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    • Panzerstahl-Helm 0

      exp-game -10 - beelee (Axis) vs. panzer (Allies) - Operation "Straweberry Fields Forever"
      Play By Forum • • Panzerstahl-Helm 0

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      @panzerstahl-helm-0 said in exp-game -10 - beelee (Axis) vs. panzer (Allies) - Operation "Straweberry Fields Forever":

      The girls are already yelling at me to get out of bed

      heh heh

      Awesome You are a good Dad 🙂

      Edit
      RE JPN

      They need a couple Nukes dropped on them 🙂

      Won't be in next update most likely but I'll try and add it soon 🙂

    • B

      France Goes First 2.5 not working
      Player Help • • BattleshipYamato

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      B

      @panther

      Thank you!

    • W

      D-Day version 2 PoC
      Maps & Mods • • wc_sumpton

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      Panther

      @wc_sumpton I see. I have removed the screenshots to not disturb the thread.

    • T

      World War 1914 Larry Harries Does Not Work Plus Question
      Maps & Mods • • TonyMez

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      B

      @wc_sumpton said in World War 1914 Larry Harries Does Not Work Plus Question:

      Why doesn't this map work>? It used to years ago.

      exactly 🙂

    • VictoryFirst

      TripleA freezes with movementCostModifier
      Map Making • • VictoryFirst

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      TheDog

      @VictoryFirst

      I did some research on this, see here
      https://forums.triplea-game.org/topic/2892/how-i-am-using-movementcostmodifier

    • G

      Buying Tech as Units
      Map Making • • GREGOREK

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      TheDog

      @gregorek

      Do rule changes disturb order in the purchase menu? (ie. remove then add to end, which changes location.) -

      Yes, remove a purchase shuffles the purchases after the remove and an adds to the end.

      You would have to rewrite the whole of the production list every time you did an upgrade to keep the locations constant.

      .
      Currently there is no function to test a resource.

      .
      Personally I would remove the TIMER and see if the game plays well enough without it.

      Good, Bad, Ugly?

      I would let the players decide. I will be one of them 😁

      .
      As @wc_sumpton suggested create a Jurassic - Official Thread under 'Maps & Mods, ask your questions under it and show case your progress. Keep the first post to advertise the mod.

    • G

      AUTO-SAVE KILLS DRIVES
      Feature Requests & Ideas • • GREGOREK

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      ubernaut

      @gregorek whatever amount there is it is not noticeable versus the other background activities

      your concern and input are appreciated and i am by no means the real expert here but i believe these issues should not be worrying you 🙂

    • G

      adding/removing techs
      Maps & Mods • • GREGOREK

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      G

      Separate activateTrigger's solved it. Set up an always false condition, so the property modifiers dont launch independently. Issue closed.
      FYI, Made new units and recolored with drop shadows. Testing game play and balance. Hope to post a beta for others to kick around in a couple weeks.
      Thanks for all the help.

    • T

      Linux Mint - Unable to install
      Player Help • • thulsadoom42

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      B

      @thulsadoom42

      😲

      That's not good 😞 14962 works for me https://github.com/triplea-game/triplea/releases/tag/2.7.14962

      Does it work on your desktop ? or just not on the smart TV ?

      Fwiw, I can't get it to work on TV either. Probably because my TV is smarter than me 🙂

      Can you go step by step and show us where you get stuck ?

    • G

      Jurassic v2.0
      Maps & Mods • • GREGOREK

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      TheDog

      @thedog said in Jurassic v2.0:

      Is there a way to convert/change a unitType into a Resource?

      Thinking more on this, on death of a unit, you could change into a none moving unit, say 5:meat.

      This would give 5:meat every turn. So you would need a trigger to remove these meat units after the players endTurn

    • JohnnyCat

      Game 1 Alexander vs. JohnnyCat G40 EXP
      Play By Forum • • JohnnyCat

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      A

      @johnnycat I assumed no scramble based of the odds - I can re-roll if you do want to scramble:

      633373ef-3205-4483-904b-04b0f4c94bd5-image.png

      The home based RAF could use some better aim...

      1776220355534-alexander_johnnycat_game_1_g40_exp_uk_1.tsvg

      Purchase Units Americans buy 5 Fortifications, 1 battleship, 1 demo_harbour, 2 destroyers, 1 elite, 2 marines and 1 usa_fighter; Remaining resources: 0 PUs; Place Units Units in Western United States being upgraded or consumed: 2 infantry 2 marines placed in Western United States Combat Move Trigger RailMovementAutoPlaceAmericans: Americans has 6 Rails placed in Eastern United States Setting uses for triggers used this phase. Resetting and Giving Bonus Movement to Units Cleaning up during movement phase Non Combat Move 1 destroyer moved from 35 Sea Zone to 38 Sea Zone 2 usa_fighters moved from Philippines to 31 Sea Zone 1 submarine moved from 35 Sea Zone to 18 Sea Zone 1 infantry, 2 mech_infantrys and 1 usa_armour moved from Central United States to Western United States 1 mech_infantry moved from Central United States to Western United States 1 USAbomber moved from Central United States to Hawaiian Islands 1 artillery and 1 marine moved from Western United States to 10 Sea Zone 1 artillery, 1 marine and 1 transport moved from 10 Sea Zone to 26 Sea Zone 1 transport moved from 26 Sea Zone to 10 Sea Zone 1 battleship, 1 carrier, 1 cruiser and 1 destroyer moved from 10 Sea Zone to 31 Sea Zone 1 cruiser, 1 destroyer and 1 submarine moved from 26 Sea Zone to 31 Sea Zone 3 usa_fighters moved from Hawaiian Islands to Wake Island 1 usa_fighter and 1 usa_tactical_bomber moved from 10 Sea Zone to Hawaiian Islands 1 usa_fighter moved from Western United States to Hawaiian Islands 1 artillery and 1 marine moved from 26 Sea Zone to Hawaiian Islands Trigger RailMovementAutoPlaceRemoveAmericans: has removed 6 Rails owned by Americans in Eastern United States Setting uses for triggers used this phase. Cleaning up during movement phase Place Units 1 Fortification placed in Midway Units in Philippines being upgraded or consumed: 1 harbour 4 Fortifications and 1 demo_harbour placed in Philippines 1 battleship and 1 destroyer placed in 101 Sea Zone 1 elite and 1 usa_fighter placed in Eastern United States 1 destroyer placed in 10 Sea Zone Turn Complete Americans collect 52 PUs; end with 52 PUs Purchase Units Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 5 infantry; Remaining resources: 0 PUs; Combat Move Trigger RailMovementAutoPlaceChinese: Chinese has 2 Rails placed in Kansu Setting uses for triggers used this phase. Resetting and Giving Bonus Movement to Units Cleaning up during movement phase 3 infantry moved from Szechwan to Yunnan 2 infantry moved from Szechwan to Yunnan 1 fighter moved from Szechwan to Yunnan Combat Battle in Yunnan Recording Battle Statistics Non Combat Move 1 infantry moved from Shensi to Szechwan 2 infantry moved from Kweichow to Szechwan 1 fighter moved from Yunnan to Sikang 2 Rails moved from Kansu to Suiyuyan 1 Rail and 1 infantry moved from Suiyuyan to Sikang Trigger RailMovementAutoPlaceRemoveChinese: has removed 1 Rail owned by Chinese in Sikang Trigger RailMovementAutoPlaceRemoveChinese: has removed 1 Rail owned by Chinese in Suiyuyan Setting uses for triggers used this phase. Cleaning up during movement phase Place Units 1 infantry placed in Suiyuyan 1 infantry placed in Sikang 1 infantry placed in Szechwan 1 infantry placed in Sikang 1 infantry placed in Suiyuyan Turn Complete Chinese collect 9 PUs; end with 9 PUs Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 15 PUs Objective Advanced Production 1 Infantry: Chinese met a national objective for an additional 3 PUs; end with 18 PUs Purchase Units Trigger Seafire: buySeafire added to productionBritish Setting uses for triggers used this phase. British buy 1 Hvy_Ind_1, 1 artillery, 1 elite, 7 infantry, 5 mine_unarmeds, 1 transport and 1 uk_para; Remaining resources: 0 PUs; 3 AirLendLease; 3 NavyLendLease; Place Units Units in Union of South Africa being upgraded or consumed: 1 factory_minor 1 Hvy_Ind_1 placed in Union of South Africa Combat Move Trigger RailMovementAutoPlaceBritish: British has 2 Rails placed in Union of South Africa Setting uses for triggers used this phase. Resetting and Giving Bonus Movement to Units Cleaning up during movement phase 1 destroyer moved from 109 Sea Zone to 111 Sea Zone 1 cruiser moved from 91 Sea Zone to 96 Sea Zone 1 bomber moved from United Kingdom to 97 Sea Zone 1 uk_fighter moved from Gibraltar to 96 Sea Zone 1 uk_fighter moved from Malta to 97 Sea Zone 1 uk_tactical_bomber moved from 98 Sea Zone to 97 Sea Zone 1 carrier, 1 cruiser and 1 destroyer moved from 98 Sea Zone to 97 Sea Zone 1 artillery and 1 infantry moved from Alexandria to 98 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 98 Sea Zone to 76 Sea Zone 1 artillery and 1 infantry moved from 76 Sea Zone to Ethiopia 1 infantry moved from Anglo Egyptian Sudan to Ethiopia 1 mech_infantry moved from Egypt to Ethiopia 1 artillery moved from India to 39 Sea Zone 1 artillery and 1 transport moved from 39 Sea Zone to 79 Sea Zone 1 infantry moved from West India to 79 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 79 Sea Zone to 76 Sea Zone 1 artillery and 1 infantry moved from 76 Sea Zone to Ethiopia 1 cruiser moved from 39 Sea Zone to 76 Sea Zone 1 battleship moved from 37 Sea Zone to 39 Sea Zone 1 destroyer moved from 39 Sea Zone to 37 Sea Zone 1 uk_fighter moved from United Kingdom to 97 Sea Zone 1 uk_fighter moved from United Kingdom to 111 Sea Zone 1 uk_fighter moved from Scotland to 111 Sea Zone Combat Battle in Ethiopia Battle in 97 Sea Zone Battle in 111 Sea Zone Battle in 96 Sea Zone Recording Battle Statistics Non Combat Move 1 uk_tactical_bomber moved from 97 Sea Zone to Malta 1 bomber moved from 97 Sea Zone to Syria 1 uk_armour moved from Alexandria to Egypt 2 Rails and 2 infantry moved from Union of South Africa to Egypt British undo move 4. 1 Rail and 1 infantry moved from Union of South Africa to Syria 1 Rail and 1 infantry moved from Union of South Africa to Syria 1 infantry moved from Scotland to 109 Sea Zone 1 infantry and 1 transport moved from 109 Sea Zone to 88 Sea Zone 1 infantry moved from 88 Sea Zone to British Guiana 1 destroyer moved from 71 Sea Zone to 81 Sea Zone 1 uk_fighter moved from 96 Sea Zone to Malta 1 battleship and 1 cruiser moved from 110 Sea Zone to 91 Sea Zone 1 battleship and 1 cruiser moved from 91 Sea Zone to 88 Sea Zone 1 infantry moved from India to West India 1 uk_fighter moved from India to West India 1 uk_tactical_bomber moved from India to West India British undo move 15. British undo move 14. 1 uk_fighter and 1 uk_tactical_bomber moved from India to Syria 1 uk_fighter moved from Burma to West India British undo move 15. 1 uk_fighter moved from Burma to India 2 infantry moved from Burma to Shan State Trigger RailMovementAutoPlaceRemoveBritish: has removed 2 Rails owned by British in Syria Setting uses for triggers used this phase. Cleaning up during movement phase Place Units 1 artillery and 2 infantry placed in Union of South Africa 1 transport placed in 71 Sea Zone 1 elite, 1 infantry and 1 uk_para placed in United Kingdom 4 infantry and 5 mine_unarmeds placed in India Turn Complete Total Cost from Convoy Blockades: 3 British collect 43 PUs (3 lost to blockades); end with 43 PUs Trigger British AdvancedProduction: British met a national objective for an additional 6 Optional[PUs]; end with 49 Optional[PUs] Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 54 PUs
    • Futsal

      AI difficulties
      Bug Reports • • Futsal

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      RogerCooper

      @futsal Given the complexity of the game, the AI is actually reasonable. It is generally better than in other wargames. The TripleA is superior to the AI for Axis & Allies Online, which only plays one version of the game.

      The type of AI algorithm used in Chess (Alpha-Beta) would not work in TripleA because of the vast number of legal moves and the random elements. There are some people working on using neural net AI's like Alpha Zero but I have not seen any results yet. I have doubts about their effectiveness.

      I do expect future improvements in the AI, but they are likely to be piecemeal resolutions of specific issues .

      To have fun with the AI, I suggest playing only one country, so you need to deal with AI allies. Giving handicaps to your opponents can be useful as well.

    • RogerCooper

      Restricting unit builds
      Map Making • • RogerCooper

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      RogerCooper

      @wc_sumpton said in Restricting unit builds:

      <property name="Unit Placement Restrictions" value="true" editable="false">
      <boolean/>
      </property>

      That was it. Thank you for the help.

    • B

      Global 40 Expansion UHD Boxes Recorded Games
      Maps & Mods • • beelee

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      JohnnyCat

      @beelee GREAT IDEA

      THANK YOU B

    • G

      Hotkey for unit placement
      Feature Requests & Ideas • hotkey placement • • GREGOREK

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      No one has replied

    • O

      New World Order Pbem
      Play By Email • polygons.txt • • Omegaman1972

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