• Simultaneous games?

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    LaFayetteL
    I can say it is somewhat common to observe a game (or two) while waiting in a staging window or the lobby for a game of your own to start. @RoiEX it would be good to know a couple things as well specifically regarding the updated behavior: A) would the lobby window closes when connecting to a game? Currently it does not, would this change? B ) assuming the lobby window stays open, what would happen if a user did try to connect to a second game We can maybe pull stats from DB for how often a player connects to multiple games, I don't think it is rare per-say. It is a question though whether the "hassle" to fire up another TripleA instance manually, login to lobby again, all to join a second or a third game would be a major annoyance.
  • TripleA Mobile!

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    Update: loading fills own transports first, allied ones only take the rest stats tab shows a total row per alliance with more than one nation battle calculator resets the chosen attacker when another nation's turn starts Thank you
  • Modified Blitz Rule (Defenders Must Inflict Casualty to Stop Blitz)

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    RogerCooperR
    @Vendetta That might be hard to implement in the engine.
  • Poll on how Defender Retreat should work

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    VictoryFirstV
    @Vendetta Currently using the XML, you can configure this to work exactly in the way you described, except for "Allies retreating to different territories". Currently all units go to one territory. The Pull Request is almost merge-ready, it just needs a bit of improvements outlined at the GitHub page. @iratoric How are things looking right now? Are you planning to work on the last bits of the PR?
  • Game Engine Rules (AI Training)

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    @RogerCooper said: more sense to have the executive module set a broad plan and then the other modules figure how to execute the plan. I was thinking that the plan would be more emergent rather than preset if it was set by local processes, but maybe you're right. I will try both ways. The issue with global plannig i think will be getting the nescessary information to the executive and have it analyze that info appropriately without just simulating all possibilities (which isn't possible.) My account is drained of tokens now, so progress is on temporary hiatus.
  • Most up to date version being tested?

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    TheDogT
    @ptt196 The Triple AI has has some tweaks over the past couple of years, but it is really up to the map maker to squeeze the most out of the AI. See here if you fancy improving your favoured map. https://forums.triplea-game.org/topic/3743/how-to-make-a-map-ai-friendly WW2 wise 1941 Global Command Descision will give a good game, as its AI has been tweeked. https://forums.triplea-game.org/topic/3326/1941-global-command-decision-official-thread
  • Everything now auto-deploys on merge to main!

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    LaFayetteL
    Notable mention, bot hosts are an exception. They need a manual docker pull & restart to pull in changes. This is largely intentional as I would consider them already as legacy. edit: plus, restarting a live game is incredibly disruptive. I wasn't comfortable having the lobby restart without warning until there was the auto-reconnect capability implemented - let alone interrupting a full blown in-progress game.
  • why did we remove the undo all button for movement phases?

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    ubernautU
    @Cernel wasn’t even aware of all of these existing commands i do use the control click for getting an entire unit type. didnt realize at all that right clicking current deselects units selectively. i dont think it’s a great idea to flip the click tho not sure the current thing is broken just a bit convoluted and not well understood probably
  • Naval Models & Colors ?

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    @jayc707 Hi JayC The images will be much sharper in game then they appear when posted here as well. The UHD maps use mostly Frostion units also , as well as his Iron War and Age of Tribes. You can add units to your preferred map and customize it. The map making threads have the information on how to do it. Ask there if you are interested in learning how. Donations are always welcome
  • Switch to "FlatLaf" for Look & Feel (updated skin)

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    PantherP
    I like Darcula - except the politics panel - those colours are a pain, indeed.
  • 4 Votes
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    LaFayetteL
    I suppose it is worth pointing out that a 'revert' in git is just an undo update. The code history in Git is write-once. Git never deletes anything. So, in a revert update, based on the reverted change: any lines that were added are removed, and any removed lines are re-added. So, a revert is a new update, it just an inverted update to cancel out a previous one. Revert PRs are not at all special to Git, it's just another update. Once a revert is merged, a person can revert the revert update, add more changes to it, and then merge all of that as one bundle. So, a flow might be like this (the letters on the left hand side represent the commit ID, AKA the commit SHA): a43ae Some update that introduced a bug 3ads2 Revert: Some update that introduced a bug fae54 Revert: Revert: Some update that introduced a bug + Bug Fix Changes to the code base are "squashed" together. When a person clicks the revert for the revert, that creates a new proposed change. Bug fixes can be added to that proposed change, then it'll all be squashed together as a single commit that is then released. For example, when reverting the revert, this change would be proposed: abc12 Revert: Revert: Some update that introduced a bug In that proposed change, we can add the bug fix, eg: abc12 Revert: Revert: Some update that introduced a bug fea23 Bug fix Then, when merged, that would land on the main branch and in the history as one commit, eg: fae54 Revert: Revert: Some update that introduced a bug + Bug Fix
  • Urgent communication needed - 2026-06 Launch & MARTI Dice Server

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    PantherP
    @Nothingtoseehere You will need to use workarounds here or play at https://www.axisandallies.org/forums/ PBF works fine there, as the forum-software is on a lower (but compatible) version than here.
  • Regression: Game-ID missing in new Dice Server

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    PantherP
    Everybody feel free to join the discussion here: https://github.com/triplea-game/triplea/discussions/14596
  • Compatibility with MacOS Silicon

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    ubernautU
    @LaFayette ok so maybe all that wud be needed at this point then since the menu is icons i’d reverse the up arrow that wud make it more obvious that thats where you go to download
  • Generic anthem anyone?

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    @VictoryFirst How bout "Onward Christian Soldiers" https://www.hymnal.net/en/hymn/h/871 Edit Or some sort of drum beat https://audiojungle.net/search/war drums but yea, the air raid kinda harsh. Not to mention it's still used to this day. Don't wanna freak anyone out in a current warzone
  • is 2.5.22294 the latest release?

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    @thedog downloaded the 393 and started a game. It's working great and the AI is much faster. Now I have a more challenging game and stronger allies & axis bots.
  • Is TripleA finally dead

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    LaFayetteL
    @johnnycat you raise good questions: Is the answer time and programmers? Or just programmers or just time? Or management ? Does it come down to Money? If the answers are: yes, no, maybe, and only on weekends, how could I and others help? Time and programmers is the biggest need. Every bug fix and issue probably takes 2 to 16 hours to fix. This is the biggest gap. Further, TripleA is a larger code base that is very brittle. Making that codebase be easier to work with would help. Money is useful for keeping the servers running and paying the monthly bills. As much as I would love to be payed for TripleA work, paying any type of reasonable developer wage becomes way too much very quickly. Additional management would be helpful. Getting issues sorted, cleanly stated, boiled down to a bare minimum would all be helpful.
  • ML and Cloud deployment

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    RogerCooperR
    @kindwind It would seem that training against random games would be every inefficient compared to training against the AI that TripleA comes with.TripleA is not Go, random play should be very bad.
  • Looking for beginner-friendly issues to start contributing

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    TheDogT
    @Darmok72 here is a new starter request, it was half done but not completed, it will affect about 1/4 maps, so please attempt this. https://forums.triplea-game.org/topic/2999/2-6-release-getting-close-need-volunteers-to-help-beta-test-2-6/73?_=1762176127175 EDIT: Also copied links from above link https://forums.triplea-game.org/topic/2752/maxbuiltperplayer-error-resets-purchase-ui-was-how-to-limit-the-number-of-units-purchased/11 https://github.com/triplea-game/triplea/issues/9231
  • Does anyone have a praser for Triplea?

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    RogerCooperR
    @kindwind Efforts You seem to have in mind using a neural net style AI to play TripleA. I suspect that this we actually be quite difficult given the huge number of possible board positions.You might be better off using a very small mod like Minimap even without a large record of games to train it. TripleA's own AI can be used for training.

Recent Posts

  • Update:

    loading fills own transports first, allied ones only take the rest stats tab shows a total row per alliance with more than one nation battle calculator resets the chosen attacker when another nation's turn starts

    Thank you 🙂

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  • @Vendetta That might be hard to implement in the engine.

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  • @RogerCooper Good suggestion. One dynamic I've seen in other wargames that might be fun to experiment with is the attacking player being capped at a certain number of combat rounds by default, but being able to buy additional rounds by spending production resources.

    Suppose we took your 3 round limit as a default, but allowed players to buy additional rounds at 1 IPC each if they have a critical battle they wanted to put a special effort into. Gives people something to do with the 1 or 2 odd IPCs they sometimes have left on hand after the purchase round.

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  • @Vendetta You may want to limit combat to 3 rounds as well. With retreat, air scramble and limited combat rounds, you would have a more realistic combat structure.

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