• WAW 1940 Mod for Transport casualties

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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)

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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.
  • 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: RightArm.png]
  • This topic is deleted!

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  • 1 Votes
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    L
    @rogercooper Thanks for the encouragement! I was able to mod it this AM. Appreciate it
  • Over the Top- new WWI mod

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    TheDogT
    @djabwana You can restrict the movement of units by step and switch them on & off, between steps, not just by turn as in 1888A Steam & Steel eg (I have not played your game, so this will probably be wrong) turn off all movement for none Battleships/Cruisers, Heavy Artillery, and Railguns step Move Battleships/Cruisers, Heavy Artillery, and Railguns turn on all movement for none Battleships/Cruisers, Heavy Artillery, and Railguns Search go winter in the xml and apply the principles to different step phases of a turn https://forums.triplea-game.org/topic/4056/1888a-steam-steel-official-thread Here is an overview, there are a lot of components, you will not them all Winter Search go winter in the xml to see the components that make up how to use terrain effects and a dummy player needs an allied dummy player, eg. winterp define TT & SZ to be affected define a new allied relationship eg winterr allows combat takes over in TT/SZ (oops has no go winter) needs a WinterLand & WinterSea to be shown in the TT & SZ define territoryEffect eg. Winter Triggers to make it happen when you want it. Note -reset- has to redefine the TT/SZ when a TT/SZ changes effect Hope this helps
  • ⭕ Lord of the Rings: War of the Ring - Official Thread

    maps thedog
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    @thedog any reason it's not finding the map when I try to select the map in game? i downloaded the zip, copied it to the downloaded maps folder, and have tried keeping in both a zip format and unzipping it but when I go to select the map in TripleA it gives me this.![alt text]([image: d5c48cbf-0f77-4af3-a59b-2bc1459b962f-{8BC5EE52-FB8D-4B6B-9A27-74C420FDF07F}.png] image url)
  • AA G1940 with 1942 setting map?

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    Tom SamO'T
    I'll take a look. Cheers!
  • Larry Harris Gencon 3.0

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    PantherP
    @rogercooper Yes, why not. The alternative setup has never changed from the initial posting that LH once issued. So it is safe to simply rename it.
  • Mega New Elk WIP

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    @rogercooper Those are cool! Yeah that cartoon! total Inception lol Oh it's this dude's work... https://en.wikipedia.org/wiki/Richard_Edes_Harrison The challenge he faced was that most Americans, like many people at the time I guess and still today, they were so familiar and ingrained with the Mercator from schooldays and the era of the sail/naval navigation going back several centuries, that they really struggled to understand how the advent of aviation had changed the game. Or like why these faraway points were so key to the war effort. So they basically hired on a technical artist (rather than a cartagropher) to reimagine how these distances and war situations could be depicted in popular media. The maps were in mags and periodicals, so I think they're sorta Duckburg style, like fighting the war of ideas, with that sort of jingoism baked in, but it definitely anticipates stuff like GPS Satellite maps or the UI's from video games. Like I can just see it morph from that into Hearts of Iron after a couple more decades floating around. I just think it's cool, since it sorta takes root during that period and comes to define the new look, along with commercial advertisements and pulp illustration (pin ups and such) the fonts and whatever, which is why I think it looks cool for window dressing type thing, but I'm not sure it works so well as a main map campaign view. It would work maybe for a mini map though, or an endgame stats view thing, or just alternative style view from a hotkey. But then I have no idea how something like that could be translated into tripleA without like a total UI overhaul that can somehow use two baselines at once hehe. Hence the pipe dream. It's to me interesting cause for Classic, the world projection there was clearly Mercator style, but then every A&A board since Revised and then later War Room, they riff more like some of those Harrison maps from the 1940s to me. Like the way some of the continents are compressed and such, or the crops that were chosen. Almost like it was a crop and swap, where the maps were tilted up from there to hammer home the idea. But then the north pole view sorta doesn't really do the telescoping on Europe and the Pacific the way the dual Theater Atlases usual show the war in the books, like with a double inset with room for many sculpts. To me the G40 is more like those, but then when I think back to Iron Blitz, it totally reminds me of those Harrison map vibes. Almost as if the one is a call back of the other. Even down to the names there, it's like a whole harris thing haha
  • A New Year and a New Mod

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    RogerCooperR
    @beelee said in A New Year and a New Mod: @rogercooper said in A New Year and a New Mod: East & West has a rule that allows tanks to move out of a territory in non-combat movement. You mean after already having been in combat ? If so, you could suggest players use edit or make a map option they can turn on at game start boosting the Tank if they don't want to. I like the idea of making it a map option. I will default the defense to 3, which most mods use.
  • New Steampunk Advance Thread

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    board 3659B
    I'll probably begin to play both Steampunk Advance and Camerons version to sort of plan out more ideas
  • UHD Revised templet

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    B
    Hmmm I definitely found a few lines that jumped lol For the geometry of the sea zone tiles, the goal would be to find something analogous (where the connections are the same.) Also on a physical table maybe like an extra wide king banquet 36x72 that sorta deal hehe. I think v3 probably makes the more sense to key it that way than revised though, since that one is so small, but I also wanted to get the white border thing working which is always sorta tricky, mainly on account of wanting something that can be blended as well. If I pass it through a gray instead of white gives different effects, so like to make it more muted, or the sea zone color doing different blues for player preference. Mainly because for revised it's cool to have the dark ocean light sea zone, but other boards like Classic or v3 might look better with the black line, so just trying to get a way to do both from the same sort of templet. [image: UHD_v2_example_baseline_paintover.png]

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