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    • DeltiumD

      Revised Tournament of Champions (ToC 14) -- St. Nazaire Raiders !!

      Watching Ignoring Scheduled Pinned Locked Moved Revised Tournament Of Champions
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      prastleP
      @Cernel After the 4 days of emails and chats I think we can leave it locked and all move on...
    • RoiEXR

      Taking your suggestions for a new UI

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      R
      @stohrm A sphere would be very helpful for any scenario that takes the north pole into serious consideration, i.e. any global scenario past WWII IMHO. I agree with you about the tabs. I believe any data details should be in tabe, including diplomacy, game stats, and the battle calculator. Those are currently in popups to be opened from the context menu or by hotkey. I‘d like to unify those UI concepts, i.e. you can popup a tab if you like. And yes, I can imagine more data detail views.
    • DeltiumD

      Revised Tournament of Champions, Season 12 (ToC 12)

      Watching Ignoring Scheduled Pinned Locked Moved Revised Tournament Of Champions
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      Congrats Bayder!
    • DeltiumD

      Revised Tournament of Champions Season 13 (ToC 13)

      Watching Ignoring Scheduled Pinned Locked Moved Revised Tournament Of Champions
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      B
      @LouisXIVXIV Congratulations. Thanks for the shout out.
    • RogerCooperR

      TripleA development

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      TheDogT
      @rogercooper said in TripleA development: @thedog said in TripleA development: I find github is not intuitive and not easy to use. I have tried to use it to upload a map and failed and wasted over 3 hours achieving absolutely nothing. I have worked out a system for uploading mods. I will post detailed instructions soon. It is not an intuitive process.. @rogercooper Please could you post detailed instructions for uploading maps?
    • CrazyGC

      CrazyG's Big World War One

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      C
      @tinmanta Moved to this topic.
    • HeppsH

      Revisiting an old project

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      redrumR
      So there doesn't appear to be an appetite to rebalance this map based on the territory differences between RTW and 270BC. So I've taken the improved unit images and dice images and merged them into standard 270BC: https://github.com/triplea-maps/270bc/pull/4 I will also be reviewing the changes in 270BC variants to see if any balances adjustments should be added from those. New official map thread: https://forums.triplea-game.org/topic/1448/270bc-official-thread
    • ebbeE

      TOTAL GLOBAL WORLD WAR II- fusion & clean-up PROJECT

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      ebbeE
      @JOSEPH-PRINCE @Hepps Thanks guys for the images.... I am ending this Thread and will move to a new one with the name: GLOBAL WWII OIL & SNOW-Project ( https://forums.triplea-game.org/topic/2592/global-wwii-oil-snow-project ) as I am heading for sharing on github soon.... ( and having plans for a side project next month ) thanks al for sharing , teaching and feedbacking me so far!
    • Ted SelfT

      Trying to put age of tribes engine on alexander 350 world map

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      RogerCooperR
      @ted-self Read this https://docs.github.com/en/repositories/working-with-files/using-files/downloading-source-code-archives
    • SchulzS

      How would you rate countries and territories considering realism in big WWII maps.

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      SchulzS
      Its true Germany had an efficiency problem before mid 1943 because they were too late to exert total war economy and failed to efficiently profit from the occupied territories but they overcomed when Speer got in charge of German military production. I don't think the Soviets could have outproduced Germany had the Western Allies remained neutral. Trucks, trains, food, aviation fuel, clothes, raw materials, medicine, military vehicles etc... all gave the Soviets to mostly focus on a few production areas whereas Germany was unable to do it because of also dealing with the Western Allies. Plus strategic bombing campaigns.
    • wc_sumptonW

      Global 40 Expansion UHD Boxes

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      B
      Updated to 2.63 [image: Screenshot from 2026-09-25 20-20-09.png]
    • L

      AA-fire/casualty selection issues in Revised (and other versions)

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      @bayder said in AA-fire/casualty selection issues in Revised (and other versions): There is still zero reason for the rules to indicate that AA fire should occur in the Combat Move phase. The rules could easily state that AA fire occurs in Conduct Combat and Noncombat Move phases only. If this had been done, then there would be no questions regarding this rule. What I understand is that here you believe that Revised OOB and LHTR work the same way, for flyovers during the Combat Move phase, as there would be no difference between saying that they are resolved at the end of the Combat Move phase or saying that they are resolved during the Conduct Combat phase, but the second formulation being clearer. What I understand, instead, is that, by moving the AA fly over resolution from Combat Move to Conduct Combat, LHTR makes a practically relevant behaviour change, as in Revised OOB you would know the results of all Combat Move fly-overs before resolving any battles, as they already happened in a previous phase, while in Revised LHTR you know then only for the units involved in the current battle, and all the already resolved ones. For example: I have a fighter that flies over an AA gun in a territory "A", then flies over an AA gun in a territory "B", then end movement in a territory "C" (to take part in a battle in there). I also have another fighter that flies over an AA gun in a territory "A" (the same territory that the other fighter is flying over too), then flies over an AA gun in a territory "D", then end movement in a territory "E" (to take part in a battle in there). In Revised OOB, you would resolve the fly overs for: The first fighter in "A" The first fighter in "B" The second fighter in "A" The second fighter in "D" In only one of the following only two possible orders, at your discretion: 1A, 1B, 2A, 2D 2A, 2D, 1A, 1B Then, after resolving all fly overs, you would resolve the battles (with all other units involved in the same battle), comprising, at this point, any battle AA fire, if an AA gun is present in the embattled territory, for: The first fighter in "C", if surviving the fly overs The second fighter in "E", if surviving the fly overs Assuming both fly overs miss, then, during Conduct Combat, either first resolving the "C" battle or first the "E" one, then the other one, at your discretion, no matter if you previously resolved the fly overs for the first fighter (that is now in "C") or the second one (that is now in "E") (of course, if the a fighter is shot down during fly over and was the only attacking unit, then there is no battle, instead). Consequently, in case all fly overs miss, considering Combat Move and Conduct Combat together, you would have all and only the following possible resolution sequences, across the two phases: 1A, 1B, 2A, 2D, C, E 2A, 2D, 1A, 1B, C, E 1A, 1B, 2A, 2D, E, C 2A, 2D, 1A, 1B, E, C (where, for example, "1A, 1B, 2A, 2D, C, E" literally means "at the end of combat move, resolving the flyover in A for the first fighter, then resolving the fly over in B for the first fighter, then resolving the fly over in A for the second fighter, then resolving the fly over in D for the second fighter, then, during Conduct Combat, resolving the battle in C, then resolving the battle in E") In Revised LHTR, instead, during the Conduct Combat phase, fly-overs are all integrated as part of the specific battles where the flying over units are heading to, so you only decide whether first to make the battle in "C" or first to make the battle in "E", and, in this case, you cannot even decide in what order to resolve the fly overs, for each battle, since having only 1 fighter involved in any, for each one, thus being restricted to resolving all fly overs, by their zones movement sequence for the same unit, before resolving the battle that unit may be part of (if surviving all fly overs). Meaning you can only resolve all fly overs and all battles as "1 then 2" or "2 then 1", where 1 and 2 are the following sequences: 1- Making the battle in "C", you first resolve the fly over for the first fighter in "A", then (if surviving) resolve the fly over for the first fighter in "B", then resolve the rest of the battle in "C", with the first fighter participating, and possibly being hit by an AA gun in the embattled territory, if surviving both fly overs. 2- Making the battle in "E", you first resolve the fly over for the second fighter in "A", then (if surviving) resolve the fly over for the second fighter in "D", then resolve the rest of the battle in "E", with the first fighter participating, and possibly being hit by an AA gun in the embattled territory, if surviving both fly overs. Meaning that you have only the option of resolving them in any one of only the following two sequences: 1A, 1B, C, 2A, 2D, E 2A, 2D, E, 1A, 1B, C (where, for example, "1A, 1B, C, 2A, 2D, E" literally means "resolving the flyover in A for the first fighter, then resolving the fly over in B for the first fighter, then resolving the battle in C, then resolving the fly over in A for the second fighter, then resolving the fly over in D for the second fighter, then resolving the battle in E") The substantial difference being that, as said, in Revised OOB you know all fly over results, for Combat Movement, before resolving any battles, but you never know battle outcomes before resolving any fly overs, while in Revised LHTR, you cannot know all fly over results before resolving any battles (unless only one battle has any fly overs and you resolve that battle first, but, even in this case, the flyovers are technically part of the battle itself, not happening before it), but you may have or decide to resolve battles before fly overs, which is going to be actually inevitable if you have more than one battle with fly overs or if the battle with the fly overs is also an amphibious assault from an hostile sea zone, meaning, in the example, that, if you decide first to resolve the battle in "C", you have to do so without knowing the fly over results for the second fighter, until after that battle is over, while, if you decide first to resolve the battle in "E", you have to do so without knowing the fly over results for the first fighter, until after that battle is over. However, I have to say I'm not sure of what I'm saying, so please @Panther check this all out, and let me know if my understanding is fully correct. Of course, other than what above, if all correct, the only other difference for Revised OOB, over Revised LHTR, is that, in Revised OOB, you practically have the exactly same fly over resolutions for Non Combat Move, as well, to be resolved the exactly same way as the ones happening during Combat Move, except only that you must resolve those of air units coming back from battles before plotting any other, or rather actual, non combat movements, thus any other fly overs, this being factually realized by having the fly overs for air units that participated in battles happening during the Conduct Combat phase (but, in practice, they are all non combat movements too, merely anticipated during the Conduct Combat phase), but only after all battles have been resolved. In practice, the whole system is exactly like having two Non Combat Move phases, after Conduct Combat, that work under exactly the same rules except only that, in the first one, you can only move air units that took part in battles (and must move them, if having any possible landing spots, possibly plotting carrier movements happening in the next phase), while, in the second one, you can move anything else, and having the fly overs resolved at the end of each of these two Non Combat Move phases, under the same dynamics as when resolving them at the end of the Combat Move phase.
    • M

      Large Middle Earth queries

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      @mattbarnes I believe queries should be rather moved to the linked official thread. You can also open new specific topics (like Bug Reports), about the same map. Locking this as duplicate.
    • SchulzS

      Mixed Questions

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      SchulzS
      Is it possible to end games in a certain round with triggers? Is it possible having auto-intercept?
    • B

      Achievable improvements to the Triplea User Interface

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      @butterw Can you launch a 2.6 pull request with your improvements?
    • HeppsH

      Favorite Playlists & Songs while Vanquishing foes

      Watching Ignoring Scheduled Pinned Locked Moved The War Club
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      board 3659B
      idk if this is necroing but I hope this is fine. https://www.youtube.com/watch?v=jJzo0lWyq5c I know it sounds insane but yes this hits hard IMO https://www.youtube.com/watch?v=_TdOEu5DOVQ Idk why but I really like this war song in particular. https://www.youtube.com/watch?v=xSdtjb2xOow This is one is a more traditional war song but still really great to hear https://www.youtube.com/watch?v=-tKMlRXgr9M Another banger IMO from a pretty great sound track for an overhated game imo
    • redrumR

      Red Sun Over China (RSOC) - Official Thread

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      RogerCooperR
      @cernel I got the map working by commenting out all the train stuff. I didn't bother trying to merge the code in RSOC with Warlords. Maybe, as a quick fix, I will give all train stations, a bonus of 1 for land movement.
    • HeppsH

      Map Maker Resources

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      Wikimedia has a lot of assets that can be used. Example: https://commons.wikimedia.org/wiki/Category:Castle_icons
    • TheDogT

      Map Tags for release 2.6

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      TheDogT
      @All @lafayette @Cernel @RogerCooper Hopefully Last call Tags will look like this, some with a prefix of 3 characters, to force the order to be displayed on the download screen. where =and after is just a guide ***** =Best/Showcase maps (maybe one from each of the eras/genres below, so could be 5-12 maps) **** =Excellent *** =Good ** =Experimental * =Abandoned or unplayable (could be archived in the future) 10-Ancient-Medieval =(pre 1450) 20-Early Modern =(1451-1764) 30-Revolutionary =(1765-1869) 40-WW1 =(1870-1930) 50-WW2-Global =(1931-1945) 52-WW2-Europe =(1931-1945) 54-WW2-Pacific =(1931-1945) 56-WW2-Alternate =(1931-1945) WW2 theme that does not fit into the other 3 WW2 60-Nuclear =(1946-2100) includes near future 70-Future =(2100+) Star Trek, Star Wars, Sci-Fi 80-Fantasy = theme Magic, Mythical Creatures like Dragons 90-Abstract-Alternate = a catch all that does not fit the above list, like Steampunk, War of the Relics . Tag tabs will look like this on screen, ideally with the prefix removed ***** **** *** ** * Ancient-Medieval Early Modern Revolutionary WW1 WW2-Global WW2-Europe WW2-Pacific WW2-Alternate Nuclear Future Fantasy Abstract . @LaFayette I have a Lobby sign in TheDog, so when your ready I will start experimenting/entering the tags.
    • Davor PavlićD

      How to modify borders on an existing map

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      Davor PavlićD
      @thedog It worked!
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