• Amazing what you can find when you can't find something

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    General_ZodG
    @hepps While looking around for something else, I stumbled into this. I love this look for the revised map upgrade. It's not too busy and pops nicely. @hepps said in Amazing what you can find when you can't find something: Forgot about most of this from some time ago... was looking for something I misplaced for 270 BC and came across an old package of stuff for a Domination MOD. [image: 0_1500871147235_AOE example.png] LMAO... forgot about that MOD entirely. I may be bugging you soon on tips to recreate the look.
  • Need a little help with Triggers, etc.

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    alkexrA
    @stohrm Map Creator part 2... just forget that. It was buggy and glitchy even when it was supposed to work.
  • Changes to map repos on GitHub

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    ssoloffS
    @Hepps Sorry, I assumed you map makers all had the official-issue secret decoder ring we hand out over at GitHub. @alkexr I don't think you'll have any problems because you'll only be DnD'ing a file which was not touched by these changes, and the GitHub web UI should be smart enough to figure that out. If I'm wrong, just open an issue on GitHub, and we'll straighten everything out again.
  • World at war variant - v.1.7.5

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    @redrum Hi Redrum, I understand the limitations of the AI. I hope there will be (at some point) an effort to further improve. Wish I could help directly, but have no java skills. If there were a defined effort, I would be happy to provide some financial backing. At any rate, I have attached a save game that demonstrates the issue. The transport in sz122 has an artillery that cannot be unloaded in combat phase. Also, I can't seem to unload it in either combat or non-combat next turn. I have seen a similar problem with bombers that cannot go attack enemy territories during combat phase and also can't seem to land in some territories. I cannot immediately reproduce this. 0_1512996821058_Transport Bug WAW Fuel.tsvg
  • NWO map idea?

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    General_ZodG
    @wojo92 "The Rising Sun" is a cool pacific theatre version created by the Sieg, thus in same style.
  • New Maps for Testing and Feedback

    viking new maps projects ideas
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    RogerCooperR
    @vikingmaker Another possibility other than mythology is try to be historical. The Viking invasions of Northwestern Europe are gameable. Don't try to be a 4X game, TripleA is not a good engine for that. Conceive it in TripleA terms as a conflict between Denmark, Norway, Mercia, Wessex & the Frankish Empire. It is nicely asymmetric conflict which reached a definite conclusion. Another historical possibility is the conquests of King Knut. Everyone is Christian but the Scandinavians still have control of the sea. Knut conquered England & Norway.
  • TWW 2.8 starting National Tech Advantages

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    I would say that the problem with improved DD is that is shuts down naval warfare hard in the pacific for the allies. That is why I think it is detrimental.
  • Temp

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    redrumR
    @hepps My preferences for starting german tech would be (in order): Improved Tanks Improved Subs
  • New Yawk-Law & Order

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  • Error when converting Middle East scenario

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    RogerCooperR
    @hepps Thanks for everyone's help. I was able to convert everything successfully. It is odd that seemingly identical pieces of text were actually slightly different.
  • TWW Change poll

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    HeppsH
    @crazyg @redrum Yup as I said. I have made some adjustments across the map to compensate for the unit changes. Once the entire thing is ready... I will create a changelog. Then we can see if my powers of foretelling are accurate .
  • No Mans Land 2

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    @hepps LOL
  • Need a Variant for Military Students

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    General_ZodG
    Yeah I can make you a cool FFA. I have a well liked 4 player version you can checkout.
  • Axis & Allies Pacific Update

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    RogerCooperR
    @redrum It all looks good. For the future, the PacificTheater property should be split into separate properties. Accruing VP's each turn should be generalized so it can be used in any scenario. The first turn surprise could also be useful for other scenarios.
  • Global War 2

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    @Cernel I just tested that it loaded.
  • This topic is deleted!

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Recent Posts

  • Hello again!

    This is an update to our new TripleA map, "War Plan Red-Orange", about an alternate WWI timeline where the United States, China, The Netherlands, Portugal and Japan join as a full-fledged belligerents from the start!

    With this update we introduce new features including:

    -20! new technologies, including economic combat naval and many more techs!
    -custom units such as Landmines, sea mines, zeppelins and trenches to bring the experience of WW1 to life.
    -Map customization to optimize gameplay, the Dutch have a capital in Indonesia!
    -Blockade zones to starve your opponents from their precious IPCS!
    -Portugal now owns Brazil! taking the fight truly around the globe!
    -Many balance changes and Bug fixes to improve the gameplay.

    We are searching for people who want to playtest this map with us! We have an active community with multiple developers and playtesters, with multiple games going on simultaneously!

    If you are interested in joining this project or just simply want to play the map against the ai or your friends you can join our discord https://discord.gg/U86J4DG33h

    Or you can PM me if you have any questions!

    (picture with all technologies unlocked)

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    read more

  • Step 8 Balancing the Game

    Balancing Axis & Allies style games is a difficult task. For example in V3-1941 the Allies are ahead in every measure, but the game is reasonably balanced.

    Production 120 to 58 Starting PU 113 to 58 Units 124 to 105 TPV 696 to 645 Objectives 12 to 6

    This is typical of A&A games, that units and TPV are close between the sides. However income obviously matters in the long run. Furthermore, vulnerable territories of the Status Quo players may actually work to the benefit of the Aggressor.

    As a starting formula I have:

    Production x 3+ Starting PU's + Units + TPV - vulnerability penalty - delayed entry penalty

    The vulnerability penalty is x3 the income of vulnerable territories + factories in vulnerable territories.

    A territory is vulnerable if they are owned by Status Quo country that is active at the game start and that is adjacent to an Aggressor country that is active the game start.

    The delayed entry penalty is 10% of the TPV for each turn past 1 of delay.

    To balance the game additional units (and starting PU's) are added to the aggressors if they are behind and additional income to the lead status quo power if they are behind.

    Units will be randomly added to territories with a weighting equal to value+1. The chance of a specific unit will be proportional to the inverse of its cost.

    In either case units will have the build caps equal to 120/cost to prevent ridiculous builds by the AI.

    read more

  • Step 7: Starting units and resources

    I will create a standard setup largely derived from the 1941 scenario. The units will be handled by territory, so they may be controlled by a different country than in the standard game.

    In all standard A&A games, the starting resources are the same as the starting income but there is no reason to mandate that. I will likely vary with higher values for the lead aggressor and lower values for delayed entry countries.

    read more

  • Step 6 Order of Play
    The lead Aggressor always goes first. Alternate Status Quo and Aggressor countries, randomly chosen. There will likely be a bunch of Status Quo countries at the end.

    read more