• 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.
  • 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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Recent Posts

  • @Vendetta said:

    @KurtGodel7 They could probably use a bit of a buff to deter the AI from invading them right away. Germany could take Switzerland or Spain's border provinces on Round 1 with just the forces from the neighboring territories, Britain could probably do the same with Portugal, Leon, or Andalusia if it brings a transport and planes.

    I think it would be good practice for invading the neutrals to require about one turn of setup by moving in enough forces from other territories, so that the enemy player might see it coming and prepare countermoves if they choose.

    Also, Gibraltar having a border that extends all the way to Portugal is definitely an error - it should only touch Andalusia.

    I've fixed the Gibraltar error.

    For game balance, it might be helpful for the Axis to quickly turn Spain into a stronghold. Of course, Britain is likely to invade somewhere. Like NWO, that somewhere could be Scandinavia, France, or Spain. In my test game I chose for Britain to invade France, and America Atlantic to invade Spain. (Which is also what I personally would do if playing NWO.)

    Britain is able to exert good invasion pressure quickly. Stronger neutrals in Spain would slow down the initial German conquest of it. Thereby making it easier for the Allies to take away Spain. If the Allies own Spain, that's a very good base from which they can push east to take more of Europe.

    If the Axis is able to be strong in Spain, then the initial America Atlantic invasion would need to occur in northwest Africa. An Operation Torch, if you will. America Atlantic's income grows over time. Partly that's because of an income nerf. It's most nerfed early game, and the nerf decreases gradually. On round 10 there is no more nerf. But partly its income increases by researching new technologies.

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  • @Cernel said:

    @KurtGodel7 Gibraltar working like Suez is very debatable. I would say hell no for Gibraltar and I would tend to still say no in case a single alliance owns every territory on that strait (meaning owning both Gibraltar and Morocco with your drawing to block enemy movement).

    What I mean is, for example, that, if Germany would have had the Bismarck fully repaired in Brest and then moving through the strait into the Mediterranean, Gibraltar itself would not have impeded that happening (of course, the ships in Gibraltar could have).

    If the question would be whether you can fully close the strait with mines once you have Gibraltar, I'm not feeling qualified enough as a miner to answer that...😜 (but surely no in case the strait is contended, for example the Axis controlling Gibraltar and the Allies controlling Morocco)

    The matter could be made some clearer with a more correct depiction of the situation, like having Spanish Morocco (maybe Tangier too, but I would consider it being part of Spanish Morocco thus avoiding having it on the map) and Gibraltar being limited to what it was rather than covering the entire European part of the strait.

    I'm anticipating that the European theater of this map will feel a little like New World Order, and that the Pacific theater will feel a little like The Rising Sun. In New World Order, it's normal for there to be a naval competition between the United States on the one hand, and Germany/Italy on the other. If the Axis loses this competition, the American fleet enters the Mediterranean. At which point life becomes very hard for the European Axis.

    Currently I'm concerned that the European theater could be unbalanced in favor of the Allies. If I allow Gibraltar to serve as a gateway to the Mediterranean, then that allows the Axis to get out of that naval competition--so long as it is able to hold Gibraltar. My thought is that Italy should take Gibraltar on its first turn. Then turn it into an Axis hard point, and thus prevent Allied entry. Britain and America Atlantic can still exert good pressure on Germany in the west. But not the kind of "cut Italy's throat" pressure that would have been the case with an American fleet in the Mediterranean.

    If it's a choice between good game play and historical realism, I'll try to achieve both. But, if I'm pushed into a corner, if I have to take one or the other, I will take good game play.

    As for historical realism: I acknowledge that treating Gibraltar in this way is a stretch. It was difficult for coastal guns to hit fast moving ships, even with late war advances in radar. Ships sailing into or out of the Mediterranean would have been within range of the coastal guns, but the majority would have gotten through. I am doing this because I think it's best for game play, not because it is a maximally accurate depiction of history.

    Am I 100% certain this is best for game play? No. If it seems like this rule hinders rather than facilitates a good, competitive game, I'd be open to changing this.

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  • @KurtGodel7 said:

    Mostly I didn't want to create more territories east of Berlin

    I don't think you needed to have 3 territories for West Prussia, Danzig and East Prussia either. I would have suggested 2 territories there instead of 3: one being "Danzig - West Prussia" and the other one "East Prussia". The border can be really wherever sensible so long as Danzig is in the former and Koenigsberg in the latter.

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  • @Cernel said:

    @Vendetta said:

    @Cernel Why? Northern and Southern Pomerania have never been formal divisions of the province, it was divided east/west (Hither and Farther Pomerania). And Neumark's placement doesn't look wrong to me.

    Let's compare the map

    @KurtGodel7 said:

    The latest iteration of the map.

    image.jpeg

    with a 1941 map for the Great German Realm
    NaziGaue.png

    I'll firstly say that, yes, if the Neumark would still exist, that would be by far the best name for this territory, especially connection wise. Indeed, the "Neumark" territory in the map closely resembles the eastern part of 1941 Brandenburg merged with the southern part of 1941 Pomerania: that would be more or less the old Neumark.

    Unfortunately, not only by 1941 the Neumark is gone (as that can be said of Bavaria and Austria too and others), but it really means nothing as it is even dismembered into smaller subsets of two different territories (Pomerania and Brandenburg). The reason why I like Bavaria and Austria but not Neumark is that the former are obvious and unambiguous sets of existent territories, whereas the latter is just nothing any longer.

    The territories of Pomerania and Neumark as drawn are together (meaning if they would be a single territory) Pomerania as the closest thing that they can be as of 1941 (even though there is the problem that Neumark borders Lower Silesia), meaning that that the closest thing that the territory drawn in the map and labelled as "Neumark" can be in 1941 is a part of Pomerania (next close would be a part of Brandenburg, but then Brandenburg would be adjacent to West Prussia). "southern Pomerania" is not a division of Pomerania: it is the division of Pomerania which the map makes, meaning the southern part of it as it happens to be split in the map. I said "northern Pomerania" and "southern Pomerania", and I assumed that the lower case would have hinted that those are not formal divisions. I could have said "seaside Pomerania" and "inland Pomerania" or "lower Pomerania" and "upper Pomerania". None of these are formal (as far as I know), so whatever works.

    Now I can see that the argument here would be "Why are you splitting Pomerania as a name in two things which have no basis as names (and you just made them up) when you have an historical division with the name Neumark?". The point is that first of all it has to be a division of Pomerania: it cannot be just Neumark. In this case, the only name I would find acceptable is "Pomerania - Neumark" (next one being "Brandenburg - Neumark"). This would mean saying that this is the part of Pomerania corresponding mostly to the old Neumark, but I think that this would look very ambiguous unless maybe we call the other part "Pomerania - Stettin" or "Pomerania - Pomerania" (with the ambiguous meaning of what used to be Pomerania before the addition of the Neumark), neither of which I also like.

    However, I can see that you may want to have the name "Neumark" with the meaning "this is the region corresponding to the eastern part of Brandenburg and the southern part of Pomerania which used to be Neumark". To me, that makes no sense, so I would rather call it as something meaning the southern portion of Pomerania or the eastern portion of Brandenburg, with a definite preference for the former. If not "northern Pomerania" and "souther Pomerania", then "Pomerania - Stettin" and "Pomerania - X", where X would be Neumark or the name of a city or something in there.

    If splitting Pomerania in twain, I would actually much suggest splitting Pomerania (meaning the merging of the area which is currently split between Pomerania and Neumark) on the Oder river rather than how it is split now or any other way. The only problem with this is that the western portion would be rather small but not actually here considering that Pomerania is way over-reaching on the west (which is great in this case, so you can have enough space for units in the western part), so having the Oder river as the border between the two Pomeranians would be just fine (and way better than the current drawing also considering how history went down). Done that, you can call them a number of MUCH BETTER ways. I would suggest "Stettin" (also since this would comprise a lot of territory which is not Pomerania) and "Hinder Pomerania" respectively for left and right of the Oder, but of course they can also respectively be "Hither Pomerania" and "Hinder Pomerania".

    So, if you can just merge the Pomerania and Neumark territories into a single one and then do the split on the Oder river instead, you will have both a better map (both for politic divisions and for topographical/military reasons) and better names there.

    I appreciate the thought and effort you've put into a post like this. Below is my response.

    image.jpeg

    Note the existence of Spanish Morocco.

    image.jpeg

    Pomerania divided into Hinder Pomerania and Hither Pomerania. To address @schulz 's point, the border between Warsaw and Krakow is now longer, making it clear those territories actually border each other.

    image.jpeg

    Here is France, redone. Also note the stronger neutral garrison for Switzerland.

    There were some changes I didn't make. Mostly I didn't want to create more territories east of Berlin, west of the Soviet Union. I did not believe that new territories in that region would improve game play. But I was willing to redraw borders for existing territories, at least to a limited degree.

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