• 🏯 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.
  • πŸ’€ 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: 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

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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: 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

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    SchulzS
    Any another suggestion about the territories? What about the sea zones?
  • Domination 1914 NML relief (black lines update?)

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    ubernautU
    @black_elk love it!
  • CrazyG's Big World War One

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    C
    @tinmanta Moved to this topic.
  • The Grand War

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    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
  • Total World War Diplomacy -- country specific bonuses?

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    ubernautU
    @jim-parker glad i could help
  • Gundam - One Year War

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    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
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    @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:

Recent Posts

  • @iratoric

    Ottoman, Italian, and American territories and units will be represented by neutrals at the beginning. Their territories and units will first be replaced with their respective nations, and they will become playable only in the following round.

    Because if Italy only mobilizes and becomes playable in round 3, the Austrian AI would likely leave the Italian front undefended and mess up the balance. Italian units appearing 1 round earlier gives the Austrian AI time to respond.

    I agree with the Switzerland issue. It should be defended by at least 6 infantry.

    I'm also not sure whether Petersburg or Moscow should be the capital. Germany will have an East Prussia factory, so Moscow would probably be the better capital for gameplay reasons.

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  • @Schulz What’s the difference between mobilizing and being playable? Like you are placing the units but not setting the players at war yet? Also Switzerland should either have a bunch of neutral units/negative territory effect because I always see the AI attack Switzerland in the original version, it’s unrealistic and should be a poor decision historically

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  • Here’s the ideas:

    Turn order: Germany, France, Russia, Austria, Britain, Italy, Ottomans, USA.
    The Ottomans, Italy, and USA are neutral at the beginning. They cannot purchase new units or move units until they enter the war. They mobilize first and become playable only in the following round. This is intended to help the AI handle them better.

    For example, Ottoman units are mobilized during their turn in round 1, but the Central Powers player can only control the Ottomans starting in round 2. So:

    Italy mobilizes in round 2 but becomes playable only in round 3.
    Bulgarian units and territory merge with the Ottomans at the end of their turn in round 3. However, Bulgaria can still be attacked at any time by the bot side. The same applies to Romania, Greece, and Portugal.
    Portuguese units and territory merge with the British at the end of their turn in round 4.
    Romanian units and territory merge with the Russians at the end of their turn in round 5.
    The USA mobilizes in round 6 and becomes playable in round 7.
    Greek units and territory merge with the French at the end of their turn in round 8.

    Denmark, the Netherlands, Switzerland, Persia, Afghanistan, and Albania are neutral and can be attacked. All other territories (including Pripet Marshes and Inner Arabia) are impassable.

    Russian Revolution rule: If the Central Powers control at least 5 Russian territories at the end of the Russian turn, Russia leaves the war and the Central Powers keep those territories. However, these territories exclude the Caucasus and Central Asian territories. So the best outcome for the Central Powers is knocking Russia out of the war while the Ottomans capture as much Caucasus territory as possible.

    Otherwise, the rules are almost the same as World War I.

    Constantinople, Gibraltar, Suez, and Aden are canals.

    The Ottomans will have factories in Constantinople, Ankara, and Syria. They start with a few troops in Senussia, Darfur, and Bukhara.

    wwieurope - Copy.jpg

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  • @gr8gamerguy
    It has certainly been a long time since I worked on this project but I really want to finish it and condensed things down.
    With the advent of chatgpt I think ill come to finish it. (In case you ever see this message, thank you for all.the big reports)

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