• World War II v3 1941 Balanced Mod

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    Jason Green-LoweJ
    @beelee It is; I'll take a look. Thanks for the bug report.
  • Gundam - The Gryps Conflict

    gundam maps new maps
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  • Civil War 2028 - Official Thread

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    TheDogT
    For me its boring killing everything on the map, as it comes to a point when I know I have won, but I want the map to tell me have Economic Victory is probably the way to go. If there is a total of 300pu on the map then my formula is 300 x 66% = 200pu. For the losing side only having 33% of the pu there is usually no coming back. In xml terms you will need; <property name="Economic Victory" value="true" editable="true"> <boolean/> </property> <property name="Democrats Economic Victory" value="200" editable="true"> <number min="150" max="300"/> </property> <property name="Republicans Economic Victory" value="200" editable="true"> <number min="150" max="300"/> </property>
  • Trying to make War of the Roses Revamp

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    RogerCooperR
    @ted-self Uploaded to Github, https://github.com/triplea-maps/War_of_the_Roses_Revamp
  • Steampunk 1915

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    board 3659B
    @mattbarnes Caribbean would mean you need to take the Yucatan so you can even take 2 of the 3 Cuban Territories which allow you to try threatening the US South East. you would have to do it fast though before US builds up its navy b/c they have a huge naval advantage. Austrians can go down in Central America and usually sweep it. South America can be done once you go to Cuba and have the US pinned down to not be able to build a navy or once you take Yucatan. You go to Panama, or the Galapagos Islands (better choice) and take them. You move in position to then try to take Lima and reinforce it. If you can fight of a Martian Counter Attack, you basically build a factory to make gas and wipe out the remaining force or brute strength your way. Pacific can be done if you go south and Island Hop to some remaining German Islands. You have to reinforce Solomon Islands or get lucky that Samoa isn't taken. On Turn 2 your bring your force there and you can begin your Island Hopping ... remember reinforcements take 2 turns (going back to Mexico and back) and the US will not be threatened as a result. You can however with great routing, slow down Nemo Pirate Expansion or screw the British in defending south pacific. you can move to the North the threaten Japan if you want as well
  • World At War - Official Thread

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    L
    @fabulous-ferret The way it works is there’s the game engine logic (for all maps) and there’s the map files, so yes if one map has some feature, you can make any map can have that feature, by editing the map files (mainly the xml). You’d open up the two maps in a text editor and start copying stuff over. Anyone can do it, but I don’t know how difficult the diplomacy option is to implement or how tech-y you are
  • Trying to put age of tribes engine on alexander 350 world map

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    RogerCooperR
    @ted-self Read this https://docs.github.com/en/repositories/working-with-files/using-files/downloading-source-code-archives
  • Age of Tribes - Official Thread

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    Ted SelfT
    @ted-self Hi, how are you? I was wondering how you made those wooly mammoths able to be captured? I am trying to do a war of the roses scenario and I have some royal units who need to be captured.
  • 🏛 Britannia: Roman Invasion v2+ - Official Thread

    maps thedog
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    TheDogT
    Rounds 1-24, no TT owned, no units on the map. Then round 25, place them on the map. To me it does not sound a good idea, as players will avoid the new nations territory, knowing they will appear. The AI will not have a clue. But ...
  • Change Unit Ownership? [Re-opened]

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    SlendyMcTendiesS
    @wc_sumpton I'm confused about what you mean by players only being allowed "one" player attachment. You have two in your code example, yet it worked at the time. @wc_sumpton said in Change Unit Ownership? [Resolved]: @slendymctendies The following seems to work: <!-- Remove Capital Requirement --> <attachment foreach="$AllPlayers$" name="playerAttachment" attachTo="@AllPlayers@" javaClass="games.strategy.triplea.attachments.PlayerAttachment" type="player"> <option name="retainCapitalNumber" value="0"/> <option name="retainCapitalProduceNumber" value="0"/> <option name="giveUnitControl" value="$AllPlayers$"/> <option name="giveUnitControlInAllTerritories" value="false"/> </attachment> <attachment foreach="$Territory$" name="triggerAttachment_Germans_SurrenderTo_Russians_@Territory@_ChangeOwnership" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="trigger" value="conditionAttachment_Germans_SurrenderTo_Russians"/> <option name="when" value="before:germansEndTurn"/> <option name="changeOwnership" value="@Territory@:Germans:Russians:false"/> <option name="uses" value="1"/> </attachment> <!-- change military units canBeGivenByTerritoryTo --> <attachment name="triggerAttachment_canBeGivenByTerritoryTo_GermansToRussians" attachTo="Germans" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Germans_SurrenderTo_Russians"/> <option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/> <option name="unitType" value="$AllUnits$"/> <option name="unitProperty" value="canBeGivenByTerritoryTo" count="-reset-Russians"/> <option name="when" value="after:germansPolitics"/> <option name="uses" value="1"/> </attachment> <!-- Give unit control Germans to Russians --> <attachment name="triggerAttachment_GiveUnitControl_GermansToRussians" attachTo="Germans" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Germans_SurrenderTo_Russians"/> <option name="playerAttachmentName" value="PlayerAttachment" count="playerAttachment"/> <option name="playerProperty" value="giveUnitControl" count="-reset-Russians"/> <option name="when" value="after:germansPolitics"/> <option name="uses" value="1"/> </attachment> <!-- Give give captured units Germans to Russians --> <attachment name="triggerAttachment_GiveUnitControlInAllTerritories_GermansToRussians" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="trigger" value="conditionAttachment_Germans_SurrenderTo_Russians"/> <option name="when" value="after:germansPolitics"/> <option name="playerAttachmentName" value="PlayerAttachment" count="playerAttachment"/> <option name="playerProperty" value="giveUnitControlInAllTerritories" count="true"/> <option name="uses" value="1"/> </attachment> Cheers... So what do you mean by players only having one player attachment?
  • How are the map files kept current in TripleA after downloading?

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    PantherP
    @poptech Once a map has been updated on the server, you usually will notice it by the "Updates Available" register to be found when you hit "Download Maps". You can then start the update from there. This applies to current pre-release versions of TripleA. I haven't used the old stable for a while, but here IIRC the updated maps are represented by the map name showing in italics. Hit that name and a button to start the update will appear. Note that savegames always run with the map-status at the time the game has been started. In other words: Updates of maps do not affect existent games.
  • UPDATED: Alexander 350BC

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    NinjaWolfHybridN
    @ted-self that's great. I don't mind. Today I noticed a missing connection between South China Sea and Arafura Sea. Modern canals (Egypt, Panama) were removed from 350BC, fyi.
  • New World Order

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    RogerCooperR
    @mrquadratic Checkout "New World Order Variants", which has neutrality as an option. You could also place a bunch of bunkers on the frontier, and then remove them when you are ready to fight.
  • Set Territory as Unclaimed? [RESOLVED]

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  • 0 Votes
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    wc_sumptonW
    @slendymctendies All Cheers...
  • Hi Is there a way to print out a map?

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    SlendyMcTendiesS
    @rufy-0 In game under the "Export" tab, you can export a full board image "Export Gameboard Picture"
  • Remove building AA? (Factory, Airfield, Harbour) [Solved]

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    SlendyMcTendiesS
    @wc_sumpton Yeah, I initially wanted to figure out how to remove AA when disabled, but then I figured removing the AA capabilities of buildings would incentivize purchasing AA guns to protect them. I initially tried using "isAA" = "false", but this has the side-effect of making the game think it was an actual combat unit and therefore players could use them as sacrificial pawns and immediately deny the enemy their spoils if facing an overwhelming force, which was something I definitely didn't want either. You understood the original post correctly. I just decided to take a different route a day or two after posting.
  • Warcraft: Lordaeron Wars - Official Thread

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    G
    First of all, great update. Lot's of new detail. But this presents a problem now with the overall size, both with map size and computer file size. I cannot save a game and then load it without getting ‘Error loading game data. Java.lang.StackOverflowError’. I wonder if you have the older version still available prior to adding Twilights Hammer, Gilneas, or KulTiras. It would be nice to save the game and less time to complete each turn. The game crashes right at the start of the Horde's turn. One time I was able to play Horde, but I cannot duplicate it. Every combination I try with the Horde except under AI control, the game crashes. Finally, it just stopped working when I would have AI play all races except 1 or 2 human players. I have since uninstalled the game. The game also consistently crashes after Dark Horde unit Sintharia is killed, then next Twilight Hammer turn get option to pay 50 PU for Dark Revival – Sinestra; if this is selected, crash. It seems to crash when some late-game triggering event takes place; possibly obtaining Scourge unit Sindragosa, or Dark Horde unit Deathwing (I have not duplicated the crash with these particular units as it takes so long and I haven’t spent the time to confirm these particular units are causing the crash). I think the longest I’ve played is 16 hours. Also a problem if I have too many air battles and I can’t scroll down list to resolve them first. Here is a list of other things I've observed so far: Problems Duskhaven can produce 3 units with only the existing Farm. Tower of Arathor can produce 4 units with only the existing Tower. Ruins of Alterac, Ruins of Silvermoon and Light’s Hope Chapel only produces 3 units when they give 6PU. Revantusk Village is linked to Hinterland High Road, not Shaol’watha where cave marker is. Missing cave markers on list of locations from Flame Crest on down. Flame crest on list says it links with itself. Add Blackwing Descent to Blackrock Path on link list. Add The Molten Span to Sea of Cinders on link list. Adjacent Locations Slither Rock and Camp Boff do not connect. Adjacent Locations Mok’Doom and Hall of Blackhand do not connect. Stuck units. Adjacent Locations Throne of Kil’Jaeden and Forge Camp Mageddon do not connect. same. Adjacent river locations Nazferiti River and Lake Nazferiti do not connect. Dimensional Portal units cannot fly into mountain territories or Throne of Kil’Jaeden. Also cannot fly and stop in sea territories while carrying air transport troops (by design I'm sure). Caer Darrow location does not show territory name when mouse pointer is over it; appears not to be accessible. Cannot move land units from adjacent land territory to Caer Darrow, but land units in Caer Darrow can move out. Caer Darrow is only accessible by sea. Cannot build there. Twilight Camp location does not show territory name when mouse pointer is over it; appears not to be accessible. Cannot move land units from adjacent land territories to Twilight Camp, but land units in Twilight Camp can move out. Twilight Camp is only accessible by sea. Cannot build there. Burning Legion cannot get out of Tol Barad. Moved a dimensional portal unit there; next turn loaded portal and tried to move to Rustberg Village (pirate) or Duskhaven (unoccupied neutral), but cannot land. Requires conquered territory to move to during noncombat. Burning Legion cannot control Eye of Dalaran unless another race moves in to attack. Only Burning Legion Nathrezim units can access Caer Darrow to gain control of Book of Medivh in order to obtain Archimonde the Defiler and complete 4th condition of the Third Invasion. Dimensional Portal cannot access Caer Darrow nor units in Chillwind Point. Impossible with so many skeletons there. Need to move Book of Medivh or not start with Death Knight and Necromancers there generating skeletons each turn. Burning Legion Third Invasion trigger 1 also met if artifact Book of Medivh is controlled. Burning Legion Drain the Great Trees trigger; owned territory Tainted Forest and selected prompt to remove the tree. Tree was removed, but Archimonde did not gain 2 movement. He was not in territory. Tried also with him in territory and still no stat increase. Nothing works. Fix working on Draining the Great Tree prompts: [image: 1687390277553-2beb5239-afbd-418f-a6a8-01e47c1ce115-image.png] Missing unit Deathwing the Betrayer for Dark Horde. No image for Burning Legion unit Archimonde the Defiler. No image for Burning Legion unit Kil’Jaeden the Deciever. No image for Burning Legion unit Man’Ari. No image for Burning Legion unit skeleton. No image for Araj the Summoner for Scourge in Andorhal (triggers when Felstone Field is captured; other triggers, not sure which locations). No image for Koltira Deathweaver for Forsaken when they capture Andorhal. No image for Executor for Forsaken (triggers when Refuge Pointe is captured) No image for captured dimensional portals Dark Iron Clan capture of territory with a neutral tower does not convert to Flame Cannon Tower Twilights Hammer missing marker for control of dungeon location. Burning Legion unit Annihilan is a mounted unit but only has movement 1. Dark Horde unit Chromaggus is a mounted unit but only has movement 1. Scarlet Crusade unit Alexandros Mograine the Ashbringer is a Heavy Infantry unit, but Scourge unit of him is a Mounted unit, though he only has movement 1. Twilights Hammer unit Naga is a mounted unit but terrain treats as an air unit. Twilights Hammer unit Forgotten One checks for unit placement before combat & end of turn (2/turn). Burning Legion unit Man’Ari creates Dimensional Portal unit after combat & end of turn (2/turn). Burning Legion unit Teron Gorefiend creates 2 skeletons before combat & end of turn (4/turn). Add text to Burning Legion action GUI; 1st choice summoned to Forge Camp Anger, 2nd choice summoned to Forge Camp Mageddon, 3rd choice summoned to Forge Camp Rage, 4th choice summoned to Forge Camp Terror, 5th choice summoned to Forge camp Wrath. Also should say Doomwalker not Kil’Jaeden Add wording to Burning Legion unit Dimensional Portal ‘can only be placed where a Shadow Council Warlock is present. Cannot be placed where a Dark Portal, Demon Gate, or other Dimensional Portal is present. Demi-hero caster units cannot place Dimensional Portals’. Add wording to Burning Legion Notes 4th condition met: ‘Additional 3 heavy units and 1 dimensional portal will be added to units purchased at beginning of purchase phase’. Change wording of Burning Legion unit Annihilan to ‘Fel Orc Units can be produced at locations with a production facility and an Annihilan unit’. Scourge units Naxxramas and Acherus the Ebon Hold cannot produce units. Change wording on units. Twilight Hammer unit Uu’Nat has notation as a water unit but cannot move on water. Can load on boats. Aspect Shards are not removed when the Demon Soul is created. Burning Legion Dalvengyr & Kathra’Natir cannot summon Infernals despite being demi-hero Nathrezim. Dark Iron Clan never gains control of Fire Elementals when Ragnaros the Firelord is summoned. Dark Iron Clan slave units say they can be captured, but they are destroyed instead. Turn after Burning Legion unit Kil’Jaeden the Deceiver is summoned, unknown trigger of message: [image: 1687390609242-226c147c-a89c-41c9-8596-3aaf3aee3435-image.png] Though he is still present at the Sunwell ready to move. Same for Archimonde the Defiler: [image: 1687390623164-faed12b0-ffb6-4761-8b49-b9f5c905ea87-image.png] Suggestions: Dark Iron Clan slaves should also be placeable at Lumber Mills. Change wording on Dark Iron Clan summoning the firelord Method 1 to match program function: ‘…Ragnaros will be summoned at their location and Sorcerer-Thane Thaurissan and 1 sorcerer will die’. Burning Legion unit Dimensional Portal should have carry capacity 4. Identify conditions that trigger units to appear or become available: Number of God units needed to trigger the Hour of Twilight event for Twilights Hammer (turn after 6th is in play, or after 7th is purchased if Illidan Stormrage counts. Only works for the first summon. Next God unit did not bring 2nd prompt for Hour of Twilight trigger. I think it is 7/9/11/13?). Twilights Hammer unit Aeonus (will appear at Shattershore if you control this territory). Twilights Hammer unit Epoch Hunter (will appear at Tarren Mill if you control this territory). Twilights Hammer unit Chrono-Lord Epoch (will appear at Stratholme Harbour if you control this territory). Twilights Hammer unit Twilight Prophet Benedictus Twilights Hammer unit Twilight Deacon Farthing Twilights Hammer unit Deathwing the Worldbreaker Dark Iron Clan unit Moira Thaurissan (will appear in units to be produced on turn 7) Forsaken unit Galen-Trollbane (if Galen-Trollbane is slain and Forsaken gain control of Stromgarde City, he appears here) Forsaken unit Varimathras (if Varimathras is slain, next turn he appears in the Undercity). Forsaken unit High Inquisitor Fairbanks (if Fairbanks is slain and Forsaken gain control of Scarlet Monastery, he appears here) Forsaken unit Helcular (appears in Southshore end of turn Forsaken control it) Forsaken unit Gunther Arcanus Forsaken unit Calia Menethil Forsaken unit Dark Ranger Blood Elves unit Teron Gorefiend Dalaran unit Dalaran City Dalaran unit Alexstrasza the Lifebinder Magtheridon gains 1hp (? After Burning Legion gain control of Honor Hold) Only races that can benefit from controlling the Demon Soul should have the option to remove Aspect Shards to create it. Only races that control 5+ Ata-Mal Crystals should have the option to add Naaru A-Dal to purchase. Currently, any player can spend 50 PU and get this God unit. Twilight Hammer units Sea Witch Naga, Queen Azshara, Viq’Goth and Ozumat should have 2 movement. Setup should have a default if human player is not selected. Same with Burning Legion placement of Highlord Kruul with 3 Infernals. Scourge units should have regular cost. Scourge have a steep advantage with skeleton auto-production and adding no-cost units after combat and trigger event units having no cost. Scourge death knight units should not produce skeletons. Scourge lich units should produce 1 skeleton. Scourge need a capacity limit on number of skeletons in play; twice or three times the number of casters I've probably played this updated version a dozen times now. It seems to run slower each time until it finally just got stuck with 1st race Blood Elves being AI and nothing happens (waited 20 minutes) or if all races are Human player it crashes at the start of the Horde 1st turn. I uninstalled TripleA, deleted all related folders, and cleaned up my computer. I'll probably try again simply because this really is the most comprehensive game on the engine and there are more variables than any other game. Every other game gets predictable after playing each side a few times, but this has so much more to explore and try that despite the frustration of it being so big and running into problems, it's worth it to explore this fabulous creation. I know it takes a few months to reply, but know that this labor of love of yours is greatly appreciated. I look forward to the next major installment!
  • World At War - V2.1.1 or 3.0 ? Game Unplayable

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    Falkon PowersF
    @falkon-powers Disregard, game as intended, I was mistaken V2 rather than V3 ruleset. Rusty memory on this map, been a few years... cheers!
  • PvP Scenario Review Thread

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    TheDogT
    @mattbarnes and others Any more reviews?

Recent Posts

  • @RogerCooper I think the ahistorical presence of the Bolsheviks in Siberia makes the game more interesting and provides more options to both sides.

    I haven't played against the AI in a long time. All I remember is that the AI is worse at handling naval stuff, not necessarily specific to the Americans on this map.

    There used to be a tech that gave transports +2 range, but it was nerfed to +1. Not sure if that would make any difference to the American AI's behavior.

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  • @Schulz I was recently playing Domination 1914 and I saw two problems.

    The way the Russian Revolution is handled is very ahistorical. They are there at the start in 1914 and have their main base in Siberia, which historically held against the Bolsheviks for longest. They should pop up in the middle of the war instead.

    The other issue is that Americans have trouble entering the war. The AI builds ships and planes but few ground forces. Faster but more expensive transports might help.

    The world map is good either way.

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  • I have a 9800 px wide draft map with more realistic land shapes, while Europe is enlarged enough to fit more units (ignore the WW1 borders). If the project is still alive, we can work on this.

    NewMapProject2.jpg

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  • It has been years since I played NM.

    Is there anything left we could still improve regarding balance, graphics, techs, etc.? Or is it in a perfect state right now?

    Would anyone be interested in a toggleable alternative skin with more realistic land shapes? I have a 9800 px draft map. I got rid of the exaggerated land curves (looking at you, Spain!). Europe is also slightly enlarged to fit more units while keeping the rest of the landmasses far less distorted.

    Here's a comparison of the scale of the two versions:

    olcek.png

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