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    • TheDogT

      💥 1941 Global Command Decision - Official Thread

      Watching Ignoring Scheduled Pinned Locked Moved Maps & Mods maps thedog
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      C
      Thanks Dog. I understand. and thanks for your reply. Regarding the forts, would it be possible for game start forts not to require upkeep but only new build forts require upkeep instead-So like a different kind of starting fort? What I like most about this game are the local battles that occur due to the giant map. Did the game ever have forested areas in Belarus region with partisans popping up? I play iron war and oil and snow maps too. The iron resource make the game and fight for it give the game that extra strategic edge, and the oil too. because it powers most units.. Also the partisans popping up occasionally are a bit of a hindrance when sometimes your units are stuck fighting them whilst they could be moving somewhere else where they are more needed. Thanks
    • LaFayetteL

      New Maps Admin capabilities - add Map Attributes & approve/disable maps

      Watching Ignoring Scheduled Pinned Locked Moved Map Making
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      5 Votes
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      TheDogT
      @RogerCooper Thanks!
    • R

      Question about trenches domination 1914 no mans land

      Watching Ignoring Scheduled Pinned Locked Moved Map Making
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      wc_sumptonW
      @Ramon Try something like this: <attachment name="unitAttachment" attachTo="landmine" javaClass="UnitAttachment" type="unitType"> <!-- <option name="defense" value="0"/> removed --> <!-- <option name="attack" value="0"/> removed --> <!-- <option name="isAA" value="true"/> removed --> <!-- Expanding "isAA" values --> <option name="isAAforCombatOnly" value="true"/> <option name="isAAforFlyOverOnly" value="true"/> <option name="typeAA" value="Landmines"/> <option name="attackAA" value="1"/> <option name="maxAAattacks" value="6"/> <option name="targetsAA" value="infantry:tank:cavalry"/> <option name="isInfrastructure" value="true"/> <!-- Changed so units can't be taken as fodder --> <!-- <option name="isFirstStrike" value="true"/> removed --> <option name="isConstruction" value="true"/> <option name="constructionType" value="Landmines"/> <!-- Changed --> <option name="constructionsPerTerrPerTypePerTurn" value="1"/> <option name="maxConstructionsPerTypePerTerr" value="10"/> <!-- The following is added so that mines operate on defense --> <option name="isSuicideOnDefense" value="true"/> <!-- only those units that gets a hit are removed --> <option name="isSuicideOnHit" value="true"/> <!-- Unit can not be captured --> <option name="destroyedWhenCapturedBy" value="BY:$ListOfAllPlayers$"/> </attachment> Also "Units Can Be Destroyed Instead Of Captured" will need to be set. Cheers...
    • wc_sumptonW

      Global 40 Expansion UHD Boxes

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      wc_sumptonW
      @beelee said: Didn't want to hijack Ramon's thread what is the downside, if any, from having this enabled ? Turns out it wasn't on. "Transport Casualties Restricted" It can throw errors if units that do transport, have "transportCapacity" greater then 0, have attack or defense values greater then 0. These units will need "isCombatTransport" set. Cheers...
    • SchulzS

      World War I with more territories?

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      SchulzS
      I want to use A&A's 1 combat per battle per round rule, but I'm not sure if it's compatible with the Russian Revolution rule. Does anybody know if these rules will conflict with each other? BTW, this is the current situation of the fronts. Hejaz will also be added as a separate civ, which will mobilize in Round 6 and join the war in the following round (hopefully).[image: 1783967881150-wwieurope-copy-resized.jpg]
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