forces to win control over the third one.

    B) Allow fighters on escort missions to take hits meant for the bombers they’re protecting, and allow those bombers to carry out their strafing missions if they make it through even if their side has lost the battle for air superiority overall. Systems with all or nothing results (only the side that wins the air battle gets to bomb) naturally encourage unrealistic min-maxing style gameplay.

    C) Use your unique tech system to give the Soviets some advantages that encourage a mixed air strategy instead of just spamming fighters - you could make their dive bomb bombers harder to shoot down, or you could make them cheap enough to be worth using aggressively even if the losses are heavy. You would also have to do that for any other cases where the system is optimizing for less interesting play.

    A is probably the easiest route to test since it doesn’t involve any other changes to the system, you just play out a few test games and redraw the air zone boundaries between each to see which results in the most interesting game dynamics. B is the next most promising, it also changes up just one element, but that element is one of your system’s core attributes. C is probably a development trap where you’d end up having to constantly fiddle around with a bunch of different bespoke elements you’ve come up with to patch different issues.

    read more

  • i think that aura is also very important, which swan knights used to have.
    the spiders are too cheap and very good in defense.
    These two units now require some adjustments.

    read more

  • @Cyanfire said:

    Combining the Woodland Realm and Lorien into the Silvan Elves was overall a good choice since the Woodland Realm in v2 didn't really do anything unique for Good.

    I'm not a player of this map (yet) and do not know much about the lore of the game (and have no problem believing that the merge is good for game-play), but I've two doubts based on lore and realism.

    Shouldn't they be two separated realms (players) because they are actually separate polities with separate non-subordinate rulers? (I mean, the fact that they are both elves should not matter, or else there would be a single realm (player) for all humans.) Even if it would make politically and socially sense for them to be the same realm (player), this is economically particularly absurd as it is hard to think that resources collected in one can be used to raise armies in the other one. (I get that this is generally true for whatever player and that game-play dynamics can assure fair distribution in the use of resources.)

    On the other hand, I can imagine that it is particularly absurd that the two elven realms (or whatever they are: I know very little about the lore) cannot attack together if divided (but this is really a problem of TripleA which goes as far back as Classic, with British and Americans being unable to invade Western Europe together, which is however not usually solved by merging British and Americans into a single Anglo-Americans player).

    read more