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    • RogerCooper

      Conversions to Version 1.9
      Maps & Mods • • RogerCooper

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      RogerCooper

      @rogercooper Everything I have has been converted. I will leave it to others to put these in the repository.

    • wirkey

      TWW 2.7.7.2 - lalapalooza & redrum (Allies) vs wirkey (Axis)
      Play By Forum • • wirkey

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      redrum

      @wirkey Nah, it was a GG. Did you want to start up a new game? I think @Hepps is releasing TWW 2.8.0.2 shortly so we can give that a spin or I'm open to playing a Civil War game as well.

    • Deltium

      Tournament of Champions (Season 5) for AA 50 Anniversary '41 version
      V341 - 42 (AA 50 Anniversary) • • Deltium

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      C

      @Wasp The NO definitely unbalance the game in favour of Axis. I think that without NO the game doesn't require a bid, and also bombing rush strategy with Americans on Germans is very effective, since the max damage cap is relatively bigger (having less income).

    • ebbe

      GLOBAL WWII OIL & SNOW -Project
      Map Making • • ebbe

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      ebbe

      hilltype2y.png

      Okej, managed to adapt the hills relief; personally I think better than the previous one, but still not completely satisfied..... anyway, back to coding; this is acceptable in the mean while....

    • R

      42 G4 Woods vs Wylie
      Play By Forum • • redanto

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      R

      TripleA Turn Summary: Chinese round 15

      TripleA Turn Summary for game: World War II Global 1942 2nd Edition

      Game History

      Round: 15 Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 2 infantry; Remaining resources: 1 PUs; Combat Move - Chinese 1 fighter moved from Kansu to Manchuria Combat - Chinese Non Combat Move - Chinese Place Units - Chinese 2 infantry placed in Kansu Turn Complete - Chinese Chinese collect 6 PUs; end with 7 PUs

      Combat Hit Differential Summary :

      Savegame

    • Schulz

      Realistic WWII Scenario
      Maps & Mods • • Schulz

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      Anil Yuksel

      @cernel Actually Stalingrad can display up to 4 units if its placement spots are selected manually.

      Units are 48 pixels with %100 zoom.

      I am aware there are not plenty of placement spots in the Eastern Front. But increasing the dimensions of map would be problematic which would make tracking air units way harder.

      Actually using 87.5% zoom for automatic placement finder significantly reduces overflows.

      1942.png

    • R

      Global 1942 Woods Vs Wylie G1
      Play By Forum • • redanto

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      W

      TripleA Turn Summary: Russians round 15

      TripleA Turn Summary for game: World War II Global 1942 2nd Edition

      Game History

      Round: 15 Purchase Units - Russians Russians buy 5 armour; Remaining resources: 1 PUs; Combat Move - Russians 1 artillery moved from Urals to Evenkiyskiy Russians take Evenkiyskiy from Japanese 2 infantry moved from Urals to Evenkiyskiy 1 artillery moved from Timguska to Olgiy Russians take Olgiy from Japanese 1 infantry moved from Timguska to Yenisey Russians take Yenisey from Japanese 1 infantry moved from Kansu to Tsagaan Olom Russians take Tsagaan Olom from Japanese 1 artillery moved from Bessarabia to Romania 1 infantry moved from Bessarabia to Romania 3 armour moved from Ukraine to Romania 2 armour moved from Western Ukraine to Romania 1 infantry moved from Bryansk to Western Ukraine 1 infantry moved from Bryansk to Ukraine 1 mech_infantry moved from Western Ukraine to Bessarabia 1 artillery moved from Archangel to Belarus 3 armour moved from Novgorod to Poland 1 infantry moved from Russia to Smolensk 1 infantry moved from Samara to Kazakhstan 1 tactical_bomber moved from Samara to Kazakhstan 1 fighter moved from Samara to Kazakhstan Combat - Russians Battle in Romania Russians attack with 5 armour, 1 artillery and 1 infantry Italians defend with 1 artillery Russians roll dice for 5 armour, 1 artillery and 1 infantry in Romania, round 2 : 1/7 hits, 3.17 expected hits Germans roll dice for 1 artillery in Romania, round 2 : 0/1 hits, 0.33 expected hits 1 artillery owned by the Italians lost in Romania Russians win, taking Romania from Germans with 5 armour, 1 artillery and 1 infantry remaining. Battle score for attacker is 4 Casualties for Italians: 1 artillery Non Combat Move - Russians Place Units - Russians 3 armour placed in Ukraine 2 armour placed in Novgorod Turn Complete - Russians Russians collect 35 PUs; end with 36 PUs Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 3 PUs; end with 39 PUs

      Combat Hit Differential Summary :

      Germans regular : -0.33 Russians regular : -2.17

      Savegame

    • prastle

      Donation Drive For 2019
      Donation Drive 2025/26 • • prastle

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      prastle

      @Hepps it really depends on lafay and red and you guys testing servers etc ladder etc

    • Hepps

      Total World War (TWW) 2.7.7.2
      Maps & Mods • • Hepps

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      ubernaut

      @beelee thanks ill check it out! 🙂

    • W

      Game of Thrones & A Song of Ice and Fire - Official Thread
      Maps & Mods • • wc_sumpton

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      Greg Anderson

      Sorry for not posting in a while. I'm currently quite busy. I'll post again when I finish the units, as there are a few things to iron out.

    • W

      Darrell vs. George game 4
      Play By Forum • • wylie292

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      R

      TripleA Turn Summary: UK_Pacific round 14

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0

      Game History

      Round: 14 Purchase Units - Americans Americans buy 1 armour, 3 bombers, 1 factory_minor, 1 harbour and 2 transports; Remaining resources: 2 PUs; Combat Move - Americans 1 mech_infantry moved from Sakha to Buryatia Russians take Buryatia from Japanese 1 armour moved from Korea to Jehol Chinese take Jehol from Japanese 1 bomber moved from Iraq to Volgograd 1 bomber moved from Iraq to Ukraine 2 armour moved from Tunisia to Tobruk Americans take Libya from Italians 1 armour moved from Morocco to 91 Sea Zone 1 armour moved from Gibraltar to 91 Sea Zone 1 artillery moved from Morocco to 91 Sea Zone 3 infantry moved from Morocco to 91 Sea Zone 2 armour, 1 artillery, 3 infantry and 3 transports moved from 91 Sea Zone to 93 Sea Zone 2 armour moved from 93 Sea Zone to Southern France 1 artillery moved from 93 Sea Zone to Southern France 3 infantry moved from 93 Sea Zone to Southern France 2 destroyers moved from 91 Sea Zone to 93 Sea Zone Americans take 93 Sea Zone from Italians 1 carrier moved from 91 Sea Zone to 93 Sea Zone 1 fighter moved from 91 Sea Zone to 93 Sea Zone 2 bombers moved from Gibraltar to Southern France Combat - Americans Strategic bombing raid in Ukraine AA fire in Ukraine : 0/1 hits, 0.17 expected hits Bombing raid in Ukraine rolls: 3 and causes: 3 damage to unit: factory_minor Bombing raid in Ukraine causes 3 damage total. Strategic bombing raid in Volgograd AA fire in Volgograd : 0/1 hits, 0.17 expected hits Bombing raid in Volgograd rolls: 3 and causes: 3 damage to unit: factory_minor Bombing raid in Volgograd causes 3 damage total. Battle in Southern France Americans attack with 2 armour, 1 artillery, 2 bombers and 3 infantry Germans defend with 1 artillery and 2 infantry; Italians defend with 1 factory_minor and 1 harbour Americans roll dice for 2 armour, 1 artillery, 2 bombers and 3 infantry in Southern France, round 2 : 2/8 hits, 3.33 expected hits Italians roll dice for 1 artillery and 2 infantry in Southern France, round 2 : 1/3 hits, 1.00 expected hits 2 infantry owned by the Germans and 1 infantry owned by the Americans lost in Southern France Americans roll dice for 2 armour, 1 artillery, 2 bombers and 2 infantry in Southern France, round 3 : 2/7 hits, 3.17 expected hits Italians roll dice for 1 artillery in Southern France, round 3 : 0/1 hits, 0.33 expected hits 1 artillery owned by the Germans lost in Southern France Americans win, taking Southern France from Italians with 2 armour, 1 artillery, 2 bombers and 2 infantry remaining. Battle score for attacker is 7 Casualties for Americans: 1 infantry Casualties for Germans: 1 artillery and 2 infantry Non Combat Move - Americans 1 bomber moved from Volgograd to Russia 1 bomber moved from Ukraine to Russia 3 armour moved from Soviet Far East to Amur 3 infantry moved from Soviet Far East to Siberia 3 transports moved from 3 Sea Zone to 2 Sea Zone 2 armour moved from Eastern United States to 101 Sea Zone 2 infantry moved from Eastern United States to 101 Sea Zone 2 armour, 2 infantry and 2 transports moved from 101 Sea Zone to 91 Sea Zone 2 infantry moved from 91 Sea Zone to Morocco 2 armour moved from 91 Sea Zone to Morocco 1 bomber moved from Eastern United States to Gibraltar 2 bombers moved from Southern France to Gibraltar Place Units - Americans 1 factory_minor and 1 harbour placed in Korea 1 armour placed in Alaska 1 transport placed in 2 Sea Zone 1 transport placed in 101 Sea Zone 3 bombers placed in Eastern United States Turn Complete - Americans Americans collect 62 PUs; end with 64 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 74 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 79 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 84 PUs Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 89 PUs Purchase Units - Chinese Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open Chinese buy 1 artillery and 5 infantry; Remaining resources: 0 PUs; Combat Move - Chinese 1 infantry moved from Tsinghai to Kansu Chinese take Kansu from Japanese 1 infantry moved from Shensi to Suiyuyan Chinese take Suiyuyan from Japanese 2 artilleries moved from Anhwe to Chahar Chinese take Chahar from Japanese Combat - Chinese Non Combat Move - Chinese 1 artillery and 10 infantry moved from Kweichow to Shensi 1 fighter moved from Hunan to Shensi Place Units - Chinese 1 artillery and 5 infantry placed in Tsinghai Turn Complete - Chinese Chinese collect 23 PUs; end with 23 PUs Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 29 PUs Purchase Units - British British buy 4 armour, 1 artillery and 1 fighter; Remaining resources: 0 PUs; Purchase Units - UK_Pacific UK_Pacific buy 3 fighters; Remaining resources: 0 PUs; Combat Move - British 4 armour, 1 artillery and 1 infantry moved from Eastern Persia to Turkmenistan 2 armour moved from Northwest Persia to Caucasus 4 armour moved from Northwest Persia to Caucasus 3 armour moved from Persia to Caucasus 2 armour moved from Iraq to Caucasus 1 fighter moved from Iraq to Caucasus 1 armour moved from Hopei to Central Mongolia UK_Pacific take Central Mongolia from Japanese 1 armour moved from Hopei to Buyant-Uhaa UK_Pacific take Buyant-Uhaa from Japanese 1 artillery and 1 infantry moved from Anhwe to Hopei 4 armour moved from Kiangsu to Kweichow 5 armour moved from India to Eastern Persia Combat - British Battle in Caucasus British attack with 11 armour and 1 fighter Germans defend with 1 armour British roll dice for 11 armour and 1 fighter in Caucasus, round 2 : 6/12 hits, 6.00 expected hits Germans roll dice for 1 armour in Caucasus, round 2 : 1/1 hits, 0.50 expected hits 1 armour owned by the Germans and 1 armour owned by the British lost in Caucasus British win, taking Caucasus from Germans with 10 armour and 1 fighter remaining. Battle score for attacker is 0 Casualties for British: 1 armour Casualties for Germans: 1 armour Battle in Turkmenistan British attack with 4 armour, 1 artillery and 1 infantry Germans defend with 1 armour British roll dice for 4 armour, 1 artillery and 1 infantry in Turkmenistan, round 2 : 2/6 hits, 2.67 expected hits Germans roll dice for 1 armour in Turkmenistan, round 2 : 0/1 hits, 0.50 expected hits 1 armour owned by the Germans lost in Turkmenistan British win, taking Turkmenistan from Germans with 4 armour, 1 artillery and 1 infantry remaining. Battle score for attacker is 6 Casualties for Germans: 1 armour Non Combat Move - British 1 fighter moved from Caucasus to Russia Place Units - British 2 armour and 1 fighter placed in Iraq 2 armour placed in Persia 1 artillery placed in United Kingdom Turn Complete - British British collect 33 PUs; end with 33 PUs Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 38 PUs Place Units - UK_Pacific 3 fighters placed in India Turn Complete - UK_Pacific UK_Pacific collect 24 PUs; end with 24 PUs Objective UK Pacific 2 Kwangtung And Malaya: UK_Pacific met a national objective for an additional 5 PUs; end with 29 PUs Some Units in India change ownership: 3 fighters

      Combat Hit Differential Summary :

      Germans : 0.00 Italians : -0.33 British : -0.67 AA fire in Volgograd : : -0.17 Americans : -2.50 AA fire in Ukraine : : -0.17

      Savegame

    • redrum

      World At War - Official Thread
      Maps & Mods • • redrum

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      L

      @fabulous-ferret
      The way it works is there’s the game engine logic (for all maps) and there’s the map files, so yes if one map has some feature, you can make any map can have that feature, by editing the map files (mainly the xml). You’d open up the two maps in a text editor and start copying stuff over.

      Anyone can do it, but I don’t know how difficult the diplomacy option is to implement or how tech-y you are

    • LaFayette

      Main Screen Logo Needed
      Development • • LaFayette

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      ubernaut

      @mirkobruner @Frostion both of these are under the umbrella of rebranding which needs further discussion if any further action would be taken in this direction current consensus here is to replace the current start screen logo with the previous thing (current logo/icon)and discuss any branding changes for future releases.

    • Alexei Svitkine

      Proposal: Always-shown "Purchased Units" panel
      Feature Requests & Ideas • • Alexei Svitkine

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      LaFayette

      Indeed, having the 13066 behavior for the active player was the important part.

    • VictoryFirst

      VF (Axis) vs TGC (Allies) | Classic, Game 2 - Balance
      Play By Forum • • VictoryFirst

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      T

      @victoryfirst said in VF (Axis) vs TGC (Allies) | Classic, Game 2 - Balance:

      Yes, I am playing so many that I sometimes forget where I need to do my turn.

      Yep. I can relate to this. Thank you for rolling for tech and taking the game this far. Yes, some of your moves shocked me but I can see with a bit warmer dice rolls - things could have gone differently.

      GOOD GAME!

    • board 3659

      New Steampunk Advance Thread
      Maps & Mods • • board 3659

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      board 3659

      I'll probably begin to play both Steampunk Advance and Camerons version to sort of plan out more ideas

    • alkexr

      Fallen Empire
      Maps & Mods • • alkexr

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      Schulz

      @alkexr I was trying to make upkeep as visible source in the purchase screen in my map like that but couldn't find a way because its not a resource. I am using <option name="createsResourcesList" value="-x:PUs"/> tag to represent upkeep.

      Wondering is turning into supply like this system the onyl way to make is visible?

    • Hepps

      Terrain Effects for movement
      Feature Requests & Ideas • • Hepps

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      stalinpasha

      I am a little bit confused. Can we use movementCostModifier right now? It defined as Territory Effect in Pact of Steel 2.

    • redrum

      TWW 2.7.7.2 - redrum (Axis) vs ghostronin (Allies)
      Play By Forum • • redrum

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      redrum

      @ghostronin Haha. GG. Well played. VICTORY for AXIS!

    • wirkey

      TWW 2.8 - redrum (Allies) vs wirkey (Axis) #2
      Play By Forum • • wirkey

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      redrum

      @wirkey Haha. Its a thread that will live in infamy!

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