• NATO Russia 2022 OFFICIAL THREAD

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    L
    @chrishomko always looking forward to new maps. good luck!
  • Feudal Japan

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    @mattbarnes i always had trouble using that option but last i heard it works just only transports specific units.
  • Ukraine Russia 2022 Map

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    chrishomkoC
    Map rename to state proper goals. Moving this discussion to NATO Russia 2022 thread.
  • Invasion USA - Main Thread

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    @strategery I remember looking at the map a few months ago; I suspect there are some bugs as a result of the map not having been updated since 2018-ish and changes in the triplea engine since then. Or maybe the bugs were present at the time and simply weren't noticed due to the map not being played much. I've never seen people play the map in the lobby, so I'm not sure how much actual play it sees.
  • Making RISK within TripleA - Help Requested

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    SlendyMcTendiesS
    @lafayette Hmm. Ok. I already have an automated "Victory" system which seems to accomplish the same thing. I'll probably write a surrender system into the game. I have a few ideas on how it could be accomplished.
  • WW1 in 1939

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    board 3659B
    @schulz thanks, I'll play until 10-20 times (which isn't too hard) and then give some thoughts
  • WW2 RISK of Defeat (BETA)

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  • Global Dominance

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    ghostroninG
    @hepps @redrum Time for my 2 year check-in hehehe:) I know I know, your planning GD and P&P to perfection, but they're coming still:)
  • Axis & Allies Wiki

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    RogerCooperR
    @schulz said in Axis & Allies Wiki: @rogercooper You could add https://triplea-game.org/map/aggression-1942/ as well. Looks interesting.
  • Red Sun Over China (RSOC) - Official Thread

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    RogerCooperR
    @cernel I got the map working by commenting out all the train stuff. I didn't bother trying to merge the code in RSOC with Warlords. Maybe, as a quick fix, I will give all train stations, a bonus of 1 for land movement.
  • Churchill's 1939 (thread 2)

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    @joseph-prince In case you're unaware of them, here are a couple 39 mods that may give you some ideas: https://www.axisandallies.org/forums/topic/32236/oztea-s-1939-global-setup?page=1 https://www.axisandallies.org/forums/topic/30608/global-europe-pacific-1939-for-1940-2nd-editon?page=1 @RogerCooper yea it'd work ok aginst the neutral TTys if the human was russian, but JPN/russia where one is the AI probably wouldn't. AI doesn't do good on the Global map anyway. PTV be the same I'd imagine
  • Global 40 House Rules

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    B
    Change Log: 2.71 1/28/22 Fix all "figher_LR" Units to work correctly when "longRangeAir" and "jetPower" Tech activated. Fix "battelship and carrier hull" Units to work correctly. yea took a while to fix your dudes @board-3659 . Be best if you do those yourself. Had to fix Long Range Fighter too ( Barons Unit ). Major burn and had to rename and xml it too lol. But anyway , it was 8 units per player for fix for yours. Took a couple hours. Be best for you to do the maintenance on them At least someone is playing it lol
  • Civil War: A House Divided

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    A
    Hate to necro a dead post like this but im gonna anyway. Im working on creating a physical boardgame version of this for myself and was wondering if there was like a large/printable pdf of the map someone could send my way? Thanks
  • Is it possible to win as the Borg?

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    @danawriter yes it is. I’m in the process of it now. While I can beat six Hard AI, I don’t think this would work against humans.
  • Manassas Wars - Official Thread

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    board 3659B
    @cernel oh ok wasn't sure just assumed so
  • Steampunk Advanced: Available for download now.

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    board 3659B
    @lord-bevan The reason you would want Australia/New Zealand safe is to prevent two VC's for Nemo Pirates
  • An old map idea of mine

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    B
    @alkexr cool idea. Somewhat reminds me of the Turtledove book The Two Georges
  • Greyhawk Wars - Giants and Bowmen vs Dragons

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    RogerCooperR
    @mattbarnes Yes the Bowman is 1. There is only 1 AA combat round. Here is the documentation of AA Guns (from Pact of Steel 2) aa related: isAA values: just sets isAAmovement, isAAforCombatOnly, isAAforBombingThisUnitOnly, isAAforFlyOverOnly, isInfrastructure, and isRocket to true. isAAmovement values: just sets canNotMoveDuringCombatMove to "true", and only for aa guns it will set the stacking limits (movementLimit, attackingLimit, placementLimit) to "1:allied" when playing by classic rules attackAA values: the value that an isAA unit will attack at, for shooting at air units before battle attackAAmaxDieSides values: sets the dice sides for aa guns. defaults to whatever you chose above in diceSides (or 6 if you didn't choose). All units with the same typeAA must have the same dice sides. Be Warned that all aa attack values (including with Radar and without Radar), MUST divide into attackAAmaxDieSides without remainders, or else there WILL be errors in LowLuck! offensiveAttackAA values: same as attackAA but for offensive side offensiveAttackAAmaxDieSides values: same as attackAAmaxDieSides but for offensive side maxAAattacks values: sets how many times this unit may fire its AA guns. Defaults to -1, which means infinite. If not infinite, then aa guns can stack. (If you have multiple aa of the same type-group in a territory, and they have different attack values or dicesides, and different maxAAattacks, then what happens is that the engine will roll for the best attack/diceSides and for the best maxAAattacks, even if that is two different units For example, if you have an aa gun that has infinite attacks and rolls a 4/20, and you have another gun with only one attack and rolls 3/6, then you will end up rolling infinite times at 3/6. This might be fixed in the future.) mayOverStackAA values: sets if this unit may fire aa more times than there are aircraft (default = false). maxRoundsAA values: sets how many rounds the AA may fire in. negative (-1) means infinite. (default = 1). damageableAA values: sets if this unit can damage a two-hitpoint unit, instead of killing it instantly with aa fire (default = false = kill instantly). isAAforCombatOnly values: allows this unit to be an AA gun for normal combat only. it will not defend against strategic bombing raids. isAAforBombingThisUnitOnly values: allows this unit to be an AA gun only when this unit is directly attacked by a strategic bombing raid (currently defends against all strategic bombing attacks in this territory, not just against this unit). it will not defend against a normal attack. isAAforFlyOverOnly values: allows this unit to be an AA gun only when being flown over. if the air unit moves into this territory and stays, then this will not fire. isAAforFlyOverOnly will only work if "AA Territory Restricted" is turned off, and will normally only fire during combat move and not during noncombat move, unless you also turn on "Always on AA". typeAA values: any string which identifies this type-group of aa guns. Only 1 aa gun per group may fire (unless you've set maxAAattacks). (defaults to "AA") Warning: all units with the same typeAA must have the same dice sides, or else you will experience weird results. targetsAA values: a list of unit types which this aa gun can hit. (defaults to all air units) (any aa guns in the same group should have the same targetsAA) willNotFireIfPresent values: a list of unit types for which if they are present in the battle, this aa gun will not fire. isRocket values: allows this unit to become a rocket if the player has the rocket technology. If the unit is named exactly "aaGun" then it will require an image called "rockets". If the unit is named anything else, then it will require an image with "_rockets" appended to its original name canNotMoveDuringCombatMove values: true or false, defaults to false, does not allow this unit to move during 'combat move phase' movementLimit values: only affects normal movement. the count is equal to the number of this unit allowed per territory, and the value is equal to "owned" (we are only counting units owned by each player), or "allied" (allied too), or "total" (which counts enemy units too) attackingLimit values: only affects movement into enemy territory/units. the count is equal to the number of this unit allowed per territory, and the value is equal to "owned" (we are only counting units owned by each player), or "allied" (allied too), or "total" (which counts enemy units too) placementLimit values: only affects placement. the count is equal to the number of this unit allowed per territory, and the value is equal to "owned" (we are only counting units owned by each player), or "allied" (allied too), or "total" (which counts enemy units too) example: <option name="placementLimit" value="allied" count="1"/>
  • Is there a Europe 1940 Out-of-Box Map? (Not Alpha+3)

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  • Help with production_tabs.properties

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    LaFayetteL
    @thedog somewhat looks like a bug, could you provide a full copy of the map?

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