• 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.
  • 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?
  • Middle Earth, Oil Wars, Forty Thousand

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    NinjaWolfHybridN
    @thedog I made a new map, thanks for the encouragement. It's called Alexander350 (world conquest set in 350BC). .zip in Maps & Mods, tell me what you think. It does use modern region names (Oil Wars map), and units from Middle Earth with only minor tweaks.
  • Added Relationship Types

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    TheDogT
    The PoliticalStateOverview.java file has the color coding for the three relationship archeTypes, meaning this functionality could be added but of course its not accessible from the mapmaking point of view. As there is no Devs working on TripleA at the moment this will not change any time soon.
  • d12 alagaesia

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    C
    @thedog tooltips.properties is what I was missing. I'll have to review that map further. Looking right off, arena has a very accessible xml file. Thanks for the welcome and help!
  • v6 connection error

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  • Stuck units due to relation types

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    RogerCooperR
    @beornthebold-0 This is the whole logic of being unable to move to someone's territories. It means that you can't move to someone's territories. You are not going to be able to get TripleA to move in some directions and not others. You could use triggered events to simulate the evacuation of a specific base, but it would be difficult to do this on a large scale.

Recent Posts

  • @malmessi said:

    @KurtGodel7 said:

    My planned solution to this (once my weekly usage limit resets).

    Just for curiosity, once your weekly limit resets, how do you interact with AI ?
    You just write what you posted here on the forum in teh propmpt and AI understand everything at your 1st attempt ?

    There are two different AIs I've been using for this. Cloud Claude and desktop Claude. Normally the interaction is as follows. I will have a conversation with cloud Claude. I will tell it objectives I have, or things I believe aren't working as intended. It will give me ideas on how to solve the problem. I will take the best of Claude's ideas, the best of my own ideas, and the best of ideas I've seen elsewhere. I will tell cloud Claude to do that. Cloud Claude can change the XML file directly. There have been nearly 100 versions of the XML file.

    If I want changes to the engine itself, cloud Claude creates a change document. It's written in plain English and is several pages long. I will read this document over. Then I pass it along to desktop Claude so it can change the engine. Engine changes don't always go as planned. There can be GUI problems (most common), there can be bugs. Solving that requires a follow-on engine change. Desktop Claude has implemented roughly 25 engine change requests so far.

    The things pushing me towards my weekly limit are engine change requests (which can take a long time) and creating the map itself. Tweaking the map a little here and there isn't bad; building the initial map was. For three straight weeks I've gotten very close to my weekly limit.

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  • @Cernel said:

    @KurtGodel7 said:

    @RogerCooper said:

    @KurtGodel7 How are you going to enforce "Sticky Hits"?

    I've used AI to make a few tweaks to the engine. The modified version of the engine lives only on my computer. The modified engine allows me to do the following:

    Sorry if this was already asked, but I guess you are planning to make a pull request to have all new features you developed to support this map added to the official TripleA release once you have the map ready. Right? Are you confident that the main developers will accept them? Maybe you should open feature requests (assigned to you) in advance (one for each new feature which your map needs) so to try to understand if there is the willingness to accept the feature additions? I mean, what happens if you finish the map and then the feature requests needed to have it playable are refused?

    You ask very good questions.

    I've come up with what I believe are some good ideas. But do these good ideas gel into a good game? I'd like to think the answer to that is yes, but until I get closer to a finalized version of my game I won't know that for sure.

    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." Is it possible for the AI to create a developer-friendly version of the engine changes? If so, that's what I'd like the AI to do before I would ask for anything. But I don't know the specifics of what the developers would want to make the AI's engine changes developer-friendly.
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  • Even WaW's 14 nations are too much, let alone 22.

    Turns take forever to complete, and that's not even the only issue with this map:

    Units too small. Insufficient unit spaces and unit skins. Mega stacks. Anticlimactic endings. Immortal air units.

    The only good thing about it is Japan being split in two, which prevents them from railroading into China and/or putting heavy pressure on Russia.

    This isn't specific to WaW, though—it's more my general distaste for maps with too many nations or units. I feel like the standard rules stop working when a map gets too big.

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  • @doki-doki

    Saruman’s mountain troops are unable to pass through friendly mountainous territory to launch an attack.

    Mountains and marshes cost 2 movement now.

    The good units has lost too many skills and attributes, such as ranger and swan knights; it feels a bit unbalanced imo and very pro evil.

    Yes, a lot of things are unbalanced.

    @cyanfire

    The new Orc Holds faction is fun, but doesn't seem to add anything new from when it was controlled by Angmar.

    The idea behind the Orc Holds is to help with canopeners. Angmar was in a really tough spot alone against 4 players who could use canopeners with impunity.

    It also doesn't have any counter to Dwarves.

    I haven't worked on Orc Holds units yet. They just have whatever I've copied from Moria for now.

    Winged Nazgul (and maybe all flying units) prompt the attacker if they want to submerge submarines each combat round.

    Not all flying units, I suppose it's character / hero units, they are now effectively submarines. They probably shouldn't be able to submerge when attacking though, I don't see why you'd want to do that.

    Rivendell visually had hills, but is not a hill terrain tile.

    Nice catch!

    Druadan Forest in v2 used to be a neutral tile that shortened the route for Rohan to send reinforcements to Minas Tirith. This made the tile strategically valuable and worth fighting the neutral archers there.

    In LoTR the Drúadan allow the Rohirrim to pass their forest, and they even fight orcs that enter their lands. I don't want a fight between them and Rohan/Gondor.

    The Gondor settlement of Calembel has an extra 1 income marker on it bordering with North Lamedon.

    I haven't properly placed income markers yet, it's the game's auto placement. I think Dwimorberg's ended up in North Lamedon.

    Add the archer unit to the Gondor roster since Rangers don't have Anti-Air anymore.

    Gondor will have some new units, including an archer with anti-air.

    Spearwall ability references a Werewolf unit that doesn't seem to be in the map.

    I don't know what dark magic you used to notice that, but yes, werevolves are one of the units I've been working on. They aren't ready yet.

    @cernel

    Shouldn't they be two separated realms (players) because they are actually separate polities with separate non-subordinate rulers?

    The Grey Havens are independent from Rivendell, the Dwarves have 4 independent realms (Iron Hills, Erebor, Grey Mountains, Blue Mountains), the Fangorn forest is independent, Bree-land and the Shire are separate, etc. I think 16 players is plenty.

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