• 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: 1942.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.
  • Allied triggered Victory Conditions sort of working?

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    TheDogT
    Doh, I put <property name="National Objectives" value="true" editable="true"> instead of <property name="Triggered Victory" value="true" editable="true"> Its now working as intended.
  • Possible revision on Europe (1999) map

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    RogerCooperR
    @schulz said in Possible revision on Europe (1999) map: Making nations unable to use occupied factories. Destroying factories when captured is more realistic.
  • Axis and Allies Europe (1999) map in TripleA

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    @the_good_captain said in Axis and Allies Europe (1999) map in TripleA: @rogercooper 2.5.22294 @Cernel you can PM me or email me at ryanvoz@yahoo.com about it. trying to keep my comments on this thread related to this TripleA module Let's use the topic https://forums.triplea-game.org/topic/2975/possible-revision-on-europe-1999-map which @Schulz opened.
  • How much movement value for isSea units in antiquity scenario?

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    RogerCooperR
    @cernel 3 days would be from Crete to Alexandria, with a favorable wind. The movement allowances in ancient games are generally too low. Hannibal went from southern Spain to Northern Italy in 1 year. [image: db5c6047-a790-4ea2-a512-b698527d8990-image.png] @TorpedoA No one was going long distances under oar. Triremes and longships were primarily sailing vessels. Oared vessels had a bid advantage in combat, because they were not dependent on the wind and could ram. Caesar's campaign against the Veneti showed the vulnerability of pure sailing ships to even small, hastily built oared vessels. It was only with the development of large ships in the late Middles Ages that sailing ships could fight oared ships.
  • 0 Votes
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    TorpedoAT
    If someone is intrested in history, this eg i like listening to https://www.youtube.com/channel/UCzmVYmxIvkrjmBNgLJMJYEw
  • Help with A Song of Ice and Fire

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    @cernel Thank you, I wasn't sure if I was missing something.

Recent Posts

  • @KurtGodel7

    That extra bit that’s on the east end of Hungary in your latest version is Ruthenia, which would actually be a good area to carve out as a separate 1 value province (it looks big enough on that map to be viable as one).

    It was part of Czechoslovakia before the war, given to Hungary when Czechoslovakia was partitioned, and then annexed by the Soviets after the war - now a part of Ukraine today.

    Budapest should probably just be Hungary since it’s a one province country on your map like Austria or Switzerland.

    @Schulz said:

    Berlin should not be closer to Krakow than Warsaw is. Either Silesia should be split, or Neumark and West Prussia should be merged.

    Upper Silesia (east) and Lower Silesia (west) are the natural divisions if you decide to split Silesia.

    One more aspect to think about is color palette. The gray on the Pripet Marshes space looks pretty close to Germany’s territory color, it will probably stand out more easily if it’s darkened to a charcoal or ashy gray.

    Italy in light gray and Germany in darker also don’t have a whole lot of contrast with each other. If you make Italy’s territories a light mauve (something like #ddc2cb), it might help them stand out a bit, since Germany’s gray has a bit of a blue tint.

    read more

  • Berlin should not be closer to Krakow than Warsaw is. Either Silesia should be split, or Neumark and West Prussia should be merged.

    read more

  • America Pacific's tech tree

    image.jpeg

    Unlike America Atlantic, America Pacific is able to research TBF Avenger (improved naval combat for torpedo bombers). Also combat air patrol (carriers get to participate in the interception phase). Also, B-24 Liberator and the Superfortress. Also the VT Proximity Fuze (ships hit by enemy air fire back on a +1).

    America Atlantic's research screen

    image.jpeg

    Techs that America Atlantic has that America Pacific lacks:
    P-47 Thunderbolt. Adds +1 to hitpoints for dive bombers
    HVAR Rockets: improves dive bombers against land
    FIDO: improves torpedo bombers against subs
    M7 Priest: allows you to build M7 Priests
    Fire Direction Center: allows each Priest to support two units (offense only)
    Flying Fortress and Combat Box

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  • Some of the new tech names

    image.jpeg

    Advanced Panzerfaust is supposed to say "Panzerfaust 150" but it got cut off.

    Normally you are limited to one bombardment shot per unit unloaded. Naval gunfire support increases that cap to two bombardment shots per unit unloaded.

    read more