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on Github maps Missing from your list, but on Github maps Settlers: Fallen Empire Shogun Advanced Ansalon was superseded.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

  • The split between America Pacific and America Atlantic.

    image.jpeg

    The East Indies

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    America Pacific is capped at two SPCs, and America Atlantic at three. They each get two research centers.

    The Dutch don't get a turn. Those purple infantry can never be moved or replaced. If Japan owns the East Indies the income goes to Japan. If the Allies control the East Indies the income goes mostly to the Dutch, which means it goes to no one.

    On turns 1 and 2 the U.S. is at peace, which means it gets very limited income. On turn 3, America Pacific gets, I think, 70% of its full income, while America Atlantic gets 30%. Each turn, both Americas go up by 10 percentage points until they reach 100%. I may need to adjust this income nerf, depending on the need for game balance.

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  • @KurtGodel7 said:

    My thought process here is as follows.

    I need to develop this into a fun map to play. Then, I need to go to the main developers and show them the finished product. Or at least the somewhat finished product. Hopefully by that point there will be some users willing to speak up in favor of this map. "I've played this, it's really fun, and it's worth adding these new features to standard TripleA."

    Once you are at point 3, you will need to release your own version of TripleA, and users will have manual to install both your version of TripleA and the map. This is going to exclude the vast majority of TripleA user, but I do wish you to find enough players to get some play-testing as you describe. I've never seen anything like this happening in all my years around TripleA, but I do wish it does.

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  • @Vendetta said:

    @KurtGodel7 Yeah, players are relentless optimizers, so min-maxing is always a tough problem to try and get rid of. The one thing you really want to prevent is players feeling too railroaded, where it feels like there is only one possible strategy you can use if you want to win. If the Soviets can only survive by playing a very specific build order, people are not going to have as much fun playing them as they do with another nation that gets more choices.

    One more idea... have you tried testing what happens if you reverse the order on your air turns? What if everyone does a blind allocation on their fighters first, you reveal those, and then you commit your bombers once you've seen where the fighters are? That would allow players of a weak air force to do some misdirection (send your fighters one way but your bombers another) , or take advantage of vulnerabilities where your opponent didn't send enough fighters.

    Or, since you've included heavy fighters alongside normal fighters, you could further differentiate their roles by having one type get allocated in the first round, and the other type in the second round - the fighter is an aggressive unit you commit blindly, the heavy fighter is a reactive unit you send after you've seen where some of the enemy air force is going.

    You could also split the different bomber types between the two rounds - medium bombers and strategic bombers go in the first round so that strategic bombing raids are telegraphed and easier to respond to, but dive bombers and torpedo bombers get to sneak in on the second round and become harder to defend against.

    Not sure which particular combination would be best, but shaking up which types go in which order seems like a good approach to investigate.

    I've come up with an idea which might solve the problem you're trying to solve. The idea, which I borrowed from Axis and Allies naval miniatures, is that you can have a maximum of four air over any one territory. Well, four fighter type air, plus four bomber type air. This will allow the Soviets to strafe German land units.

    To give an example, the Germans send four fighters and four dive bombers to a Soviet territory they want to strafe. Likewise, the Soviets send four dive bombers and four fighters to a German territory they want to strafe. The Germans and the Soviets each also send four fighters to defend their own territories.

    Things happen as follows. There is a dogfight, in which only fighters participate. The fighters fire at their dogfight value. Then, there is an interception phase. The fighters fire at their interception value, the dive bombers fire at their air defense value. Let's say one dive bomber is destroyed and another is aborted. The remaining dive bombers get through, and are able to strafe their land targets.

    For strategic bombing raids the following is true. Up to four strategic bombers can be assigned to any one factory. However, the defender is allowed to have an unlimited number of aircraft defending any given factory. Normally the attacker cannot send escorts into strategic bombing raids. Therefore, it behooves the defender to use plenty of heavy fighters to defend against raids. A normal fighter has a higher dogfight value than a heavy fighter. But the heavy fighter has a higher interception value. For this air combat there is no dogfight, due to the lack of any fighter escort. Only an interception.

    Later in the game, the U.S. will be able to unlock the P-51 Mustang tech. This will allow the U.S. to send up to four advanced fighters as an escort to each factory it wants to bomb.

    I haven't play tested any of this yet, so we'll see how the GUI will be.

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  • I've played New World Order. It's a very good map. I've also played The Rising Sun a few times. It seems like a very good map as well, based on my limited experience with it.

    But when you combine the two together, it becomes possible for both the eastern and western half of the United States to go after the same target. Usually that target is Japan. This cannot happen if you were playing a game of New World Order and, separately, a game of The Rising Sun.

    I see three options here.

    Undivided U.S. This means the U.S. player will have to choose between Kill Germany First, Kill Japan First, or a mixed strategy. In Revised it's usually KGF, in WAW it's KJF. I've almost never seen a good player pursuing a mixed strategy. Undivided U.S. but with victory conditions. Larry Harris did this for Global. While the U.S. can still emphasize one front over the other, you don't want to let things go too far, or the Axis power you ignored might meet its victory conditions. Divided U.S.

    I hate to choose option 3, but I think it's the least bad of the three evils. Let's say it's a game of WAW, and the U.S. is pursuing its usual strategy of KJF. Japan can have some fun initially, but as the game progresses it gets less and less fun for Japan. The Japan player is focused on delaying the American advance as long as possible, extracting maximum casualties as he loses his armies and his fleets, moving stacks to safety, and holding his capitals as long as possible. Late game Japan in a game of WAW is not nearly as fun to play as late game Japan in a game of The Rising Sun. More generally, late game WAW is a largely a dance between the Axis stack and the Allied stack, both of which will generally exist in mainland Asia. I'm desperate enough to avoid it that I'm even willing to take extreme measures, such as dividing the U.S. in half.

    But as partial compensation for the divided U.S., each half can send munitions to the other. These munitions are converted into cash. At first, each half can absorb up to 8 PUs of munitions per turn. That cap can be increased to 16 PUs per turn through research. If one half of the U.S. wants to help the other half, it can--but only up to a limit.

    As for German late game economic strength, some of that comes through research. The research does three things. 1) Increases Germany's PU income. 2) Allows Germany to have SPCs, which spawn one special unit per turn. 3) Germany has a unique tech called "Speer's Industrialization." This causes each German SPC to generate one Panther tech per turn, in addition to whatever special unit it provides. If Germany has, say, four SPCs and Speer's Industrialization, this means it's getting four Panthers per turn, plus, say, three jets per turn and one King Tiger.

    Like Germany, the Soviet Union can research techs that generate free PUs. Also the Soviet Union can build SPCs, and these can be used to create heavy tanks, early jets, or jets. The Soviet Union does not have an equivalent of Speer's Industrialization. Instead, its late game conscription techs cause its factories to auto-generate free conscripts. (The underlying territory must be worth 9 PUs, and the factory must be on originally Soviet soil.)

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