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    • B

      barnee vs beelee EXP 2.59

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      Game History Round: 5 Purchase Units - Russians Note to players Russians: It is Early 1942 and Comrade Stalin has Ordered Mass Conscription for the Red Army ! Up to 26 Army Conscripts are Available This Turn Only. Trigger Army Conscript: buyArmy_Conscript added to productionRussians Russians buy 3 AirLLs and 26 Army_Conscripts; Remaining resources: 2 PUs; 0 AirLendLease; 3 TankLendLease; Place Units - Russians 3 AirLLs placed in Karelia Turning on Edit Mode EDIT: Removing units owned by British from Karelia: 3 uk_fighters EDIT: Adding units owned by Russians to Karelia: 3 fighters EDIT: Turning off Edit Mode Combat Move - Russians Trigger Russians RemoveLendLeaseFee: has removed 3 AirLLs owned by Russians in Karelia Trigger RailMovementAutoPlaceRussians: Russians has 1 R_Europe_Rail and 2 Russian_Rails placed in Russia Turning on Edit Mode EDIT: Removing units owned by Russians from Belarus: 1 Russian_Engineer EDIT: Adding units owned by Russians to Belarus: 1 Russian_EngineerAttack EDIT: Turning off Edit Mode 1 artillery and 2 infantry moved from Karelia to Finland 3 fighters moved from Karelia to Finland 1 fighter and 1 tactical_bomber moved from Russia to Baltic States 1 Russian_EngineerAttack and 1 infantry moved from Belarus to Baltic States 1 armour, 1 artillery and 2 infantry moved from Ukraine to Western Ukraine 1 guard_infantry moved from Russia to Western Ukraine 3 infantry moved from Bryansk to Western Ukraine Combat - Russians Battle in Baltic States Russians attack with 1 Russian_EngineerAttack, 1 fighter, 1 infantry and 1 tactical_bomber Germans defend with 1 elite Russians roll dice for 1 Russian_EngineerAttack, 1 fighter, 1 infantry and 1 tactical_bomber in Baltic States, round 2 : 1/4 hits, 1.50 expected hits Germans roll dice for 1 elite in Baltic States, round 2 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Russians lost in Baltic States 1 elite owned by the Germans lost in Baltic States Russians win, taking Baltic States from Germans with 1 Russian_EngineerAttack, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 0 Casualties for Russians: 1 infantry Casualties for Germans: 1 elite Battle in Western Ukraine Russians attack with 1 armour, 1 artillery, 1 guard_infantry and 5 infantry Italians defend with 1 armour, 1 artillery and 2 infantry Russians roll dice for 1 armour, 1 artillery, 1 guard_infantry and 5 infantry in Western Ukraine, round 2 : 2/8 hits, 2.17 expected hits Italians roll dice for 1 armour, 1 artillery and 2 infantry in Western Ukraine, round 2 : 2/4 hits, 1.50 expected hits 2 infantry owned by the Russians lost in Western Ukraine 2 infantry owned by the Italians lost in Western Ukraine Russians roll dice for 1 armour, 1 artillery, 1 guard_infantry and 3 infantry in Western Ukraine, round 3 : 2/6 hits, 1.83 expected hits Italians roll dice for 1 armour and 1 artillery in Western Ukraine, round 3 : 0/2 hits, 0.83 expected hits 1 artillery owned by the Italians and 1 armour owned by the Italians lost in Western Ukraine Russians win, taking Western Ukraine from Italians with 1 armour, 1 artillery, 1 guard_infantry and 3 infantry remaining. Battle score for attacker is 9 Casualties for Russians: 2 infantry Casualties for Italians: 1 armour, 1 artillery and 2 infantry Battle in Finland Russians attack with 1 artillery, 3 fighters and 2 infantry Germans defend with 1 infantry Russians roll dice for 1 artillery, 3 fighters and 2 infantry in Finland, round 2 : 3/6 hits, 2.33 expected hits Germans roll dice for 1 infantry in Finland, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Germans lost in Finland Russians win, taking Finland from Germans with 1 artillery, 3 fighters and 2 infantry remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - Russians Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 Russian_Rail owned by Russians in Kazakhstan Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 R_Europe_Rail and 1 Russian_Rail owned by Russians in Bryansk 2 fighters moved from Finland to Karelia 1 fighter and 1 tactical_bomber moved from Baltic States to Karelia 1 fighter moved from Finland to Karelia 4 mine_unarmeds moved from Bryansk to Belarus 1 armour and 1 infantry moved from Rostov to Caucasus 1 infantry moved from Bryansk to Ukraine 1 infantry moved from Bryansk to Rostov 1 Soviet_Commisar, 1 armour and 2 guard_infantrys moved from Russia to Bryansk 1 Soviet_Commisar_3 and 1 russian_para moved from Iraq to Caucasus 1 armour, 1 mech_infantry and 1 russian_para moved from Iraq to Egypt 3 guard_infantrys moved from Russia to Bryansk 1 Russian_Engineer moved from Belarus to Bryansk 1 armour moved from Novosibirsk to Caucasus 1 armour moved from Urals to Novosibirsk 1 Russian_Rail moved from Russia to Buryatia 1 Russian_Rail and 1 infantry moved from Buryatia to Kazakhstan 1 R_Europe_Rail and 1 Russian_Rail moved from Russia to Buryatia 1 R_Europe_Rail, 1 Russian_Rail and 2 infantry moved from Buryatia to Bryansk 8 infantry moved from Buryatia to Yakut S.S.R. Place Units - Russians 3 Army_Conscripts placed in Karelia 6 Army_Conscripts placed in Caucasus 17 Army_Conscripts placed in Russia Trigger RussiansReplaceConscripts17: has removed 17 Army_Conscripts owned by Russians in Russia Trigger RussiansReplaceConscripts17: Russians has 17 infantry placed in Russia Turn Complete - Russians Russians collect 38 PUs; end with 40 PUs Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 6 PUs; end with 46 PUs Combat Hit Differential Summary : Italians regular : -0.33 Germans regular : 0.00 Russians regular : 0.17 exp-bvsb-7-1-26-R 4.tsvg
    • B

      Multi Game 2 barnee Trout vs Alex Panzer

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      @Alexander well I was thinking of the Frauleins not the dice
    • RogerCooperR

      TripleA Maps List

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      RogerCooperR
      @TheDog said: @rogercooper Cant find Ansalon/Analon on Github maps Missing from your list, but on Github maps Settlers: Fallen Empire Shogun Advanced Ansalon was superseded. https://axisandallies.fandom.com/wiki/Master_of_Ansalon Settlers: Fallen Empire uses the Fallen Empire Map Shogun Advanced is under The Shogun Map
    • R

      Question about trenches domination 1914 no mans land

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      @wc_sumpton I have a couple of questions regarding the map development: Is it possible that sea zones have production value that transfers to the occupier For example, i currently have this: <attachment name="territoryAttachment" attachTo="Sea Zone 142 Pacific Ocean" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory"> <option name="production" value="1"/> but this doesnt make the production value transferable to the occupier, am i missing something here? I also have a question about tech: <attachment name="triggerAttachmentCTanks" attachTo="Chinese" javaClass="TriggerAttachment" type="player"> <option name="trigger" value="conditionAttachmentTanksC"/> <option name="productionRule" value="ChineseFrontier:buytank"/> <option name="availableTech" value="Zeppelins:zeppelin"/> <option name="uses" value="1"/> <option name="when" value="after:chineseTechActivation"/> </attachment> In this setup, when the Chinese research tanks, they unluck zeppelin. Is it also possible to do the opposite? So that unlocking tanks would disable or lock out the zeppelin instead of enabling it? Cheers! ~Ramon
    • T

      How to add to Big World Variations

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      RogerCooperR
      @thehobbesian I have confirmed that I already have the mod downloaded to my system and I have added this to my queue of TripleA things to do.
    • KindwindK

      Game Engine Rules (AI Training)

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      RogerCooperR
      There is some other questionable stuff going on in Germany's first turn. NONCOM 5 Sea Zone -> 7 Sea Zone (2 x submarine, 1 x transport, 1 x destroyer) NONCOM Germany -> 7 Sea Zone (1 x infantry) << LOAD NONCOM 7 Sea Zone -> Western Europe (1 x infantry) << UNLOAD NONCOM Southern Europe -> 7 Sea Zone (1 x infantry) << LOAD NONCOM 7 Sea Zone -> Western Europe (1 x infantry) << UNLOAD How did Germany make a non-combat move from 5 Sea Zone to 7 Sea Zone. Didn't the British object? How did the Germans load a transport in 7 Sea Zone from Germany and Southern Europe. And then unload in Western Europe. It would seem to be failure of basic rules and map implementation. I don't think a LLM can learn to play a game like Axis & Allies. A neural net like AlphaZero might fare better, but in either case you need to implement the rules separately from the decision-making.
    • LaFayetteL

      TripleA Server Costs

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      @Cernel When the Revised Ladder bots were crashing frequently, I moved them onto Amazon Web Services and reworked how they were launched and maintained. AWS is a cloud hosted Linux server, so the bots run remotely rather than depending on my own computer, home internet connection, or an open SSH window. I connect to the server through SSH, but the bots themselves run inside persistent tmux sessions. tmux is useful here because it separates the bot process from the temporary SSH connection. I can disconnect from the server, close my laptop, or lose my local connection without terminating the bot. Each bot has its own named session, which also makes it easier to inspect or restart one without affecting the other. The main upkeep commands are: tmux ls This shows whether the bot sessions are still present. tmux attach -t revised_ladder tmux attach -t revised_ladder2 These reconnect me to the live console output for either bot so I can inspect errors, freezes, or lobby disconnects. To leave a session while keeping the bot running: Ctrl+B, then D If the bot is frozen rather than fully gone, I can attach to the session, stop the process with Ctrl+C, and relaunch it using the relevant startup script. I also set up the launch process so that if a bot process actually disappears or exits, it is automatically started again. In other words, the server does not simply leave the bot offline after a crash. The surrounding startup or monitoring process detects that the bot is no longer running and relaunches it. That does not necessarily fix every possible freeze, since a frozen process may still technically exist, but it does handle ordinary crashes and unexpected exits without requiring me to log in immediately. So the overall setup has three layers: AWS provides the continuously available cloud server. tmux keeps the bot sessions alive independently of SSH. The restart logic relaunches a bot when its process exits or disappears. This is what I implemented when the bots were crashing a lot. Since then, the AWS and tmux setup has generally been stable, and the automatic restart behavior has reduced the amount of manual intervention needed.
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