• 🚂 1888A Steam & Steel - Official Thread

    thedog maps
    46
    2
    5 Votes
    46 Posts
    12k Views
    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

    7
    1 Votes
    7 Posts
    424 Views
    JohnnyCatJ
    @ubernaut I just read that it got shut down... but that's ok
  • A more challenging AI

    2
    3 Votes
    2 Posts
    367 Views
    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

    5
    1 Votes
    5 Posts
    408 Views
    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
    7
    2 Votes
    7 Posts
    651 Views
    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

    63
    1
    2 Votes
    63 Posts
    12k Views
    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
    9
    1 Votes
    9 Posts
    707 Views
    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

    59
    1
    2 Votes
    59 Posts
    25k Views
    SchulzS
    @rogercooper Thank you.
  • Proposed Map: Domination 1941

    496
    2 Votes
    496 Posts
    703k Views
    C
    @beelee Thanks!!!
  • Axis & Allies: Stalingrad

    1
    1 Votes
    1 Posts
    581 Views
    No one has replied
  • Cold War 1965 version 2.0 - Official Thread

    50
    1 Votes
    50 Posts
    10k Views
    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

    7
    1 Votes
    7 Posts
    2k Views
    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

    3
    0 Votes
    3 Posts
    844 Views
    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.
  • Cold War 1965 - Official Thread

    76
    1
    1 Votes
    76 Posts
    33k Views
    D
    @redrum Thread for Cold War 1965 version 2: https://forums.triplea-game.org/topic/4201/cold-war-1965-version-2-0-official-thread
  • Connection Error in wwII_revised

    13
    2 Votes
    13 Posts
    2k Views
    PantherP
    @rogercooper Thanks.
  • UHD World War II Global

    53
    2
    3 Votes
    53 Posts
    15k Views
    B
    @wc_sumpton Sweet ! [image: 1754959368806-rightarm.png]
  • This topic is deleted!

    1
    1
    0 Votes
    1 Posts
    38 Views
    No one has replied
  • Middle Earth: Battle For Arda - Official Thread

    580
    2
    3 Votes
    580 Posts
    1m Views
    Paolo CarreraP
    @thedog Ok. Yes, Sea Unit option was already checked. So it seems only a strategical choice of IA. I've forced Harad sea attack manually for a couple of turns against the Good (me) :beaming_face_with_smiling_eyes:
  • 1 Votes
    5 Posts
    888 Views
    L
    @rogercooper Thanks for the encouragement! I was able to mod it this AM. Appreciate it
  • Over the Top- new WWI mod

    54
    5 Votes
    54 Posts
    25k Views
    TheDogT
    @djabwana You can restrict the movement of units by step and switch them on & off, between steps, not just by turn as in 1888A Steam & Steel eg (I have not played your game, so this will probably be wrong) turn off all movement for none Battleships/Cruisers, Heavy Artillery, and Railguns step Move Battleships/Cruisers, Heavy Artillery, and Railguns turn on all movement for none Battleships/Cruisers, Heavy Artillery, and Railguns Search go winter in the xml and apply the principles to different step phases of a turn https://forums.triplea-game.org/topic/4056/1888a-steam-steel-official-thread Here is an overview, there are a lot of components, you will not them all Winter Search go winter in the xml to see the components that make up how to use terrain effects and a dummy player needs an allied dummy player, eg. winterp define TT & SZ to be affected define a new allied relationship eg winterr allows combat takes over in TT/SZ (oops has no go winter) needs a WinterLand & WinterSea to be shown in the TT & SZ define territoryEffect eg. Winter Triggers to make it happen when you want it. Note -reset- has to redefine the TT/SZ when a TT/SZ changes effect Hope this helps

Recent Posts

  • @GREGOREK

    I declare you sane, I get this

    918e0180-2a7f-432a-8e1d-6ce9668a18ae-image.jpeg

    read more

  • Just for a sanity check. Please load this and see if you get the same error.

    http://john.gregorek.com/Games/neanderthal.zip
    read more

  • @TheDog
    Thank you for noting location of LOG file.
    Observer is set to false.

    26343 13:08:20.484 [pool-4-thread-1] ERROR o.t.game.client.HeadedGameRunner - java.lang.NullPointerException: Cannot invoke "java.awt.image.BufferedImage.getWidth(java.awt.image.ImageObserver)" because "fromFile" is null at games.strategy.triplea.image.TileImageFactory.loadUnblendedImage(TileImageFactory.java:220) at games.strategy.triplea.image.TileImageFactory.getImage(TileImageFactory.java:132) at games.strategy.triplea.image.TileImageFactory.getBaseTile(TileImageFactory.java:116) at games.strategy.triplea.ui.screen.drawable.BaseMapDrawable.getImage(BaseMapDrawable.java:17) at games.strategy.triplea.ui.screen.drawable.MapTileDrawable.draw(MapTileDrawable.java:37) at games.strategy.triplea.ui.screen.Tile.draw(Tile.java:72) at games.strategy.triplea.ui.screen.Tile.drawImage(Tile.java:57) at games.strategy.triplea.ui.panels.map.MapPanel.lambda$paint$9(MapPanel.java:779) at java.base/java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1144) at java.base/java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:642) at java.base/java.lang.Thread.run(Thread.java:1583)

    The error seems to stem from a baseTile being null. All are good. Including reliefTIles. The map does have a width that aligns exactly to the 256x256 tile size, thus 20x20 tiles, name 0_0.png through 19_19.png. (5120x5120 map width/height in properties) The small map in upper right corner does not display right and bottom edge correctly.

    neanderthalSmallMap.png

    The border slicing may have created zero area islands, island chains, and two-pixel spurs. Only noticed two candidates for that, but they display correctly. Get observer error, even with single polygon boxes around territory centers, hasRelief set to false (reliefTiles folder must be removed to not display reliefTiles). I'm going to recreate the XML script from scratch. Maybe missed an initializer, version, or other element that is not optional.

    Note: map/smallMap.jpeg is 300x300. Is it supposed to be a particular scaled size of main map (which is 5120x5120)?

    read more

  • @McMoney
    Great idea to expand the conflict!

    Off to a fantastic start for your map 😀

    Personally I would make it easier for players to play your map, make it so they don't have to rename the map.properties file.

    Just in case you dont know, with notepad++, or similar, you can file associate .properties so they open with notepad++ and save.
    https://notepad-plus-plus.org/downloads/

    read more