• Azimuth's Trilogy - Official Teaser Trailer

    22
    3
    5 Votes
    22 Posts
    5k Views
    A
    @rogercooper done. It's now possible to play Nazi Germany and pretend it's not Nazi Germany
  • Transport Restricted Unload

    3
    0 Votes
    3 Posts
    760 Views
    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
    14
    2
    1 Votes
    14 Posts
    4k Views
    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?

    2
    0 Votes
    2 Posts
    634 Views
    PantherP
    @moomanmaster Look at https://www.axisandallies.org/forums/ Some people play Classic over there.
  • UHD Domination NML Upscaled Baseline

    5
    5
    3 Votes
    5 Posts
    1k Views
    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: 1715543184291-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

    53
    1 Votes
    53 Posts
    16k Views
    jkprinceJ
    @jkprince havent been doing much lately, here is some pixelart that might find its way in as unit sprites [image: 1713750744471-5c0667b2-1d88-44d1-b29f-b43624525602-image.png] [image: 1713750768427-1849d59b-1729-42a5-935a-9107e955011e-image.png] [image: 1713750783507-21379730-daa3-44e6-a998-f623e5f04342-image.png] [image: 1713750801028-2953405c-1eeb-4d0f-8d01-b8411db2c899-image.png] [image: 1713750894473-49c9d10f-9b2a-4a70-a8b5-d95236223dd6-image.png] [image: 1713750977202-cbc292e8-9bc7-4bdb-9eab-4fb6d92bf457-image.png] [image: 1713751001237-579b14e5-d9f4-4e1d-83e6-085aa142e746-image.png]
  • Experimenting with Realistic Distances

    9
    1
    1 Votes
    9 Posts
    2k Views
    SchulzS
    Any another suggestion about the territories? What about the sea zones?
  • Domination 1914 NML relief (black lines update?)

    2
    1
    3 Votes
    2 Posts
    799 Views
    ubernautU
    @black_elk love it!
  • CrazyG's Big World War One

    164
    1
    3 Votes
    164 Posts
    123k Views
    C
    @tinmanta Moved to this topic.
  • The Grand War

    44
    2
    6 Votes
    44 Posts
    23k Views
    jkprinceJ
    6 years later, this mod is still great and I believe deserves to be moved up at least to the "good quality" section from where it sits in experimental. I might make a house rules mod for this as practice- One thing I notice is that Mazdak is almost always the first nation to drop in each game, at least when it is played by AI. IMO, its cultist underpinnings should be represented ingame thru a system that's in mechanically between the Chinese Underground and Grand Armee ones. Rn, the possibility of Mazdak taking Arcadia is a pipe dream if you're not playing as them. If I make an upgrade mod for this, I will add a "Global Mazdakism" territory, impassable like Grands. Unlike Grands, it is not their capital, and does not have any IPC value, so they can still be eliminated. However, also unlike Grands, it has a factory in it. As Mazdak takes more territories, they gain additional locations to which they can deploy units out of their Global Mazdakism pool. Mazdak only: Can deploy to Mazdak and Aksum Control =>3/5 of (Aksum, Sudan, Arcadian Congo, Zimbabwe, Korean Congo): Add deploy to Hedjaz and Sudan, free units in Hedjaz and Mazdak Control =>3/5 of (Khemet, Palestine, Hedjaz, Agrot Republic, Madagascar): Add deploy to Makan and Sumatra and adds some free units in both Control capital Arcadia: Adds free armies and PUs and declares war against everyone (existing rule). Adds deploy to Bengal and Burma. Adds a Motor Pool building into the Global Mazdakism pool, to speed up infantry exit. Control =>3/5 of (Bengal, Burma, Sumatra, Dravidia S.R, Arcadia): Adds a free nuke into the pool territory, for use anywhere, no tech required. Adds a few more free units. First time you capture any nation's capital other than Arcadia's: Also adds a free nuke into the pool territory. Gives a bonus free tech token. ... Apart from Mazdak, some other nation ideas (possibly only for when controlled by AI): India / SUFFER gets a single free volunteer added to "Volunteers 5" at their turn end for as long as they don't control all of their original territories. GRANDS gets a single Infantry added per turn to their Grand Armee pool as long as they are on Total War (i.e losing) China gets an extra Refinery in Yunnan, to help their Fuel budget. It's removed if the territory is lost, and not returned when regained
  • Domination 1914 No Man's Land - Official Thread

    250
    1
    5 Votes
    250 Posts
    222k Views
    ice1I
    deleted post
  • Total World War Diplomacy -- country specific bonuses?

    6
    1 Votes
    6 Posts
    1k Views
    ubernautU
    @jim-parker glad i could help
  • Gundam - One Year War

    9
    3
    2 Votes
    9 Posts
    3k Views
    RogerCooperR
    @luhhlz I was able to download sucessfully, so I will eventually put on github if no one else does.
  • Error when clicking on "Download Maps" button

    error download maps
    3
    1 Votes
    3 Posts
    996 Views
    U
    @thedog said in Error when clicking on "Download Maps" button: @unternehmer Im on Windows TripleA 2.5.22294, downloads work. So its probably your PC. I would deinstall TripleA and reinstal, hope that helps. Thanks for information! :folded_hands:
  • New blank map for mappers

    17
    1
    5 Votes
    17 Posts
    7k Views
    SchulzS
    The Northernmost Europe is also added. https://i.ibb.co/f8BhVvZ/National-Borders-1914.png
  • Proposed Map: Flames and Steel

    17
    1 Votes
    17 Posts
    4k Views
    RogerCooperR
    @kurtgodel7 said in Proposed Map: Flames and Steel: @rogercooper said in Proposed Map: Flames and Steel: @kurtgodel7 If you multiple HP units, where the damaged units take hits first, you basically have the effect of multiple 1 HP units with a weaker combat strength. Correct. Imagine a WWII nation doing a poor job of arming its soldiers. They lack heavy weapons, and can't do much against tanks. Many of them are not given any weapons at all, and are told to grab what they can from dead soldiers. They don't have much in the way of ammunition. In a real war, this would be a bad idea, unless this level of armament really was the best you could possibly do. But in a typical TripleA map, soldiers like this would be considered "conscripts." The ability to build them would be an absolute godsend for whichever nation was lucky enough to have them. They are the best of all possible best things: a cheap source of cannon fodder. In the rules set I envision, the ability to build infantry would be limited by a nation's population size. So yeah, you're getting cannon fodder through your infantry build. But any cannon fodder you want over and above that would have to come from some other way. Think about the difference between a tank and a piece of artillery. Both are heavy hitters, intended to do a lot of damage. But of the two, only the tank is intended to actually soak up damage. So, it's realistic to imagine a tank not just as a good source of firepower, but also as a good source of hitpoints. There are at least two ways of handling units with multiple hitpoints. There's the way which currently exists: all units with multiple hitpoints get injured before any of them actually get killed. Then there's the way I've proposed, in which one unit with multiple hitpoints must die before the next can be injured. This latter approach is a sort of nerf to multiple hitpoint units. In particular, it prevents battles from being too one-sided in favor of the victor. Currently, at least in most maps, all units have just one hitpoint, except for battleships and (in some cases) aircraft carriers. If however you nerf the multiple hitpoint thing, as I propose, then that opens the door to having a lot more units with multiple hitpoints. That in turn opens up a whole new area of strategic depth. Think about the technologies you've seen in TripleA. In particular, think about those techs which improve units. Normally you'd be improving their offense, their defense, or (in some cases) their mobility. All that's well and good. But what if you could also improve their hitpoints? Imagine a conscript: a unit which attacks and defends on a 1. In the type of map we're used to, a heavy tank might attack and defend on a 5. But, it would have just 1 hitpoint. If it's 5 conscripts versus 1 heavy tank, both sides would have equal firepower, but the conscripts would be 5 times tougher to kill. But now imagine if that heavy tank could have multiple hitpoints, reflecting the fact that it has good armor. Imagine if technology could unlock additional hitpoints for it. Now, the hitpoint situation just became a lot less one-sided. Moreover, the tech system got richer, because unlocking those extra hitpoints is one more option for your research effort. I would give the conscript unit an attack of 0. It would be useless attacking on its own. About right for the Chinese army and even some units of the Soviet army. I would hesitate to give a heavy tank more hit points. Any tank, regardless of armor is vulnerable without supporting infantry. A heavy tank trades off mobility for protection. Just make it a 4-4-1 unit as compared to regular tank as 3-3-2. There is a limit of how much tactical detail can be handled by TripleA.
  • Units and tech: Domination 1941

    9
    1 Votes
    9 Posts
    1k Views
    K
    [image: 1700805838844-ef87ac73-ced6-40e3-9b69-9a83102532a5-image.png]
  • TAW - Total Ancient War

    2
    1 Votes
    2 Posts
    896 Views
    ubernautU
    @falkon-powers missed this one sounds interesting
  • World War II v3 1941 Balanced Mod

    6
    0 Votes
    6 Posts
    1k Views
    Jason Green-LoweJ
    @beelee It is; I'll take a look. Thanks for the bug report.
  • Gundam - The Gryps Conflict

    gundam maps new maps
    1
    1
    0 Votes
    1 Posts
    1k Views
    No one has replied

Recent Posts

  • read more

  • @trout

    Mission accomplished 🙂

    Idk where it broke or if I never tested it correctly. I'm pretty sure it worked at one point though.

    At any rate, it'll be in the next update, which is coming soon. I don't think I have too much more to do for this one.

    I need to do a Game report for our first multi still and then start on the next update that will add some new stuff.

    Seemed like there was something else. I'll have to check my notes again. Anyway, almost caught up 🙂

    read more

  • Name House of Habsburg 0.8
    Description 16th Century Europe on a large map
    https://axisandallies.fandom.com/wiki/House_of_Habsburg_0.8
    5b980157-9bf0-46f1-87b7-847c54bb2a6e-image.png

    Good Points

    Rules for castles highlight the importance of fortifications Interesting unit interactions to reflect the pike & shot period Upkeep costs prevent mega-stacks

    Bad Points

    No victory conditions Some of the technologies do not work It is difficult to create armies large enough to do anything
    read more

  • @trout

    oh I can fix it. Just have to find where it broke

    read more