TripleA Logo TripleA Forum
    • TripleA Website
    • Recent
    • Popular
    • Register
    • Login
    1. Home
    2. Popular
    Log in to post
    • All Time
    • Day
    • Week
    • Month
    • All Topics
    • New Topics
    • Watched Topics
    • Unreplied Topics

    • All categories
    • LaFayetteL

      Improved Pro AI, please give it a try and post feedback

      Watching Ignoring Scheduled Pinned Locked Moved AI
      7
      6 Votes
      7 Posts
      22 Views
      LaFayetteL
      Hopefully this clarifies which is what: Hard(AI) = Pro AI now includes several important bug fixes Hard Beta (AI) = Pro AI with beta features (this is brand new) has all the same bug fixes has additional features, for example, aware of national objectives Flow Field (AI) = A totally different beta AI dates from about 8 years ago, a promising new AI that is at early stages. It not being functional is known. [image: Screenshot From 2026-10-31 19-52-32.png]
    • O

      Maps Need Categories

      Watching Ignoring Scheduled Pinned Locked Moved Development
      9
      3 Votes
      9 Posts
      34 Views
      C
      Personally, I believe that the only long term sustainable and not highly arbitrary way to offer a reduced selection is by having some automated way to gauge map's popularity and then divide the maps in a Popular and Others categories. At most, there may be a third category for Problematic/Broken maps, where to put all maps with major issues until anyone fixes them (or it is found out that the issue is not that major). I guess this could be by number of downloads per map minus the amount those maps which are deleted from the folder. No idea if feasible.
    • R

      Question about trenches domination 1914 no mans land

      Watching Ignoring Scheduled Pinned Locked Moved Map Making
      81
      0 Votes
      81 Posts
      5k Views
      VictoryFirstV
      @Ramon I ran into the same problem for the North Africa game. You need to make sure a land territory is adjacent to every sea territory using canal attachments. <attachment foreach="$SeaZones$" name="canalAttachmentSeaMine@SeaZones@" attachTo="A-B" javaClass="CanalAttachment" type="territory"> <option name="canalName" value="Sea Mine @SeaZones@"/> <option name="landTerritories" value="A-B"/> <option name="excludedUnits" value="none"/> </attachment> The code above makes sure every sea zone gets canal attached to the territory A-B, which is a territory belonging to a special player that deals with the mines. This way, this player is able to place sea mines in every territory. For your game, you would need to do this for every player in your game. You should attach the canal to a territory that is likely to be owned by that player for the entire game. I believe it doesn't need to be adjacent to a factory. If you make the sea mine a construction and have the relevant properties at the correct settings, I think you can get away with it. You can create canal attachments to every sea zone and every player using a nested foreach: <attachment foreach="$SeaZones$^$Territories$" name="canalAttachmentSeaMine@Territories@@SeaZones@" attachTo="@SeaZones@" javaClass="CanalAttachment" type="territory"> <option name="canalName" value="Sea Mine @Territories@ @SeaZones@"/> <option name="landTerritories" value="@Territories@"/> <option name="excludedUnits" value="none"/> </attachment> You also need one attached to the territories: <!-- NOTICE THAT THIS ONE SAYS attachTo="@Territories@" --> <attachment foreach="$SeaZones$^$Territories$" name="canalAttachmentSeaMine@Territories@@SeaZones@" attachTo="@Territories@" javaClass="CanalAttachment" type="territory"> <option name="canalName" value="Sea Mine @Territories@ @SeaZones@"/> <option name="landTerritories" value="@Territories@"/> <option name="excludedUnits" value="none"/> </attachment> and variable lists (this should be below diceSides at the top of the XML): <variableList> <variable name="SeaZones"> <element name="Sea Zone 1"/> <element name="Sea Zone 2"/> <element name="Sea Zone 3"/> ... <variable name="Territories"> <element name="Algiers Convoy UK"/> <element name="Algiers Convoy US"/> <element name="Atlantic Ocean Convoy"/> ... SeaZones should be a list containing all sea zones in the game. Territories should contain one territory for every player in the game that acts as the "sea mine base". If this territory is controlled by that player, they should be able to place sea mines in any sea zone. It can be a land-locked territory. You could for example put every player's capital territory in the list Territories, as if the capital is taken you cannot produce units anyway. Also, you need to specify connections between the territories and every sea zones in the connection list: <connection t1="A-B" t2="Sea Zone 1"/> <connection t1="A-B" t2="Sea Zone 2"/> <connection t1="A-B" t2="Sea Zone 3"/>
    • K

      Flames and Steel (official thread)

      Watching Ignoring Scheduled Pinned Locked Moved Maps & Mods
      185
      5 Votes
      185 Posts
      467 Views
      V
      @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.
    • TheDogT

      New/Updated Maps added for TripleA download

      Watching Ignoring Scheduled Pinned Locked Moved Player Help
      4
      4 Votes
      4 Posts
      40 Views
      X
      Why can't we connect a updated View to the main menu of TripleA ? I made a proposal where i actually managed to connect the app to the map repos. Here is some shit im playing around with (ignore the rest keep an eye to the updates section) [image: image.jpeg] https://github.com/triplea-game/triplea/issues/15113
    • X

      TripleA Mobile!

      Watching Ignoring Scheduled Pinned Locked Moved Development
      25
      7 Votes
      25 Posts
      261 Views
      O
      @xxXEddieXxx Noice noice
    • 1 / 1