• Steampunk 1915

    6
    1 Votes
    6 Posts
    2k Views
    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

    95
    0 Votes
    95 Posts
    66k Views
    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

    147
    0 Votes
    147 Posts
    82k Views
    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

    62
    0 Votes
    62 Posts
    30k Views
    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
    10
    1 Votes
    10 Posts
    2k Views
    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]

    23
    0 Votes
    23 Posts
    7k Views
    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?

    2
    0 Votes
    2 Posts
    981 Views
    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

    23
    0 Votes
    23 Posts
    8k Views
    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

    2
    0 Votes
    2 Posts
    898 Views
    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]

    1
    1 Votes
    1 Posts
    866 Views
    No one has replied
  • 0 Votes
    2 Posts
    780 Views
    wc_sumptonW
    @slendymctendies All Cheers...
  • Hi Is there a way to print out a map?

    3
    1 Votes
    3 Posts
    911 Views
    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]

    6
    0 Votes
    6 Posts
    1k Views
    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

    3
    0 Votes
    3 Posts
    915 Views
    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

    34
    3 Votes
    34 Posts
    12k Views
    TheDogT
    @mattbarnes and others Any more reviews?
  • Middle Earth, Oil Wars, Forty Thousand

    8
    3 Votes
    8 Posts
    2k Views
    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

    4
    1 Votes
    4 Posts
    1k Views
    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

    3
    1 Votes
    3 Posts
    762 Views
    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

    1
    1 Votes
    1 Posts
    593 Views
    No one has replied
  • Stuck units due to relation types

    2
    1 Votes
    2 Posts
    860 Views
    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

  • @KurtGodel7

    Good Action

    Have you considered using the Frostion units ? Think it makes for a better visual. GCD and UHD both use them, along with some Elk units and a few others.

    And of course Frostion's Iron War 🙂

    This a test game against yourself ?

    Keep up the Good Work

    read more

  • Round 3: Japan's air attacked Pearl Harbor and damaged the U.S. Navy.

    Germany continues to push east. Germany's income (170) and Soviet income (171) are now virtually tied. In the research phase Germany gained a star towards Panther tanks tech. One star left to go.

    In the Soviet research phase, the Soviet player gained Advanced 1 tech. A very good advance for later. It also had a randomly chosen tech give it one star towards Improved Sub. Useless. The Soviets must withdraw from Smolensk, as the Germans in that area are too strong. If the Germans stack Smolensk, they will be only two moves away from Moscow. The Soviet Union loses all its cash when Moscow falls for the first time. But after that, the Soviet Union is allowed to collect income normally. All the same, the Soviets would strongly prefer not to lose Moscow. If Moscow does fall, the Soviet Union would be reduced down to one research center, at least until it can be restored.

    Japan continues conquering southeast Asia and building factories there. However, Tonkin is under pressure from the British. Japan chooses not to build a factory there as it would be too much risk. Japan has finished off the fleet at Pearl Harbor. Also it has conquered Manila, despite the trenches the U.S. had been building there. This was important, because now the U.S. no longer has a good spot to build a factory in that region. The U.S. is prevented from building any factories while at peace, which is why there was no American factory built there thus far. Japan continues to make slow progress in China. It conquered Hong Kong. It would have liked to begin its invasion of the East Indies, but its local transports were needed to ship units to Tonkin, or to invade Manila. Japan built four more transports, because there were too many units not being shipped off Japan.

    read more

  • Japan's second turn. One star towards late war production (Japan tech category). That was the final star needed, unlocking that tech. Bonus income for Japan! The other tech advance was shipyards. Less costly transports and cruisers. Japan is very pleased with this research phase.

    Japan is invading Cochinchina, a territory in southeast Asia which would make a decent spot for a factory. It is building a factory for Bangkok. It also invaded Tonkin, another decent spot in southeast Asia for a factory.

    Its build was largely land units, plus a transport and three destroyers. Also a medium bomber to send to China.

    Britain's second turn. It researched "Canada" tech, which provides a free infantry each turn in Canada. Also one star towards industry tech. One more star, and it will add +2 to the unit placement capacity of its factories. Very useful for a nation with a far-flung empire.

    British build: Italy's constant strafing of Britain's North Africa force is getting annoying. To solve the problem Britain is building four fighters. Also more land units and transports for Africa, India, and the Indian Ocean. Some destroyers for the North Atlantic.

    Italy's second turn. Tech chosen randomly. One star towards Mechanized Infantry. Not what Italy had wanted.

    Italy is growing its force in North Africa. But it is not yet time to attack the British. One problem: Italy's unit placement capacity is mostly in northern Italy. But it would wish to exert offensive pressure to the south, in north Africa. This is creating a situation where units are being placed in North Italy, then plodding their way south for a bit before they can be shipped.

    U.S. turn. One star towards fleet carrier, with only 1 star left to go! One star towards Wartime Production, with only one star needed. A good American research phase, even though there is no instant gratification.

    Still limited peacetime income. Its spending all went to the Pacific.

    read more

  • Germany's second turn:

    Air phase: strafed Soviet land units adjacent to the Germans. Damaged the Red Army. The Soviet Air Force is not strong enough to challenge the Luftwaffe at this time.

    Research phase: gained Extended Range. In future turns German dive bombers will be able to reach further in to Soviet territory. Gained Advanced tech 2. Now Germany can build up to two SPCs. That wouldn't do it any good right this instant however, because Germany hasn't yet unlocked the tech for any advanced units. Germany's third tech advance was chosen at random, and is the V1 rocket. The V1 has no game effect. But there are other techs further down that tree which do.

    Germany's build was all land. It was going for quantity, so lots of anti-tank guns. Its income has risen to 163.

    Soviet second turn. Research phase. A tech chosen at random, going towards strategic bomber tech. Ouch. But, an advance towards unlocking KV-2 tech (heavy tanks). Only one star left to go on that one. However, the Soviet Union has not unlocked any Advanced tech, which means that it cannot yet build any Special Production Centers (SPCs). The KV-2 heavy tank is useless until the Soviet player has at least one SPC with which to build KV-2s. Not that the Soviets have fully unlocked KV-2 tech just yet.

    Soviet build phase. It had a lot of leftover MPs at the end of round 1, giving it 46 MPs to spend for round 2. 46 conscripts. Also it collected full income at the end of round 1, giving it 192 PUs to spend for round 2. It has plenty of cannon fodder (conscripts), so it needs firepower to go along with that. Field guns, heavy guns, and tanks are good options for firepower.

    Place new units. One unplaced conscript. The Soviet Union could have placed it well to the rear. Instead it will save the conscript for next turn, when it can be placed a lot closer to the front. The Soviet Union has large unit placement capacity, even after the loss of Leningrad.

    read more