• 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!
  • 💀 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
  • ⭕ 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
  • 💥 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
  • 🚂 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

  • Thanks Dog. I understand. and thanks for your reply.

    Regarding the forts, would it be possible for game start forts not to require upkeep but only new build forts require upkeep instead-So like a different kind of starting fort?

    What I like most about this game are the local battles that occur due to the giant map.
    Did the game ever have forested areas in Belarus region with partisans popping up?

    I play iron war and oil and snow maps too.
    The iron resource make the game and fight for it give the game that extra strategic edge, and the oil too. because it powers most units..
    Also the partisans popping up occasionally are a bit of a hindrance when sometimes your units are stuck fighting them whilst they could be moving somewhere else where they are more needed.

    Thanks

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  • @captain0
    Thanks for engaging.

    The upkeep works well and it is a shame to have a 2 fort limit but I guess that is because of AI.

    This could be increased but it might feel too much like WW1.
    When new players come accross Bunkers, they struggled to take them, so I never thought to increase them in number. With the current stacking of other units and of 2 bunkers, it feels about right to give the Atlantic wall feel/vibe and Russian attempt at defence in depth and 1 Bunker in the Pacific gives the dug in Jap feel.

    .

    static fort upkeep be halved?

    Upkeep is in whole numbers only, 0 to say 9, so no .5 allowed.
    To get the equivilent of .5 you would have to double all PU purchase costs including upkeep to 2, except Bunkers they would be 1. This might mess with the current balance and it might put off human players that are so used to A&A PU costs. The Bunker upkeep cost of 1 also deters the human player from spamming them.

    .

    I set Russia and Japan as allied for a historic game and change that when war in Europe finishes,

    Yes the current NAP is weak, why would Russia declare war on Japan when it is losing to Germany. A reworking is on my TODO list 🙂

    .

    I believe historically the Finns were averse to advancing further than the Vyborg territory that they gave up in the Winter war..
    The Finnish commander Mannerheim had Soviet roots and Finnish people were not hugely anti Russian in general.

    We wanted to keep the minor powers to a minimum, although realistic they slow the turn speed down, so a compromise, no Finns, just more Germans.

    I hope others chime in with thoughts to your questions.

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  • Thanks Dog.

    The terrain inclusions are great.
    The AI put 30 infantry into pripyet marshes and with the terrain bonuses they will be 'hard as hell' to knock out.

    I feel like some territories should be a little more fortified and/ or difficult to take i.e. cities could favour defenders more when they are outnumbered.

    The upkeep works well and it is a shame to have a 2 fort limit but I guess that is because of AI.
    You can edit them on I know,
    I don't know if other people would like it but perhaps the fort allowance per territory could be increased and the static fort upkeep be halved?

    Another thing that would be great is that transport planes could airlift HQ units to evacuate them from say, Africa when the Italian navy is knocked out.

    I set Russia and Japan as allied for a historic game and change that when war in Europe finishes,

    On my first game AI Germany took Lenningrad on first turn.
    I was a bit surprised at the effectiveness of the AI at that point.

    I believe historically the Finns were averse to advancing further than the Vyborg territory that they gave up in the Winter war..
    The Finnish commander Mannerheim had Soviet roots and Finnish people were not hugely anti Russian in general.

    Lastly whilst playing the AI some countries are close to maximum upkeep on round one.
    So a solution is to edit and remove the forts you don't need and convert the value into units.
    All my opinion of course but what do other people think?

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  • @beelee said:

    Didn't want to hijack Ramon's thread what is the downside, if any, from having this enabled ? Turns out it wasn't on.

    "Transport Casualties Restricted"

    It can throw errors if units that do transport, have "transportCapacity" greater then 0, have attack or defense values greater then 0. These units will need "isCombatTransport" set.

    Cheers...

    read more