• Total World War (TWW) 2.7.7.2

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    ubernautU
    @beelee thanks ill check it out!
  • 💀 Settlers: Fallen Empire - Official Thread

    maps thedog
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    TheDogT
    Latest version v1.15 ready for TripleA download. This only plays in 2.7+ Click Download Maps button In Search: box type set to download Settlers: Fallen Empire Settlers Fallen Empire Manual pdf Settlers_Fallen_Empire_Manual.pdf It has; 11 Asymmetrical factions Growing & shrinking urban centres Resources of Alchemy, Beast & Construct AI auto sells 'spare' resources, player must do it manually Thanks to Ebbe for new unit map and unit colours & flags. Lots of minor changes
  • ⭕ Middle Earth 3rd Age - Official Thread

    thedog
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    TheDogT
    Latest version 015 ready for download from 1st page 1st post Spider 20pu was 11pu, vastly underpointed (thanks @chowdler) Spider can now enter mountains (thanks chowdler) Tharbad now not of Player interest, so AI will focus less on it (thanks chowdler) Saruman added warg_scout unit (thanks chowdler for the idea of another Mountaineer unit) Gondor Minas Tirith ancient_wall now 4, was 3, needed to rebalance because of above . Link to 1st post that has the download link https://forums.triplea-game.org/topic/3729/middle-earth-3rd-age-official-thread
  • 💥 Another World v AI - Official Thread

    thedog
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    TheDogT
    @rogercooper Thanks I have reposted the zip in the 1st post.
  • 🏯 Shogun Advanced - Official Thread

    thedog
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    TheDogT
    Latest version v2.6 ready for download. In TripleA Click Download Maps Button Click Installed tab Click Shogun Advanced Click Remove Button Click Yes button to remove Click Ok button (Successfully removed) Click Close (To force the map list to refresh) Click Download Maps Button Find & Click Shogun Advanced Click Install button (be aware, displayed percentage download is NOT working as intended, have a coffee, it takes minutes to download) Enjoy! . v2.6 Vanquished all land & sea units, was just sea units Projection of Power, Victory Conditions – 10vp was 11vps (matches Triggered Victory) In game Manual updated with above Lots of minor tweaks . Suggested stable TripleA version https://github.com/triplea-game/triplea/releases/tag/2.7.15025 . Link to 1st post that has; Downloads for new Players https://forums.triplea-game.org/topic/3666/shogun-advanced-official-thread
  • 🚂 1888A Steam & Steel - Official Thread

    thedog maps
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    TheDogT
    Someone has posted an error on GitHub 2.7.15025: TripleAFrame#showHistory:1784 - java.lang.IllegalStateException #14112 game stops at the beginning - playing royals. Two history thinkers ... Try another version like this one https://github.com/triplea-game/triplea/releases/tag/2.7.15256
  • Scenario Reviews

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    JohnnyCatJ
    @ubernaut I just read that it got shut down... but that's ok
  • A more challenging AI

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    RogerCooperR
    @samurai-jd said in A more challenging AI: Re: 1941 Global Command Decision - Official Thread First, for a guy who has played TripleA in the earliest of days and before that all the published versions of the Axis and Allies board games since the 1980s, the GCD map and rules is a true masterpiece. Thank you. I play solo. Can anything be done to improve the skill of the AI? I have tried both Fast and Hard modes. No matter how I favor the AI (through multiple iterations as either Axis or Allies) the AI is finished by the 7th round. In my most current effort, I start with 2700 units for the Axis and 2400 units for the Allies. Especially when the AI plays as the Allies, I can NEVER get the USA to invade Continental Europe no matter how favorable I set the situation. I appreciate your time and the incredible game that you have so elegantly created. Samurai JD A large, complex mod such as 1941 Global Command decision is difficult for the AI to play properly. More units just makes it worse. You would need either to change to mod to help the AI or give the US units near Europe each turn using the editor
  • Modern Warfare Map Idea

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    RogerCooperR
    @thedog You may want to check my wiki for modern scenarios at https://axisandallies.fandom.com/wiki/Category:Timeline?from=2001 There are a number of mods and maps they may give you some ideas.
  • WAW 1940 Mod for Transport casualties

    Moved
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    wc_sumptonW
    @madvitale I'm sorry that you are having troubles. I personally do not use Notepad, it's okay for small quick edits, I use Notepad++. I'll include a zip file with the changes. World_At_War.zip Special Note "Transport Casualties Restricted" value must stay false in the xml as Transports and B.Transports have a defensive value. The value can be changed in the 'Map Options' (lowest button on the left panel). Cheers...
  • Age of Tribes World map new official thread

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    TheDogT
    @ted-self Im glad you like the map and it has got you all excited even at your age. It was exasperating and fun to design the map. If you want another steep learning curve map that will challenge your grey cells then try 1941 Global Command Decision https://forums.triplea-game.org/topic/3326/1941-global-command-decision-official-thread
  • Civil war map Upgrades are totally bugged for me? (Resolved, mostly)

    Locked
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    RogerCooperR
    @beelee The map loads for me, but I am not going to say how well it works. It is an overly complicated mod.
  • Axis Ascension

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    SchulzS
    @rogercooper Thank you.
  • Axis & Allies: Stalingrad

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  • Cold War 1965 version 2.0 - Official Thread

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    TheDogT
    Capture Units on Entering Territory Is usually not set as True, so is usually false. I have not played the map, but I think it should be false.
  • How to add to Big World Variations

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    B
    @rogercooper I couldn't find the repo in triplea-maps. So can he just update his repo and then do a PR with the new version number in the yaml ? His repo doesn't need to be part of triplea-maps ? Anyway, it's merged. @thehobbesian this is what you need to change in the yaml. The pencil icon will allow you to edit it. I believe anyone can but not 100% certain on that. [image: 1759589371964-screenshot-from-2025-10-04-09-45-38.png] [image: 1759589881597-screenshot-from-2025-10-04-09-57-27.png] You can see Roger did it here [image: 1759589494806-screenshot-from-2025-10-04-09-50-48.png] Edit Also, as Roger stated, you can just redownload the map once the repo has been updated. The yaml just lets people know there is a new version. Edit 2 @thehobbesian I DL'd it but don't know if it's the new version or not. There's really no easy way to tell. I add a notification at game start saying what version and the date it was first uploaded. I also document it in the changelog in the Game notes. Edit 3 OK it looks like the latest. This is your last commit and here it is in the Game Notes [image: 1759591386917-screenshot-from-2025-10-04-10-22-02.png] [image: 1759591399240-screenshot-from-2025-10-04-10-21-49.png]
  • Technology Step being Skipped

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    StohrmS
    @wc_sumpton I found the problem. My OCD wants things in alphabetic order and in doing that I accidentally moved the ending </technology> caveat after the French player's code. Thus only the Americans, ANZAC, British, Chinese and French were actually recognized. The British get theirs from the UK_Pacific's choice and the Chinese don't have any (at this time). So, the rest all got skipped. I appreciate the help. I also put the code back in player turn order, but added "Player 01 - ", 02 etc. before the Faction heading comments. My OCD is thereby satisfied.
  • Cold War 1965 - Official Thread

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    D
    @redrum Thread for Cold War 1965 version 2: https://forums.triplea-game.org/topic/4201/cold-war-1965-version-2-0-official-thread
  • Connection Error in wwII_revised

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    PantherP
    @rogercooper Thanks.
  • UHD World War II Global

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    B
    @wc_sumpton Sweet ! [image: 1754959368806-rightarm.png]

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