• 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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    No one has replied
  • 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
    Ok, I need to know more about rules to avoid silly questions but...
    Bombers of each type... they can only bombard or can also partecipate to battles involving land(naval units ?
    Because when you say about your scenario, Russia is forced to purchase fighter thet will be used just to defend against Sbr, while (maybe, I am asking) german bombers can play battles.

    Also, if Ger has a lot of bmb, then Russia purchase fighter, and then Hitler move his bompers to Uk leaving Stalin with a lot of useless and expansive fighter (Russia will never be so rich to buy bombers so fighter will be useless)
    germany can force 2 different powers to spend on fighters investing less money (I dunno teh costs but 6 bombers will cost less that 6+6 fighters I suppose)

    Bomber attacks fall into one of three categories:

    Attacks against armies Attacks against ships Strategic bombing raids

    There are different types of bombers depending on the job you need done. Dive bombers are your best bet for attacking armies, and can also be used to attack surface ships. Torpedo bombers are great at attacking surface ships, and can also be used to attack land units or subs. Strategic bombers are at their best when strategically bombing, but can also be used to attack land armies. Medium bombers can be used against armies, surface ships, subs, or for relatively weak strategic bombing raids.

    Consider the air war between Germany and the Soviet Union. Neither nation is attempting to strategically bomb the other. Instead, each one wants to use dive bombers to strafe the other's armies. Unlike traditional Axis and Allies maps, armies don't get to fire back when being strafed. To the extent one side is able to assert control over the sky, it can use that control to strafe the armies of the other.

    To take the example you gave, suppose the Soviet Union builds a bunch of fighters to prevent Germany from having control over the eastern front. The Luftwaffe then exits the eastern front and goes elsewhere. This makes the Soviet Union happy for two reasons. 1) His armies are no longer being strafed by German dive bombers. 2) Now the Soviet Union can build dive bombers of its own to strafe German armies. For each dive bomber the Soviet Union builds, Germany will lose 1 infantry per turn on its eastern front. In my example game the U.S.S.R. had an income of 171 PUs and 22 MPs at the end of round 3. There's plenty of money in that for the Soviets to build some dive bombers.

    Think of the air war as being fought separately from everything else. Building air superiority aircraft is a big part of winning the air war. To the extent you're able to gain air superiority, you can use it to either a) inflict punishment, or b) defend yourself from the punishment someone else would inflict. The punishment being inflicted includes strafing armies, strafing surface ships or subs, as well as strategic bombing raids. Your bomber aircraft will always be able to inflict punishment of some sort, as long as they're in range.

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  • @KurtGodel7 said:

    Take the Pearl Harbor attack for example. Japan brought 6 carriers with it to Pearl. Those carriers allowed it to have 8 torpedo bombers and 4 fighters present for the battle. Had there been a dogfight, those 4 fighters would have played an important role. (Fighters dogfight on a 3, compared to a 1 for torpedo bombers or dive bombers.) After the (nonexistent) dogfight, the 8 torpedo bombers attacked, doing 8 hitpoints of damage to the Pearl Harbor fleet. All this happened during the air phase. On Japan's turn, its navy came in to finish off the Pearl Harbor fleet. But, without those carriers, Japan could not have launched the air attack on Pearl.

    Still, sorry if I say something wrong, need more infos but...
    If I know that Us fighters can dogfight VS my japanese attacking planes so... I will try to attack Us fleet with naval units only, probably a lot of subs.
    I do not think india and Chine will purchase a lot of bombers so fighter won't be a valid purchase until usa has a strong fleet and move it across the pacific ocean so not before round ? 6/7 maybe ? Ite depends on map and other factors that I still ignore

    read more

  • @KurtGodel7
    Ok, I need to know more about rules to avoid silly questions but...
    Bombers of each type... they can only bombard or can also partecipate to battles involving land(naval units ?
    Because when you say about your scenario, Russia is forced to purchase fighter thet will be used just to defend against Sbr, while (maybe, I am asking) german bombers can play battles.

    Also, if Ger has a lot of bmb, then Russia purchase fighter, and then Hitler move his bompers to Uk leaving Stalin with a lot of useless and expansive fighter (Russia will never be so rich to buy bombers so fighter will be useless)
    germany can force 2 different powers to spend on fighters investing less money (I dunno teh costs but 6 bombers will cost less that 6+6 fighters I suppose)

    read more

  • @malmessi said:

    @KurtGodel7 said:

    The next step is to allocate fighters (including fighters, advanced fighters, and jets). These are air superiority units. They can only shoot down other enemy aircraft. They can never attack land or naval units

    Ok for a different approach but... this will decrease their utility. If I understood fighter can only help during Sbr (when defending or playing an attack) but not on land or naval battles... They should cost fewer IPCs...
    Res.Cen. are not located on the map so hey cannot be bombed, Aa can hit whan attacker tries a Sbr plus, structures located deep inside enemy's lines are very hard to be reached and bombed so...
    Also, Aircraft carrers, why should I still land planes (not defending) on them ?

    These are good questions.

    Imagine that Germany builds some dive bombers and Japan builds torpedo bombers. Germany plans to use its dive bombers to strafe the Red Army. Japan plans to use its torpedo bombers to attack the U.S. Navy.

    It's very difficult for the Soviet player to defend against this threat with aa guns. If he had 6 aa guns in a territory, those would automatically take out one German dive bomber. (The 6 aa guns would produce 2 hits, and a dive bomber takes 2 hits to kill.) The problem the Soviet player faces is that he might have several armies which would need to be defended against dive bombers. Germany can choose which army to strafe. Unless each army had a bunch of aa guns, Germany would just choose to strafe an army that didn't have a bunch of aa guns. Or he could strafe individual Soviet units which weren't part of a larger stack. Land units do not fire back against air, except for aa guns firing. Therefore, it's very tempting for bombers to strafe land units. Dive bombers are especially good against land units, but really you can use any type of bomber for this.

    The Soviet player has two options in a situation like this. 1) Concede control over the sky to the Luftwaffe, and absorb whatever damage the German dive bombers deliver. 2) Build air superiority planes, such as fighters, to fight back against the Luftwaffe.

    Suppose the British player decides to dump cash into strategically bombing Germany. There are a number of German factories within range of British strategic bombing attacks. If Germany wants to defend against this using aa guns only, it would need to have 9 aa guns on each factory territory within range of those British bombers. Those 9 aa guns would generate 3 hits, killing a bomber per raid. Germany's other option would be to put fighters on the "bomb Germany" theater, thereby defending all its factories at once. A fighter costs 10 PUs, has a dogfight value of 3, and takes 2 hits to kill. A strategic bomber costs 18 Pus, has a dogfight value of 2, and takes 3 hits to kill.

    There are three types of air theaters. Land, coastal, open ocean. To allocate air to a land theater, you need a landing spot within range of that theater. To allocate to coastal, you need either a land location within range of the theater, or carriers in that theater. For open ocean, it's carriers only.

    Take the Pearl Harbor attack for example. Japan brought 6 carriers with it to Pearl. Those carriers allowed it to have 8 torpedo bombers and 4 fighters present for the battle. Had there been a dogfight, those 4 fighters would have played an important role. (Fighters dogfight on a 3, compared to a 1 for torpedo bombers or dive bombers.) After the (nonexistent) dogfight, the 8 torpedo bombers attacked, doing 8 hitpoints of damage to the Pearl Harbor fleet. All this happened during the air phase. On Japan's turn, its navy came in to finish off the Pearl Harbor fleet. But, without those carriers, Japan could not have launched the air attack on Pearl.

    read more