• 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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    No one has replied
  • 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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    prastleP
    @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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    RogerCooperR
    @Cernel I just tested that it loaded.
  • This topic is deleted!

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Recent Posts

  • Name Bad-Ass 4 Nation FFA
    Description Abstract 4 player conflict on a world map
    https://axisandallies.fandom.com/wiki/Bad-Ass_4-Nation_FFA
    84d2257b-cf65-415a-b99a-2c14dca4d684-image.jpeg

    Good Points

    Extensive diplomatic rules Neutrals get stronger each turn

    Bad Points

    The diplomatic rules don't work too well in AI play The AI does a poor job with the large initial bids
    read more

  • @GREGOREK
    You are bonkers trying to shoehorn a RPG style into TripleA.

    However I will join you in the Bonkers club, for I have thought of trying to do similar.

    For your consideration look at
    https://forums.triplea-game.org/topic/3264/arena-of-death-official-thread
    for multi wound heroes and different classes.

    For the levelling of the heroes a Tech tree could be used, see, each tree could be a hero?
    https://forums.triplea-game.org/topic/4056/1888a-steam-steel-official-thread

    For random distribution of monsters and treasures, see
    https://forums.triplea-game.org/topic/3666/shogun-advanced-official-thread
    and look for Kami, Japanese spirits. The Kami start out with lots of dots in their unit name, this so the player cannot count them, when found/revealed they change into stuff

    Ebbe and I are working on an Heroic FFA island map with Fates, using the ./dot principles above.

    read more

  • Took a detour on game development and added a dungeon module to the automated scripts with dirt, rubble, water, and of course lava.

    tripleAcave.png

    Ya'll have made TripleA diverse and feature rich. A cave system brings up some questions. Please educate me if these adaptations already exist. Otherwise, please consider their addition/discussion. Remember, you are making a toolbox, not a game; that's for the map makers. And they need more tools.

    A dungeon crawler could be played by standard tripleA territorial battles. However, it would be more open to RPG style with specialized units and item distribution. Not trivial upgrades but some form of menu system is required to add and remove found items to units. Tech/triggers affect all units of a type. I dont expect DOOM style gaming, but some form of treasure hunt would be nice. Currently, a single hero-unit could satisfy the RPG side of the game, absorbing all found items.

    The Production Menu is a sore spot. It needs greater control by the map. The engine provides a default, but let the map override it with col/row size and access (add/replace cells by col/row). Treat it like the table it is with Rules and Notes. A specialized Rule could allow item distribution but would wreak havoc on the battle calculator and battle menu to have so many unique units.

    Relief Tiles remain as the default display, but consider a territory tile with x,y alignment offset. It might ease the burden of border/corner overlaps on fully wrapped XY maps. It would also usher in territory animations and unleash the FOG OF WAR.

    Current script status is close to release. They will generate random terrain and cave maps along with a generic game.xml to hog out the bulk of the work. Finished speeding up the territory carver that works like a bubble machine. It tracks terrain changes reasonably well. The tricky bit remains narrow edges and corner horns/spear like structures. Mostly cleaned up. Dungeon module running slow. It be nice to integrate both surface and subterranean maps together for a 3Dish stacked hive affect but access points would require a lot of scrolling.

    read more

  • I can confirm that it downloads fine now. That already was a good example for the workflow.
    Thank you 👍

    read more