• 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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    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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Recent Posts

  • @KurtGodel7 Asking Google AI "How many men of the Soviet-equipped divisions did China field in 1941?", the answer is

    Between 1937 and 1941, Soviet military aid provided under the Sino-Soviet Non-Aggression Pact and transported via the Gansu-Xinjiang Highway enabled China to form 15 Soviet-equipped divisions. Based on the typical paper strength of the Chinese Nationalist Central Army infantry divisions at the time (ranging from 8,000 to 11,000 men per division), this represented a force of approximately 120,000 to 165,000 men.

    Key Facts About China's Soviet-Equipped Force

    • Strategic Role: Rather than being sent straight to the front lines, these 15 divisions were largely held in reserve by the Nationalist government for future strategic counteroffensives.
    • Equipment Scope: The Soviet Union supplied roughly 110,000 rifles, 14,000 machine guns, 1,600 artillery pieces, 82 T-26 tanks, and thousands of ZIS-5 military transport trucks to outfit these formations.
    • The Mechanized Elite: This aid famously established China's first fully mechanized unit, the 200th Division, which incorporated Soviet armor and saw action in major engagements like the Battle of Kunlun Pass.
    • The 1941 Cutoff: This military pipeline officially halted in April 1941 following the signing of the Soviet–Japanese Neutrality Pact, after which China increasingly relied on American Lend-Lease aid.

    I guess this could be somewhat represented by China starting with a few infantry units but unable to build any more of them.

    More complex would be accounting for lend-lease or whatever other kind of supply or even fully internally created infantry (as opposed to conscripts, which would be infantry units armed with very little more than just their rifles), possibly to represent their existant albeit very scarce (a few tens of thousands) heavy and light machine-guns production, but a proper infantry unit is supposed also to have a good quantity of infantry mortars (unless there are infantry mortars in the game as units), and I've no idea about domestic Chinese mortars production.

    read more

  • @Cernel said:

    @KurtGodel7 I think there are two options here, not necessarily mutually exclusive. I assume that your conscript is 0/1 while the infantry is 1/2. The question is if something like the "standing infantry" should be unable to Combat Move too (thus being -/1 unless your game has stalemate or other conditions allowing to attack without combat moving). Then, one could also expand the matter further if there should even be something like the Volkssturm, which may be worse than the "standing infantry".

    So the main question would be, are your conscripts going to be

    just 0/1, rest same as infantry. 0/1 and unable to receive artillery support. 0/1 and unable to attack. (Is it possible to attack without combat moving in this game?)

    Then, there are the Chinese. I think we all know the famous scene of "one man gets a rifle, the second man follows" of "Enemy at the Gates". Now, that may (or may not) have happened sometime in the Soviet army in some small-scale localized situations, but it was either something which happened very rarely or just a mith. However, if you ask Google AI "What percentage of the Chinese infantry in 1941 was not equipped with fire-arms?", the answer is

    Historical estimates indicate that as many as one-third (approximately 33%) of the soldiers in a typical Chinese Nationalist division in 1941 were not equipped with any firearm.
    The primary factors driving this staggering shortage include:
    • Logistical Roles: Due to an acute lack of motor transport and draft animals, a substantial portion of un-armed infantrymen were used strictly as human pack animals to carry ammunition, food, and supplies for the rest of the unit.
    • Severe Supply Shortages: While the Nationalist Army had roughly 3.8 million men on paper across hundreds of divisions in 1941, only about 40 divisions were fully equipped with modern European or foreign-manufactured weapons.
    • Industrial Deficiencies: Domestic Chinese factories lacked the industrial base to produce small arms at a rate that could keep pace with massive wartime conscription.

    The conscript is just like an infantry, except with less firepower. Conscripts are allowed to attack. If attacking on a 0, at least they serve as cannon fodder to protect other attacking units. If supported they attack on a 1.

    Your research found 40 Chinese divisions apparently equipped with modern European or foreign-manufactured weapons.

    Currently China is able to buy conscripts, but not infantry. Those 40 divisions make me wonder if China should be allowed to purchase either conscripts or infantry. I will have to do more research on this. Being handed a modern rifle does not automatically make a soldier as combat-effective as a normal infantryman would be. If I think of a normal WWII infantry division, I'm expecting them to have machine guns, hand grenades, maybe some handheld anti-tank weapons. Also combat training. If China's better divisions lacked these other weapons, if they were poorly trained, I would consider them having more in common with conscripts than infantry.

    read more

  • About what I copy-pasted, personally, I've some difficulties at believing the Google's "human pack animals" explanation as accounting for much of the un-armed Chinese infantrymen. According to my data, in 1935 China had 4,666,000 mules (first place in the World) and 10,547,000 donkeys (also first place in the World, by far). Moreover, I'm not a muleteer, but I would say that a human is obviously just not as cost-efficient as a mule or a donkey (or a sumpter) as a pack animal, not even if it is a slave or anyway paid at minimum subsistence wage. However, I'm surely not a Chinese army expert. (Maybe ask Claude about this: I don't know.)

    Personally, I would rather imagine that all those Chinese infantrymen without fire-arms were more like muleteers, cooks and such as well as "followers" ready to pick up the fire-arms of dead comrades ("Enemy at the Gates" style) rather than human pack animals, but I do not actually know.

    read more

  • @KurtGodel7 I think there are two options here, not necessarily mutually exclusive. I assume that your conscript is 0/1 while the infantry is 1/2. The question is if something like the "standing infantry" should be unable to Combat Move too (thus being -/1 unless your game has stalemate or other conditions allowing to attack without combat moving). Then, one could also expand the matter further if there should even be something like the Volkssturm, which may be worse than the "standing infantry".

    So the main question would be, are your conscripts going to be

    just 0/1, rest same as infantry. 0/1 and unable to receive artillery support. 0/1 and unable to attack. (Is it possible to attack without combat moving in this game?)

    Then, there are the Chinese. I think we all know the famous scene of "one man gets a rifle, the second man follows" of "Enemy at the Gates". Now, that may (or may not) have happened sometime in the Soviet army in some small-scale localized situations, but it was either something which happened very rarely or just a mith. However, if you ask Google AI "What percentage of the Chinese infantry in 1941 was not equipped with fire-arms?", the answer is

    Historical estimates indicate that as many as one-third (approximately 33%) of the soldiers in a typical Chinese Nationalist division in 1941 were not equipped with any firearm.
    The primary factors driving this staggering shortage include:
    • Logistical Roles: Due to an acute lack of motor transport and draft animals, a substantial portion of un-armed infantrymen were used strictly as human pack animals to carry ammunition, food, and supplies for the rest of the unit.
    • Severe Supply Shortages: While the Nationalist Army had roughly 3.8 million men on paper across hundreds of divisions in 1941, only about 40 divisions were fully equipped with modern European or foreign-manufactured weapons.
    • Industrial Deficiencies: Domestic Chinese factories lacked the industrial base to produce small arms at a rate that could keep pace with massive wartime conscription.

    read more