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    • ubernautU

      TWW 3.0.9? NTSH (ax) v (al) ubernaut Game 4

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      @ubernaut said: @Nothingtoseehere i think at least mostly have it figured out in the double checking phase now 🫔
    • B

      Multi Game 2 barnee Trout vs Alex Panzer

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      @Alexander We wish you well in this Noblest of all pursuits. 🫔
    • SchulzS

      World War I with more territories?

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      SchulzS
      Let's handle the Battle of the Atlantic in the same way as it is handled in Big World 2. It will be named Handelskrieg instead of Wolfpack. It spawns 1 German submarine each round. It will have a unique submarine appearance (slightly different from regular subs) with 0/4/2 stats and 2 HP. I drew 3 new territories in the South Atlantic just in case the Allies try to kill it, so that "Handelskrieg" will have more space to escape. [image: 1785075450210-wwieurope_names_values-copy.jpg]
    • R

      Question about trenches domination 1914 no mans land

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      @Ramon said: As i understand it, this should make each sea zone worth 1 PU? That doesn't seem to happen in my map, so im wondering if this might be related to the issue? This is a condition statement and is checking if player owns a sea zone. Cheers...
    • LaFayetteL

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

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      TheDogT
      @RogerCooper Thanks!
    • B

      barnee vs beelee EXP 2.59

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      Game History Round: 6 Purchase Units - Germans Note to players Germans: It is Late 1942 and The Fuhrer has Ordered Construction to begin on the Atlantic Wall. Do Not Place more than there are Infantry Present. Player Enforced. Note to players Germans: It is Late 1942 and Our Panzer Generals may be Promoted to Waffen Panzer General. The Waffen Panzer General can only be placed in Berlin and replace Panzer Generals on a 1:1 basis. German.... Note to players Germans: It is Late 1942 and Our Waffen Panzer Grenadier Divisions are reforming as Panzer Divisions. Waffen Panzers can only be placed in Berlin and replace Panzers on a 1:1 basis. Germany may on.... Note to players Germans: It is Late 1942 and after many Sorties the Most Accomplished Fighter Pilots have Obtained "Ace" Status. Luftwaffe and Fighter Aces are Now Available. Trigger GermansLuftwaffeAce: buyLuftwaffeAce added to productionGermans Trigger WaffenPanzer: buyWaffen_Panzer added to productionGermans Trigger WaffenPanzerPG: buyWaffen_PG added to productionGermans Trigger AtlanticWall: buyAtlantic_Wall added to productionGermans triggerAttachmenLate1942Red: has removed 1 Late1942 owned by Changer in Late 1942 triggerAttachmenEarly1942: has removed 1 Early1942_red owned by Changer in Early 1942 triggerAttachmenLate1942Red: Changer has 1 Late1942_red placed in Late 1942 triggerAttachmenEarly1942: Changer has 1 Early1942 placed in Early 1942 Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Germans buy 1 ElitePanzer, 1 GAirCommander, 1 GermanUBoat, 1 SP_Artillery, 1 elite, 2 german_paras, 7 infantry, 1 waffen_PG and 4 waffen_panzers; Remaining resources: 0 PUs; Place Units - Germans Units in Germany being upgraded or consumed: 1 Panzer_General and 4 armour 1 waffen_PG and 4 waffen_panzers placed in Germany Combat Move - Germans Trigger RailMovementAutoPlaceGermans: Germans has 2 G_Rails placed in Germany Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Germans takes Archangel from Russians EDIT: Germans takes Vologda from Russians EDIT: Germans takes Smolensk from Russians EDIT: Turning off Edit Mode 1 Escort_Convoy and 1 GermanUBoat moved from 112 Sea Zone to 110 Sea Zone EDIT: 1 1stLuftflotten moved from Western Germany to 1st Luftflotten 1 GAirCommanderFtr, 1 GfighterAF and 2 Gtactical_bomberAFs moved from GermanFlow to Western Germany EDIT: 1 GfighterAF and 2 Gtactical_bomberAFs moved from Western Germany to 110 Sea Zone EDIT: 1 GAirCommanderFtr moved from Western Germany to GermanFlow EDIT: 1 GAirCommanderTac moved from GermanFlow to 110 Sea Zone 1 fighter and 3 infantry moved from Norway to Finland 1 bomber moved from Eastern Poland to Finland 1 tactical_bomber moved from Eastern Poland to Finland 1 Panzer_Grndrs and 1 SP_Artillery moved from Germany to Baltic States 1 infantry moved from Eastern Poland to Baltic States 1 SP_Artillery moved from Western Germany to Holland Belgium 1 Panzer_Grndrs moved from Normandy Bordeaux to Holland Belgium 1 infantry moved from Western Germany to Holland Belgium EDIT: 1 German_LCV, 1 Panzer_Grndrs and 1 elite moved from Romania to Rostov EDIT: Germans undo move 9. EDIT: 1 bomber moved from Eastern Poland to Rostov EDIT: 1 tactical_bomber moved from Eastern Poland to Finland EDIT: 1 armour moved from Novgorod to Vologda EDIT: 1 armour moved from Novgorod to Smolensk 1 infantry moved from Bessarabia to Western Ukraine 1 ElitePanzer, 2 armour, 1 artillery and 4 infantry moved from Eastern Poland to Western Ukraine 2 infantry moved from Eastern Poland to Western Ukraine 1 fighter moved from Gibraltar to Holland Belgium 1 infantry moved from Normandy Bordeaux to Holland Belgium 1 GermanUBoat moved from 112 Sea Zone to 110 Sea Zone 1 GermanUBoat moved from 112 Sea Zone to 110 Sea Zone Combat - Germans Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Battle in Baltic States Germans attack with 1 Panzer_Grndrs, 1 SP_Artillery and 1 infantry Russians defend with 1 Russian_EngineerAttack Germans roll dice for 1 Panzer_Grndrs, 1 SP_Artillery and 1 infantry in Baltic States, round 2 : 3/3 hits, 1.00 expected hits Russians roll dice for 1 Russian_EngineerAttack in Baltic States, round 2 : 0/1 hits, 0.33 expected hits 1 Russian_EngineerAttack owned by the Russians lost in Baltic States Germans win, taking Baltic States from Russians with 1 Panzer_Grndrs, 1 SP_Artillery and 1 infantry remaining. Battle score for attacker is 0 Casualties for Russians: 1 Russian_EngineerAttack Battle in Rostov Germans attack with 1 German_LCV, 1 Panzer_Grndrs, 1 bomber and 1 elite Russians defend with 1 infantry Germans roll dice for 1 German_LCV, 1 Panzer_Grndrs, 1 bomber and 1 elite in Rostov, round 2 : 1/4 hits, 1.33 expected hits Russians roll dice for 1 infantry in Rostov, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Russians lost in Rostov Germans win, taking Rostov from Russians with 1 German_LCV, 1 Panzer_Grndrs, 1 bomber and 1 elite remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Battle in 110 Sea Zone Germans attack with 1 Escort_Convoy, 1 GAirCommanderTac, 3 GermanUBoats, 1 GfighterAF, 2 Gtactical_bomberAFs and 1 Wolfpack British defend with 1 Escort Germans roll dice for 3 GermanUBoats in 110 Sea Zone, round 2 : 2/3 hits, 1.50 expected hits British roll dice for 1 Escort in 110 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits 1 GermanUBoat owned by the Germans lost in 110 Sea Zone 1 Escort owned by the British lost in 110 Sea Zone 1 Wolfpack owned by the Germans lost in 110 Sea Zone Germans win with 1 Escort_Convoy, 1 GAirCommanderTac, 2 GermanUBoats, 1 GfighterAF and 2 Gtactical_bomberAFs remaining. Battle score for attacker is 2 Casualties for Germans: 1 GermanUBoat and 1 Wolfpack Casualties for British: 1 Escort Battle in Western Ukraine Germans attack with 1 ElitePanzer, 2 armour, 1 artillery and 7 infantry Russians defend with 1 armour, 1 artillery, 1 guard_infantry and 3 infantry Germans roll dice for 1 ElitePanzer, 2 armour, 1 artillery and 7 infantry in Western Ukraine, round 2 : 7/12 hits, 3.67 expected hits Russians roll dice for 1 armour, 1 artillery, 1 guard_infantry and 3 infantry in Western Ukraine, round 2 : 3/6 hits, 2.33 expected hits 3 infantry owned by the Germans lost in Western Ukraine 3 infantry owned by the Russians, 1 armour owned by the Russians, 1 artillery owned by the Russians and 1 guard_infantry owned by the Russians lost in Western Ukraine Germans win, taking Western Ukraine from Russians with 1 ElitePanzer, 2 armour, 1 artillery and 4 infantry remaining. Battle score for attacker is 13 Casualties for Germans: 3 infantry Casualties for Russians: 1 armour, 1 artillery, 1 guard_infantry and 3 infantry Battle in Finland Germans attack with 1 fighter, 3 infantry and 2 tactical_bombers Russians defend with 1 artillery and 2 infantry Germans roll dice for 1 fighter, 3 infantry and 2 tactical_bombers in Finland, round 2 : 2/6 hits, 2.17 expected hits Russians roll dice for 1 artillery and 2 infantry in Finland, round 2 : 0/3 hits, 1.00 expected hits 2 infantry owned by the Russians lost in Finland Germans roll dice for 1 fighter, 3 infantry and 2 tactical_bombers in Finland, round 3 : 2/6 hits, 2.17 expected hits Russians roll dice for 1 artillery in Finland, round 3 : 0/1 hits, 0.33 expected hits 1 artillery owned by the Russians lost in Finland Germans win, taking Finland from Russians with 1 fighter, 3 infantry and 2 tactical_bombers remaining. Battle score for attacker is 10 Casualties for Russians: 1 artillery and 2 infantry Battle in Holland Belgium Germans attack with 1 Panzer_Grndrs, 1 SP_Artillery, 1 fighter and 2 infantry British defend with 1 UK_LCV and 2 infantry Germans roll dice for 1 Panzer_Grndrs, 1 SP_Artillery, 1 fighter and 2 infantry in Holland Belgium, round 2 : 2/5 hits, 1.67 expected hits British roll dice for 1 UK_LCV and 2 infantry in Holland Belgium, round 2 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Germans lost in Holland Belgium 2 infantry owned by the British lost in Holland Belgium Germans roll dice for 1 Panzer_Grndrs, 1 SP_Artillery, 1 fighter and 1 infantry in Holland Belgium, round 3 : 2/4 hits, 1.50 expected hits British roll dice for 1 UK_LCV in Holland Belgium, round 3 : 0/0 hits, 0.00 expected hits 1 UK_LCV owned by the British lost in Holland Belgium Germans win, taking Holland Belgium from British with 1 Panzer_Grndrs, 1 SP_Artillery, 1 fighter and 1 infantry remaining. Battle score for attacker is 6 Casualties for Germans: 1 infantry Casualties for British: 1 UK_LCV and 2 infantry Non Combat Move - Germans Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveGermans: has removed 1 G_Rail owned by Germans in Eastern Poland Trigger RailMovementAutoPlaceRemoveGermans: has removed 1 G_Rail owned by Germans in Romania Trigger Remove All Wolfpack: has removed 3 Wolfpacks owned by Germans in 112 Sea Zone Trigger Urals Tank Unit: Russians has 1 armour placed in Urals EDIT: 1 GAirCommanderTac and 1 GfighterAF moved from 110 Sea Zone to 1st Luftflotten EDIT: 1 GAirCommanderFtr and 2 GfighterAFs moved from GermanFlow to 1st Luftflotten EDIT: 1 GAirCommanderFtr and 3 GfighterAFs moved from 1st Luftflotten to 123 Sea Zone EDIT: Germans undo move 3. EDIT: 1 1stLuftflotten moved from 1st Luftflotten to Gibraltar EDIT: 2 fighters moved from Gibraltar to 1st Luftflotten EDIT: 2 Gtactical_bomberAFs moved from 110 Sea Zone to 1st Luftflotten EDIT: 2 tactical_bombers moved from 1st Luftflotten to Western Germany 1 fighter moved from Holland Belgium to Western Germany EDIT: 1 GAirCommanderTac moved from 1st Luftflotten to GermanFlow 1 GermanUBoat moved from 112 Sea Zone to 110 Sea Zone 1 fighter moved from Finland to Western Germany 1 tactical_bomber moved from Finland to Norway 1 tactical_bomber moved from Finland to Norway 1 G_air_transport and 1 infantry moved from Western Germany to Gibraltar 1 German_Engineer and 3 mine_unarmeds moved from Western Germany to Normandy Bordeaux 1 German_Engineer moved from Normandy Bordeaux to Western Germany 3 mine_unarmeds moved from Germany to Western Germany 1 transport moved from 112 Sea Zone to 113 Sea Zone 1 elite and 1 infantry moved from Germany to 113 Sea Zone 1 elite, 1 infantry and 1 transport moved from 113 Sea Zone to 112 Sea Zone 1 elite and 1 infantry moved from 112 Sea Zone to Norway 2 german_paras moved from Germany to Romania 1 infantry moved from Romania to Eastern Poland 1 infantry moved from Poland to Eastern Poland 1 waffen_panzer moved from Germany to Western Germany 1 G_Rail and 1 German_LCV moved from Germany to Romania 1 ElitePanzer moved from Germany to Romania 1 G_Rail moved from Germany to Normandy Bordeaux 1 G_Rail and 1 infantry moved from Normandy Bordeaux to Eastern Poland 1 bomber moved from Rostov to Romania Place Units - Germans 1 GermanUBoat placed in 112 Sea Zone Turning on Edit Mode EDIT: Removing units owned by Germans from Normandy Bordeaux: 3 mine_unarmeds EDIT: Adding units owned by Changer to Normandy Bordeaux: 3 G_mine_NORM_110s EDIT: Turning off Edit Mode 1 ElitePanzer, 1 GAirCommander, 1 elite, 2 german_paras and 1 infantry placed in Germany 3 infantry placed in Normandy Bordeaux 1 SP_Artillery and 3 infantry placed in Western Germany Turning on Edit Mode EDIT: Removing units owned by Germans from Western Germany: 1 infantry EDIT: Adding units owned by Germans to Normandy Bordeaux: 3 Atlantic_Walls EDIT: Removing units owned by Germans from Western Germany: 1 infantry EDIT: Adding units owned by Germans to Normandy Bordeaux: 3 Atlantic_Walls EDIT: Turning off Edit Mode Turn Complete - Germans Trigger Germans RemoveConvoySZ110: has removed 1 Escort_Convoy owned by Germans in 110 Sea Zone Trigger Germans RemoveConvoySZ110: Germans has 1 Escort placed in 110 Sea Zone Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Germans collect 54 PUs; end with 54 PUs Trigger Germans AdvancedProduction: Germans met a national objective for an additional 12 Optional[PUs]; end with 66 Optional[PUs] Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 Optional[PUs]; end with 71 Optional[PUs] Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 76 PUs Combat Hit Differential Summary : Russians regular : -1.33 Germans regular : 6.00 British regular : 1.00 EXP-bvsb-7-1-26 G 5.tsvg
    • Panzerstahl-Helm 0P

      exp-game -10 - beelee (Axis) vs. panzer (Allies) - Operation "Straweberry Fields Forever"

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      @Panzerstahl-Helm-0 [image: 1785446601574-prost.png] [image: 1785446626891-rock-on.png]
    • TheDogT

      šŸ’„ 1941 Global Command Decision - Official Thread

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      Thanks Dog. In the game I am playing I am using Hard AI but I generally use a combination of both. Oh yeah in the stack the Russian AI was holding back in Yekaterinburg? area was not 150 TUV but about 81 units/ 640 TUV The AI kept a fair bit there since the start of the game really. With some old double hit 1941 tanks.
    • T

      How to add to Big World Variations

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      RogerCooperR
      I put it onto github under https://github.com/triplea-maps/thehobbesians_1939. I will add to the in-game downloader tomorrow.
    • alkexrA

      Middle Earth: Battle For Arda - Official Thread

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      Interesting video, and welcome back! I think the changes are interesting. Regarding tactics I do think that having 5 levels is a lot. I think that @shorogyth 's system seems reasonable. I'd also pull the plains bonus out of the tactics system (call it "defensive tactics") and have a separate plains attack bonus. That way horses can have a bonus there, and rangers won't automatically be good attacking on plains. I know it's a third number, but I think it'll be less confusing than tactics being mostly defense bonuses but also one attack bonus. Also, can you have more than a +-1bonus on some terrains? I feel like most flying units would need more than a -1 bonus on caves, especially because tactics give them bonuses. I agree with the relentless issue. I think it's cool for some units to ignore your defensive terrain advantage, but they should be rare and therefore scary. Having basically all orcs be relentless is pretty silly and makes plains better for defense than cities. Regarding unit abilities, I don't think rock paper scissors is necessarily bad, especially because not all factions are equally strong in each. If each faction has different strengths and weaknesses, it forces factions to collaborate more, and stops things from snowballing as much if one faction falls. Eg Gondor would spam rangers because they have good defense bonuses and would kill the winged nazgul (thereby denying mordor's leadership), so you could send flanking cavalry from Rhun or harad to eliminate them. Elven archers were much stronger than the spearmen, but fell very quickly to wargs, which forced the elves to diversify more. In particular, Isengard had no ranged units, so Rohan's flank cavalry was especially dangerous since it would directly target the fires of orthanc, and so isengard had to spend a lot of effort screening its siege forces. I think ranged support feels reasonable. I like all abilities that encourage using a variety of units. Eg the galadhrim archers are one of the most powerful units in the game, but they require you to buy the weaker elven spearmen to unlock their full value. I like the change to charge, since before formation made those units a liability because you couldn't make them not charge. Eg the warg riders were essentially useless for angmar because of this and rohan suffered hard. I do like the new ambush mechanic since it encourages more diversity in unit selection. I do think it should be allowed in cities though (that was the whole siege of osgilliath), and the fact that only a certain number of units can ambush will balance it. I'm not sure I like scouting as it is though. If scouting eliminates ambush, then you just need 1-2 units with scouting in your army and you're fine. And if those units are otherwise useful (eg rangers) then it makes ambushers useless. Maybe scouting should be like spearwall? Just decreasing the effectiveness of ambush so it's less good but still useful? So maybe barrow wights would have an ambush of 6, then eg warg scouts could have a scouting of 2, rangers 3, and wizards 6x2 or sth? I feel like something missing in the game is some notion of hit and run tactics for cavalry. Cavalry is expensive and strong and excels at taking out small groups, but you often can't take advantage of this because if you do it exposes your cavalry to counterattack where they won't make up their PU values. Meanwhile air units can do this which gives angmar and mordor a big advantage. Maybe some cavalry could have an ability wherein they (and only they) can independently retreat after the first round of combat, even if there's a win? This still requires some thought, since if you don't have a win in your first round you have to decide if it's worth leaving your cavalry open to guarantee the win, and cavalry is still worse than flying units since they don't get the whole combat or a noncombat move. But it makes cavalry much more tactically interesting Also a general thought, but I think rangers need to be a higher tier of ranged unit. They have excellent tactics, mountaineer, high movement, anti-flying, scouting, ambush, support, and maybe more. And given the lore this makes sense, but also in the lore they aren't common at all - the Dunedain are solitary and dying out. So I think buffing them and treating them more like weak creatures than elite infantry would make more sense. And then you could maybe have some weaker version for gondor representing Faramir's rangers which are just elite infantry
    • RogerCooperR

      Roger's Scenario Thread

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      RogerCooperR
      Name Age of Tribes: Primeval Description Civ-like tech tree on a map of Europe https://axisandallies.fandom.com/wiki/Age_of_Tribes:_Primeval [image: 1785718223587-9c6498ad-ec74-413d-b88d-119f033301cb-image.jpeg] Good Points The tech rules interesting Bad Points A simplistic East vs West alliance structure Note: This game would benefit from a random start.
    • 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.
    • B

      EXP Game 12 barnee vs Trout

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      @Trout Good Morning EXP Game 12 Trout J 9.tsvg There was error that wouldn't load JPN Trprts in NCM so I had to edit. I vaguely remember seeing that after the update and it was fixed. Forgot how weak JPN is. Well they have one job. Give the Germans enough time to get to Moscow lol We'll see how it goes
    • I

      Poll on how Defender Retreat should work

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      @VictoryFirst I don't think Properties are desired from a Engine coding standpoint. That is my understanding anyway. Dan addressed it above I believe. Edit So would want to limit their use
    • D

      Pact of Steel 2 mods for new Version

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      TheDogT
      @djggml So here is a working map.yml (remove the .txt to use it. map.yml.txt map_name: the_pact_of_steel games: - {game_name: Pact of Steel, file_name: pact_of_steel.xml} - {game_name: Pact of Steel 2, file_name: pact_of_steel_2.xml} - {game_name: Pact of Steel 233, file_name: pact_of_steel_233.xml} Note it has the version line removed.
    • B

      Creating new game with multiple friends

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      @beelee Unfortunate, but its good to know its currently not working rather than something I was doing wrong, ty.
    • 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
    • E

      IllegalStateException

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      @Cernel yes there's a temporary workaround which is to go to "show current game". i say it is attached to being online because it's ok with a local game.
    • T

      EXP G40 Game 4 Trout (Axis) vs Panzer (Allies)

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      Panzerstahl-Helm 0P
      @trout Ciao- Nothing exciting on ANZACs turn. They are building up their fleet a bit and preparing for some....holidays in the Pacific. BR c1546cac-e896-4615-b39c-64ce8cf91d0e-exp-game-4-trout-vs.panzer-ANZ6.tsvg
    • 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.
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