• Limit total number of Chinese fighters?

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    wc_sumptonW
    @jason-green-lowe said in Limit total number of Chinese fighters?: I swear I tried hard to think of this on my own and couldn't, but it seems so obvious once you point it out. I have said the same thing! @beelee, @TheDog and many others have pointed stuff out to me, and I'll just go "WOW! I could have had a V8!" (Head-slap emoji) Cheers...
  • Initial Duplication

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    @panther said in Initial Duplication: ww2global40_2ndEd_move1st.xml Found it, thanks! This makes the other posts make sense, talking about the particulars after getting to that starting point.
  • The First Battle of the Next War

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    RogerCooperR
    @thedog said in The First Battle of the Next War: This might be of interest? https://www.reddit.com/r/CredibleDefense/comments/108fwga/report_launchthe_first_battle_of_the_next_war/ That thread discusses the same report. There are some interesting comments. I have played this out in some commercial wargames with same result, any surface ships in war zone are dead within days. Which is a problem for an amphibious invasion. A&A/TripleA make amphibious invasions much easier than they are in real life.
  • World War II v3 1941 Balanced Mod Tech Issue

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    wc_sumptonW
    @beelee Problem is not with the mod, as it works as it should in 2.5+, as all tech show up in the "Unit Help" window, and the unit "Tool Tip". But in 2.6+/2.7+ the tech info does not show in the display/tip. So, this is a problem with the new release that would need to be reported. Cheers...
  • WW2 Oil and Snow (1st ed.) NEW MAP RELEASE

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    ebbeE
    @g40newb Hej there, nice that you are playing Oil and Snow... first of al: it is the game mechanics: I decided that it would be not realistic for a foreign power to produce new units in the enemies conquered factories... so they remain disabled by this... the conquere receives the terr's extra PU's and more emphasize is put on transporting units newly constructed units to the frontline... creating logistical challenges once reaching far in conquest as is reality. Keep sending all feedback and issues... as I am halfway and good update of this project, ( as it was years ago made and my first one ) and I can adapt all issues coming out of your player experience, greetings
  • Total World War: December 1941 3.0.0.6

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    @victoryfirst said in Total World War: December 1941 3.0.0.6: Hi, I have a bunch of random questions. Is this game perfectly balanced, or is a bid required? Why has it been chosen to let Germany go before Russia and add the Russian winter, instead of making Russia go before Germany? Can I as a beginner have a competitive game against the AI? Should the AI be the Axis or the Allies? Are you trying to learn 2.8 or 3.0 version ?
  • 🏯 Sengoku - Nippon Warring States -Official Thread

    maps thedog
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    TheDogT
    @rogercooper It was a good mod in its own right. Well please upload it to GitHub, but I will not support/maintain it.
  • 270BC Wars - Official Thread

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    TheDogT
    Deleted post.
  • August came early !!

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    TheDogT
    @johnnycat Oops missed that off. Axis Players & USSR can attack neutrals with Aircraft AI Axis & USSR 1:3 chance to Attack neutrals with Aircraft or 2:3 chance not to attack neutrals with aircraft. I will add it to the post.
  • Hard AI vs Fast AI

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    RogerCooperR
    Scenario World War II V3 - 1942 Version 2.6.14770 Results Fast AI won in 9 turns as the Axis, the Hard AI won in 8 turns The Fast AI successfully pulled off some risky attacks as the Axis, but still took longer to win the American even taking Italy for one turn. With 4 victories in a row, using different scenarios, I can conclude the Hard AI is better.
  • In a Land Far Far Away: Medieval Crossover Game in America Thread

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    board 3659B
    @cernel ISOT is an acronym that means Island in the Sea of Time. It's a book about the Island of Nantucket bring brought back to the Bronze Age. Think of it like a Western Isekai but focused on time travel instead of going to another world. Anyway, people use this acronym in Alternatehistory.com to describe stories with the same sort of premise
  • 🏯 The Shogun - Official Thread

    maps thedog
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    TheDogT
    Latest version 1.5 ready for download In TripleA 2.6 (currently there is no UPDATE map tab/version control, so ...) Click Download Maps Button Click Installed tab Find & Click The Shogun 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 The Shogun Click Install button (be patient dont double click it) Enjoy! . MAJOR CHANGES Added Ebbe's most excellent Shogun Advanced Samurai/Japanese sounds.
  • Battle for Craglorn - Alpha/Early Testing Thread

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    TheDogT
    In case you have not seen this, you can have both 2.5 & 2.6 installed at the same time. https://forums.triplea-game.org/topic/3724/how-to-have-triplea-2-5-2-6-installed-at-the-same-time
  • Azimuth's Trilogy - Official Teaser Trailer

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    A
    @rogercooper done. It's now possible to play Nazi Germany and pretend it's not Nazi Germany
  • Transport Restricted Unload

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    cameronC
    bah. it does only apply to noncombat unloading. well that sucks. oh well. thanks for the reply.
  • 💀 Settlers: Age of Tribes - Official Thread

    maps thedog
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    TheDogT
    Fixed missing Flag none.png image found here; https://github.com/triplea-game/triplea/issues/12584 . Link to 1st post that has the Google Drive download link https://forums.triplea-game.org/topic/2399/settlers-age-of-tribes-official-thread
  • Does anyone still play Classic?

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    PantherP
    @moomanmaster Look at https://www.axisandallies.org/forums/ Some people play Classic over there.
  • UHD Domination NML Upscaled Baseline

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    Black_ElkB
    @bret-hawkeye How's it going! No worries dude, we're all still sorta noobin' it here honestly, or at least I am hehe. Currently it's just a baseline. To make it into a functional tripleA map that we could actually edit in the game-engine we're still at the point where it needs the centers.txt and the map.properties etc. It's a bit of challenge since basically what we're trying to do is upscale an existing map/scenario that already has an XML rather than creating an entirely new one. So taking the same Territories and Sea Zone tiles (same labels, nations etc) but where those polygons have new coordinates for a larger board. Everything else remaining the same. This is similar to the method used to make the UHD Global, where we take an existing game (the Standard Global by Bung & Veq) but using a new map for it. Here's an example of something similar, using another larger scale map, but where the process is a bit further along. Just so you can see how it might potentially come together... https://github.com/beelee1/mega_new_elk That's a port of 1941 GCD gamemap, but using the UHD Global unit files/game XML etc. It's is just a skeleton of a game, there are no starting units yet, not actual scenario per se. Bill helped me throw it together, where we just grafted the latter onto the former to get a ball rolling. That one uses the 2.6 pre-release, so you'd just drop it into downloaded maps and should fire up as normal. Here is the same, but with a quickie xml draft created using edit mode. So basically all territories with a production a floor at 1 PU, convoys blanked out, a couple capitals assigned and whatnot, just so it will launch within tripleA and look like something vaguely familiar for a G40 vibe. Again just as a jumping off point. From there you'd go in and adjust the production values of the territories or add starting units for a set up, come up with a turn order sequence or tech and stuff like that. 2024-5-7-Mega-New-Elk.tsvg In that scenario, you can imagine maybe that the start date is right after the Fall of France (instead of before like regular G40). Maybe aircraft are evacuated from the Paris tile to England tile, on the first turn of the game to represent DeGaulle? Perhaps most of Vichy goes Pro Axis neutral, while Free France has their locus of power in Central Africa or a Government in Exile in London. Whatever, just a riff for a starting point and spitball idea. Might look something like this for a 1940 date, very rough draft... [image: Screenshot 2024-05-12 123749.png] In order to do something similar for the older WW1 map, it's a similar process a little bit simpler, since presumably players of that scenario would want to keep the game they play more or less unchanged, just with a beefier map. So starting with an existing game xml, same tech advances or whatever, but warping it to fit into a new larger map. In the case of 1914 NML, like using all those production values or units etc. Or one could use one of the larger maps and create a variant from there, but then that's like making a whole new game right lol. Little more involved hehe. Anyhow not sure if that helps to clarify. It was pretty bare bones for the Domination stuff, last person to tool around there was Redrum I think? I wanted to make a WW2 customizers map that had sorta all the stuff in there, perhaps also with a playable scenario for a jumping off point, so I guess the idea would be roughly like that, just more WW1 themed? Again not sure what all is grabbin' peeps these days or how much interest there'd be for it.
  • Arheic Wars / Pangea Proxima A&A

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    jkprinceJ
    @jkprince havent been doing much lately, here is some pixelart that might find its way in as unit sprites [image: 5c0667b2-1d88-44d1-b29f-b43624525602-image.png] [image: 1849d59b-1729-42a5-935a-9107e955011e-image.png] [image: 21379730-daa3-44e6-a998-f623e5f04342-image.png] [image: 2953405c-1eeb-4d0f-8d01-b8411db2c899-image.png] [image: 49c9d10f-9b2a-4a70-a8b5-d95236223dd6-image.png] [image: cbc292e8-9bc7-4bdb-9eab-4fb6d92bf457-image.png] [image: 579b14e5-d9f4-4e1d-83e6-085aa142e746-image.png]
  • Experimenting with Realistic Distances

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    SchulzS
    Any another suggestion about the territories? What about the sea zones?

Recent Posts

  • @captain0 said

    AI may have issues moving the 2 hit tanks, as they start off with stacks of 9? per territory in the game.

    Part of the problem might be me leaving the Armor-Inf stacked in 9s. I will destack them and that might alleviate the problem, they should be in 5s

    Regarding reduced incomes.
    I like this idea, but I also like spending PUs, so it's a balance, hopefully currently it feels about right?
    Did some testing, reduced each of the 3 Industries PU production by -2, I got mixed results, so I will have to do more testing.

    read more

  • @TheDog
    Thanks Dog. I think the AI may have issues moving the 2 hit tanks, as they start off with stacks of 9? per territory in the game.
    I have been playing a few games, against AI and have decreased all incomes to see how it affects the game.
    If I am playing against AI AXIS for example I drop all countries by 10-20 % and Allied countries by a further say 10%,
    I feel it starts to factor in the drain on manpower that all countries faced in WW2. makes the later game tougher as well
    So for example the UK finds it a lot tougher to field large armies in Far East, Italy and Europe towards the latter stages of the game along with maintaining Naval supremacy.

    I like physically shipping units to Russia and China from other allies as well. So I delete the lend lease depots and it makes some interesting convoy scenarios as the Germans react etc.

    read more

  • @captain0
    Apologies for the late reply.

    A few more land/ sea territories would be great.

    I agree, but Im no map-maker, I will have to wait for someone to offer.

    .

    do you think there is an issue with the stacking restrictions on the old 2 hit tanks?

    As they are 2HP, there max stack is 5s, So you have to move the ones nearer the objective first, then the rear TT/echelons after the nearer ones. This principle applies to all stacking in the map.

    PT boats were considered, but decided against, Bomber-Tac does a similar but has a more versatile role.

    .

    enemy factories are destroyed on capture and you can only build light industry on non sovereign territory?

    Again considered, but for simplicity, kept as is. I was conscious that a lot of complexity was going into the map and that it might be too much for players to take in.

    .

    Also do you think the Russian player should be immune to Winter as they were more better prepared for it historically.

    True they were, but again for simplicity kept simple for both Germany/Russia. The Russians do have a lot of Siberian troops/ Inf-Elite that are 'immune' to the effects of winter, so as a player spam them in the north.

    .

    Maybe also a Rasputitsa effect could block all movement on the Eastern front (all player) for one turn after Winter.

    Tried a variant of that, the Germans kept on losing in the north, it was so hard to balance, so removed for simplicity.

    .

    they have to manually enter the quantity as there is no selector arrow for the box like other units.

    Yes, this is a know problem with the TripleA look & feel, FlatLaf, if it bugs you try this;
    Game> Engine settings> UI theme tab> change FlatLaf Dark to Metal or Nimbus

    read more

  • Name Ozteas 1941 Global Setup
    Description A 1941 scenario for the Global game
    https://axisandallies.fandom.com/wiki/Ozteas_1941_Global_Setup
    image.jpeg

    Good Points

    Reasonably balanced 1941 start speeds game and eliminates the messy political rules

    Bad Points
    *

    read more