• 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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    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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    @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?
  • Realistic WWII Scenario

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    Anil YukselA
    @cernel Actually Stalingrad can display up to 4 units if its placement spots are selected manually. Units are 48 pixels with %100 zoom. I am aware there are not plenty of placement spots in the Eastern Front. But increasing the dimensions of map would be problematic which would make tracking air units way harder. Actually using 87.5% zoom for automatic placement finder significantly reduces overflows. [image: 1638640465289-1942-resized.png]
  • TripleA Politics

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    TheDogT
    I am torn between charging for political attempts, in this case 5pu, the cost of the cheapest land unit and being free, that is 0pu cost. I have a philosophy of every action should have a cost, but sometimes with upkeep in particular, a faction ends with 4pu or less, so cannot even try Politics. So with a FFA game in mind should Politics have a cost?
  • The Others and Glitch

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    @rogercooper I hadn't thought of that, thank you.
  • Others and Crashing

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    @cernel Thank you I will take my questions there.
  • Libya Civil War & Cold War 4th Edition Errors

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    @afgelo yea you should be good. As Panther said you can keep 2.5 as well. 2.6 will just have some new stuff. I forget where the new stuff is listed though
  • Political Allies betrayal

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  • 🏯 Sengoku Jidai -Have your say

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    TheDogT
    @schulz As far as I know, a triggered victory is the only way to get a political allied victory to work? So, sadly an economic victory, TripleA will not tell you have won unless one clan gets, in this case 300pu, as political allies pu are not counted. Please correct me if this is not true.

Recent Posts

  • Name Bad-Ass 4 Nation FFA
    Description Abstract 4 player conflict on a world map
    https://axisandallies.fandom.com/wiki/Bad-Ass_4-Nation_FFA
    84d2257b-cf65-415a-b99a-2c14dca4d684-image.jpeg

    Good Points

    Extensive diplomatic rules Neutrals get stronger each turn

    Bad Points

    The diplomatic rules don't work too well in AI play The AI does a poor job with the large initial bids
    read more

  • @GREGOREK
    You are bonkers trying to shoehorn a RPG style into TripleA.

    However I will join you in the Bonkers club, for I have thought of trying to do similar.

    For your consideration look at
    https://forums.triplea-game.org/topic/3264/arena-of-death-official-thread
    for multi wound heroes and different classes.

    For the levelling of the heroes a Tech tree could be used, see, each tree could be a hero?
    https://forums.triplea-game.org/topic/4056/1888a-steam-steel-official-thread

    For random distribution of monsters and treasures, see
    https://forums.triplea-game.org/topic/3666/shogun-advanced-official-thread
    and look for Kami, Japanese spirits. The Kami start out with lots of dots in their unit name, this so the player cannot count them, when found/revealed they change into stuff

    Ebbe and I are working on an Heroic FFA island map with Fates, using the ./dot principles above.

    read more

  • Took a detour on game development and added a dungeon module to the automated scripts with dirt, rubble, water, and of course lava.

    tripleAcave.png

    Ya'll have made TripleA diverse and feature rich. A cave system brings up some questions. Please educate me if these adaptations already exist. Otherwise, please consider their addition/discussion. Remember, you are making a toolbox, not a game; that's for the map makers. And they need more tools.

    A dungeon crawler could be played by standard tripleA territorial battles. However, it would be more open to RPG style with specialized units and item distribution. Not trivial upgrades but some form of menu system is required to add and remove found items to units. Tech/triggers affect all units of a type. I dont expect DOOM style gaming, but some form of treasure hunt would be nice. Currently, a single hero-unit could satisfy the RPG side of the game, absorbing all found items.

    The Production Menu is a sore spot. It needs greater control by the map. The engine provides a default, but let the map override it with col/row size and access (add/replace cells by col/row). Treat it like the table it is with Rules and Notes. A specialized Rule could allow item distribution but would wreak havoc on the battle calculator and battle menu to have so many unique units.

    Relief Tiles remain as the default display, but consider a territory tile with x,y alignment offset. It might ease the burden of border/corner overlaps on fully wrapped XY maps. It would also usher in territory animations and unleash the FOG OF WAR.

    Current script status is close to release. They will generate random terrain and cave maps along with a generic game.xml to hog out the bulk of the work. Finished speeding up the territory carver that works like a bubble machine. It tracks terrain changes reasonably well. The tricky bit remains narrow edges and corner horns/spear like structures. Mostly cleaned up. Dungeon module running slow. It be nice to integrate both surface and subterranean maps together for a 3Dish stacked hive affect but access points would require a lot of scrolling.

    read more

  • I can confirm that it downloads fine now. That already was a good example for the workflow.
    Thank you 👍

    read more