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    • B

      EXP Game 9 barnee vs Trout
      Play By Forum • • beelee

      100
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      100
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      2203
      Views

      B

      @trout

      The two Navies clash again.

      Screenshot from 2026-01-13 19-22-04.png

      EXP Game 9 Trout J 9 Combat.tsvg

      I will max protect for you and if Allies win you can shuffle casualties with ANZC

      The Rising Sun with a hard first rd strike. All there 4's hit and a 1. Probably at least 3 above avg

      Screenshot from 2026-01-13 19-28-03.png

      Screenshot from 2026-01-13 19-32-47.png

      Not the response you needed. Looks like about 2 below avg

      Screenshot from 2026-01-13 19-34-16.png

      Screenshot from 2026-01-13 19-36-38.png

      Rd 2 about avg

      Screenshot from 2026-01-13 19-37-37.png

      Screenshot from 2026-01-13 19-38-34.png

      Some nice damage here. About 2 above avg.

      Screenshot from 2026-01-13 19-39-29.png

      One final hit for the Allies

      Screenshot from 2026-01-13 19-42-44.png

      Game History

      Round: 9 Purchase Units - Japanese Japanese buy 1 Escort, 1 Hvycarrier, 4 TotalWarFighters, 2 armour, 1 artillery, 1 elite, 3 infantry and 1 mech_infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese Trigger Banzai: Japanese has 1 Banzai placed in Japan Trigger RailMovementAutoPlaceJapanese: Japanese has 2 J_Rails placed in Kiangsu 1 artillery moved from Philippines to 35 Sea Zone 1 artillery and 1 transport moved from 35 Sea Zone to 49 Sea Zone 1 artillery moved from 49 Sea Zone to Solomon Islands 1 elite and 1 infantry moved from Philippines to 35 Sea Zone 1 Escort_Convoy, 2 Heavy_BBs, 2 NavyFighters, 2 battleships, 5 carriers, 1 cruiser, 1 elite, 7 fighters, 1 infantry, 1 pacific_BB, 1 pacific_carrier, 1 pacific_cruiser, 1 submarine, 3 tactical_bombers and 1 transport moved from 35 Sea Zone to 33 Sea Zone 2 bombers moved from Philippines to 33 Sea Zone 1 Escort moved from 6 Sea Zone to 16 Sea Zone 5 infantry moved from Japan to 6 Sea Zone 1 infantry moved from Korea to 6 Sea Zone 1 Escort_Convoy, 2 JPN_Pacific_DDs, 4 NavyFighters, 3 carriers, 1 fighter, 6 infantry, 1 tactical_bomber and 2 transports moved from 6 Sea Zone to 33 Sea Zone 1 elite and 7 infantry moved from 33 Sea Zone to Caroline Islands 1 Banzai moved from Japan to Caroline Islands Combat - Japanese Battle in Solomon Islands Changer loiter and taunt; Japanese attack with 1 artillery Changer defend; ANZAC defend with 1 aaGun Japanese roll dice for 1 artillery in Solomon Islands, round 2 : 0/1 hits, 0.33 expected hits ANZAC roll dice for 1 aaGun in Solomon Islands, round 2 : 0/0 hits, 0.00 expected hits Japanese roll dice for 1 artillery in Solomon Islands, round 3 : 1/1 hits, 0.33 expected hits ANZAC roll dice for 1 aaGun in Solomon Islands, round 3 : 0/0 hits, 0.00 expected hits 1 aaGun owned by the ANZAC lost in Solomon Islands Japanese win, taking Solomon Islands from ANZAC with 1 artillery remaining. Battle score for attacker is 5 Casualties for ANZAC: 1 aaGun Battle in 33 Sea Zone Japanese attack with 2 Escort_Convoys, 2 Heavy_BBs, 2 JPN_Pacific_DDs, 6 NavyFighters, 2 battleships, 2 bombers, 8 carriers, 1 cruiser, 8 fighters, 1 pacific_BB, 1 pacific_carrier, 1 pacific_cruiser, 1 submarine, 4 tactical_bombers and 3 transports Americans defend with 2 Escort_Convoys, 2 Heavy_BBs, 4 NavyFighters, 4 carriers, 2 destroyers, 1 pacific_cruiser, 1 pacific_submarine, 4 transports, 2 usa_fighters and 2 usa_tactical_bombers; ANZAC defend with 2 carriers, 1 cruiser, 2 destroyers, 4 fighters and 3 transports Japanese roll dice for 1 submarine in 33 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits Japanese roll dice for 2 Escort_Convoys, 2 Heavy_BBs, 2 JPN_Pacific_DDs, 6 NavyFighters, 2 battleships, 2 bombers, 8 carriers, 1 cruiser, 8 fighters, 1 pacific_BB, 1 pacific_carrier, 1 pacific_cruiser, 4 tactical_bombers and 3 transports in 33 Sea Zone, round 2 : 22/33 hits, 18.33 expected hits Units damaged: 2 Heavy_BBs owned by the Americans Americans roll dice for 1 pacific_submarine in 33 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits Americans roll dice for 2 Escort_Convoys, 2 Heavy_BBs, 4 NavyFighters, 6 carriers, 1 cruiser, 4 destroyers, 4 fighters, 1 pacific_cruiser, 7 transports, 2 usa_fighters and 2 usa_tactical_bombers in 33 Sea Zone, round 2 : 16/37 hits, 17.50 expected hits Units damaged: 1 pacific_BB owned by the Japanese, 1 pacific_carrier owned by the Japanese, 2 carriers owned by the Japanese, 2 battleships owned by the Japanese and 2 Heavy_BBs owned by the Japanese 2 NavyFighters owned by the Japanese and 2 carriers owned by the Japanese lost in 33 Sea Zone 2 carriers owned by the ANZAC, 2 destroyers owned by the Americans, 2 destroyers owned by the ANZAC, 1 Escort_Convoy owned by the Americans, 4 carriers owned by the Americans and 1 pacific_submarine owned by the Americans lost in 33 Sea Zone Japanese roll dice for 1 submarine in 33 Sea Zone, round 3 : 0/1 hits, 0.33 expected hits Japanese roll dice for 2 Escort_Convoys, 2 Heavy_BBs, 2 JPN_Pacific_DDs, 4 NavyFighters, 2 battleships, 2 bombers, 6 carriers, 1 cruiser, 8 fighters, 1 pacific_BB, 1 pacific_carrier, 1 pacific_cruiser, 4 tactical_bombers and 3 transports in 33 Sea Zone, round 3 : 17/31 hits, 17.33 expected hits Americans roll dice for 1 Escort_Convoy, 2 Heavy_BBs, 4 NavyFighters, 1 cruiser, 4 fighters, 1 pacific_cruiser, 7 transports, 2 usa_fighters and 2 usa_tactical_bombers in 33 Sea Zone, round 3 : 15/26 hits, 13.67 expected hits Units damaged: 4 carriers owned by the Japanese 1 infantry owned by the Japanese, 4 NavyFighters owned by the Japanese, 2 Escort_Convoys owned by the Japanese, 1 JPN_Pacific_DD owned by the Japanese, 1 pacific_carrier owned by the Japanese, 2 carriers owned by the Japanese and 1 pacific_cruiser owned by the Japanese lost in 33 Sea Zone 2 usa_fighters owned by the Americans, 4 fighters owned by the ANZAC, 1 cruiser owned by the ANZAC, 1 pacific_cruiser owned by the Americans, 1 Escort_Convoy owned by the Americans, 2 usa_tactical_bombers owned by the Americans, 2 Heavy_BBs owned by the Americans and 4 NavyFighters owned by the Americans lost in 33 Sea Zone Japanese roll dice for 1 submarine in 33 Sea Zone, round 4 : 0/1 hits, 0.33 expected hits Japanese roll dice for 2 Heavy_BBs, 1 JPN_Pacific_DD, 2 battleships, 2 bombers, 4 carriers, 1 cruiser, 8 fighters, 1 pacific_BB, 4 tactical_bombers and 3 transports in 33 Sea Zone, round 4 : 17/23 hits, 14.17 expected hits Americans roll dice for 7 transports in 33 Sea Zone, round 4 : 1/7 hits, 1.17 expected hits 1 submarine owned by the Japanese lost in 33 Sea Zone 3 transports owned by the ANZAC and 4 transports owned by the Americans lost in 33 Sea Zone Japanese win with 2 Heavy_BBs, 1 JPN_Pacific_DD, 2 battleships, 2 bombers, 4 carriers, 1 cruiser, 8 fighters, 1 pacific_BB, 4 tactical_bombers and 3 transports remaining. Battle score for attacker is 177 Casualties for Japanese: 2 Escort_Convoys, 1 JPN_Pacific_DD, 6 NavyFighters, 4 carriers, 1 infantry, 1 pacific_carrier, 1 pacific_cruiser and 1 submarine Casualties for Americans: 2 Escort_Convoys, 2 Heavy_BBs, 4 NavyFighters, 4 carriers, 2 destroyers, 1 pacific_cruiser, 1 pacific_submarine, 4 transports, 2 usa_fighters and 2 usa_tactical_bombers Casualties for ANZAC: 2 carriers, 1 cruiser, 2 destroyers, 4 fighters and 3 transports Battle in Caroline Islands Changer loiter and taunt; Japanese attack with 1 Banzai, 1 elite and 6 infantry Changer defend; ANZAC defend with 1 airfield, 1 artillery, 1 harbour and 3 infantry Japanese roll dice for 1 Banzai, 1 elite and 6 infantry in Caroline Islands, round 2 : 3/8 hits, 2.67 expected hits ANZAC roll dice for 1 artillery and 3 infantry in Caroline Islands, round 2 : 1/4 hits, 1.33 expected hits 1 infantry owned by the Japanese lost in Caroline Islands 3 infantry owned by the ANZAC lost in Caroline Islands Japanese roll dice for 1 Banzai, 1 elite and 5 infantry in Caroline Islands, round 3 : 5/7 hits, 2.33 expected hits ANZAC roll dice for 1 artillery in Caroline Islands, round 3 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Japanese lost in Caroline Islands 1 artillery owned by the ANZAC lost in Caroline Islands Japanese win, taking Caroline Islands from ANZAC with 1 Banzai, 1 elite and 4 infantry remaining. Battle score for attacker is 7 Casualties for Japanese: 2 infantry Casualties for ANZAC: 1 artillery and 3 infantry Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 92 Sea Zone Non Combat Move - Japanese Trigger RemoveBanzai: has removed 1 Banzai owned by Japanese in Caroline Islands Trigger Wolfpack at92 SeaZones: Germans has 1 Wolfpack placed in 92 Sea Zone Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveJapanese: has removed 2 J_Rails owned by Japanese in Yunnan 1 fighter and 1 tactical_bomber could not land in 33 Sea Zone and were removed 2 bombers moved from 33 Sea Zone to Philippines 1 air_transport moved from Philippines to Japan 7 fighters and 3 tactical_bombers moved from 33 Sea Zone to Paulau Island 1 transport moved from 35 Sea Zone to 6 Sea Zone 1 armour moved from Malaya to Yunnan 1 infantry moved from Shan State to Yunnan 2 infantry moved from French Indo China to Yunnan 1 elite moved from Malaya to Shan State 1 aaGun, 10 armour, 1 fighter, 1 mech_infantry and 1 tactical_bomber moved from Kweichow to Yunnan 1 J_Rail moved from Kiangsu to Malaya 1 J_Rail and 1 infantry moved from Malaya to Yunnan 1 J_Rail moved from Kiangsu to Siam 1 J_Rail and 1 infantry moved from Siam to Yunnan 2 armour and 1 mech_infantry moved from Shantung to Kweichow 1 aaGun moved from Jehol to Anhwe EDIT: 1 Japanese_LCV and 1 elite moved from Japan to Korea Place Units - Japanese 1 Escort and 1 Hvycarrier placed in 6 Sea Zone 4 TotalWarFighters, 1 elite and 1 infantry placed in Japan 2 armour and 1 mech_infantry placed in Shantung 1 artillery and 2 infantry placed in Korea Trigger JapaneseTotalWarFighterPlaceJapan4: has removed 4 TotalWarFighters owned by Japanese in Japan Trigger JapaneseTotalWarFighterPlaceJapan4: Japanese has 4 fighters placed in Japan Turn Complete - Japanese Trigger Japanese RemoveConvoySZ6Invert: has removed 1 Escort owned by Japanese in 6 Sea Zone Trigger Japanese RemoveConvoySZ6Invert: Japanese has 1 Escort_Convoy placed in 6 Sea Zone Japanese collect 56 PUs; end with 56 PUs Trigger Japanese Controls DNG Pacific Expanded: Japanese met a national objective for an additional 2 PUs; end with 58 PUs Trigger Japanese Controls Celebes Pacific Expanded: Japanese met a national objective for an additional 1 PUs; end with 59 PUs Trigger Japanese Controls Philippines Pacific Expanded: Japanese met a national objective for an additional 3 PUs; end with 62 PUs Trigger Japanese Controls Guam Pacific Expanded: Japanese met a national objective for an additional 1 PUs; end with 63 PUs Trigger Japanese Controls SolomonIslands Pacific Expanded: Japanese met a national objective for an additional 2 PUs; end with 65 PUs Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 PUs; end with 73 PUs Trigger Japanese Controls WakeIsland Pacific Expanded: Japanese met a national objective for an additional 2 PUs; end with 75 PUs Objective Japanese 5 Control China: Japanese met a national objective for an additional 5 PUs; end with 80 PUs

      Combat Hit Differential Summary :

      Americans regular : -0.50 Japanese regular : 8.50 ANZAC regular : 0.33

      EXP Game 9 Trout J 9.tsvg

      Well IJN definitely hit above avg but not quite as skewed as it looks as the last rd didn't really matter. Probably a 5 spot though which is still signifigant.

      Dam thougt I'd saved a CV but guess not. Well it's eay to make a Command mistake in the heat of a big battle 🙂

      Uncle Sam will just build another one once again lol. You have a good nucleus for it anyway 🙂

      Still a major defeat. IJN did about twice the expected damage.

      Hard to say for sure as computer will take the Trprts first. I removed the IJN trprts from the calc.

      Screenshot from 2026-01-13 19-56-23.png

      Screenshot from 2026-01-13 19-59-03.png

    • Panzerstahl-Helm 0

      Game 3 Trout (Allies) vs. Panzer (Axis)
      Play By Forum • • Panzerstahl-Helm 0

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      Panzerstahl-Helm 0

      @Trout

      Game History

      Round: 4 Purchase Units - Japanese Japanese buy 1 Heavy_BB, 1 air_transport, 1 elite, 8 infantry and 1 mech_infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese Trigger RailMovementAutoPlaceJapanese: Japanese has 2 J_Rails placed in Kiangsu 1 infantry moved from Suiyuyan to Shensi Japanese take Shensi from Chinese 1 infantry moved from Kweichow to Hopei 3 artilleries and 8 infantry moved from Kweichow to Szechwan 1 artillery moved from Chahar to Hopei 1 fighter and 1 tactical_bomber moved from Kweichow to Hopei 1 infantry moved from Buyant-Uhaa to Ulaanbaatar Japanese take Ulaanbaatar from Russians 1 elite and 1 infantry moved from Soviet Far East to Siberia Japanese take Siberia from Russians 2 bombers moved from Kiangsi to Hopei Combat - Japanese Battle in Szechwan Japanese attack with 3 artilleries and 8 infantry Chinese defend with 1 infantry Japanese roll dice for 3 artilleries and 8 infantry in Szechwan, round 2 : 4/11 hits, 2,83 expected hits Chinese roll dice for 1 infantry in Szechwan, round 2 : 1/1 hits, 0,33 expected hits 1 infantry owned by the Japanese lost in Szechwan 1 infantry owned by the Chinese lost in Szechwan Japanese win, taking Szechwan from Chinese with 3 artilleries and 7 infantry remaining. Battle score for attacker is 0 Casualties for Japanese: 1 infantry Casualties for Chinese: 1 infantry Battle in Hopei Japanese attack with 1 artillery, 2 bombers, 1 fighter, 1 infantry and 1 tactical_bomber Chinese defend with 1 infantry Japanese roll dice for 1 artillery, 2 bombers, 1 fighter, 1 infantry and 1 tactical_bomber in Hopei, round 2 : 4/6 hits, 3,17 expected hits Chinese roll dice for 1 infantry in Hopei, round 2 : 1/1 hits, 0,33 expected hits 1 infantry owned by the Japanese lost in Hopei 1 infantry owned by the Chinese lost in Hopei Japanese win, taking Hopei from Chinese with 1 artillery, 2 bombers, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 0 Casualties for Japanese: 1 infantry Casualties for Chinese: 1 infantry Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 93 Sea Zone Non Combat Move - Japanese Trigger Wolfpack at93 SeaZones: Germans has 1 Wolfpack placed in 93 Sea Zone Trigger RailMovementAutoPlaceRemoveJapanese: has removed 2 J_Rails owned by Japanese in Amur 1 fighter and 1 tactical_bomber moved from Hopei to Kwangsi 1 submarine moved from 39 Sea Zone to 57 Sea Zone 1 submarine moved from 41 Sea Zone to 44 Sea Zone 2 bombers moved from Hopei to Kiangsi 1 aaGun moved from Kweichow to Szechwan 1 artillery and 1 infantry moved from Kiangsi to Kwangsi 1 battleship, 1 carrier and 1 cruiser moved from 36 Sea Zone to 35 Sea Zone 1 fighter and 1 tactical_bomber moved from 36 Sea Zone to 35 Sea Zone 1 Japan_destroyer and 1 submarine moved from 36 Sea Zone to 35 Sea Zone 1 carrier moved from 6 Sea Zone to 35 Sea Zone 1 tactical_bomber moved from 6 Sea Zone to Amur 1 fighter and 1 tactical_bomber moved from Kiangsi to Amur 1 armour and 1 mech_infantry moved from Chahar to Amur 1 artillery and 5 infantry moved from Kiangsu to 19 Sea Zone 1 elite moved from Japan to 6 Sea Zone 1 infantry moved from Korea to 6 Sea Zone 1 submarine moved from 6 Sea Zone to 35 Sea Zone 2 infantry moved from Korea to 6 Sea Zone 1 elite, 3 infantry and 2 transports moved from 6 Sea Zone to 35 Sea Zone 1 tactical_bomber moved from 6 Sea Zone to Kwangsi 7 infantry moved from Korea to Amur 1 artillery and 4 infantry moved from Manchuria to Amur 2 J_Rails moved from Kiangsu to Jehol 2 J_Rails and 2 infantry moved from Jehol to Amur 3 infantry moved from Jehol to Anhwe 1 fighter and 1 tactical_bomber moved from Kiangsi to Anhwe 2 bombers moved from Kiangsi to Kwangsi 1 artillery and 4 infantry moved from Buyant-Uhaa to Central Mongolia 1 fighter moved from Manchuria to Amur 1 tactical_bomber moved from Manchuria to Central Mongolia 1 fighter moved from 6 Sea Zone to Kwangsi 1 carrier moved from 6 Sea Zone to 35 Sea Zone 1 tactical_bomber moved from Kiangsi to Kwangsi 1 fighter moved from Kiangsi to Kwangsi 1 Japan_destroyer, 1 artillery, 5 infantry and 3 transports moved from 19 Sea Zone to 35 Sea Zone 1 battleship moved from 19 Sea Zone to 6 Sea Zone 1 submarine moved from 35 Sea Zone to 42 Sea Zone 1 submarine moved from 35 Sea Zone to 43 Sea Zone Place Units - Japanese 1 Heavy_BB placed in 6 Sea Zone 1 air_transport and 1 elite placed in Japan 8 infantry and 1 mech_infantry placed in Korea Turn Complete - Japanese Japanese collect 39 PUs; end with 39 PUs Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 PUs; end with 47 PUs Objective Japanese 1 Trade With America: Japanese met a national objective for an additional 10 PUs; end with 57 PUs

      Combat Hit Differential Summary :

      Chinese regular : 1,33 Japanese regular : 2,00

      f252525b-b0ff-4407-b1a1-b4c54b1310cc-exp-game-3-trout-vs.panzer-j4.tsvg

    • B

      Game 1 Multi Panzer Alex vs Trout barnee
      Play By Forum • • beelee

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      B

      @Alexander

      Good Evening

      Nippon is up

      Game History

      Round: 2 Purchase Units - Russians Note to players Russians: It is Late 1940 and the Red Army has begun Organizing Army Groups. You may have up to 2 Army Groups. Only 1 may be active per Territory. Trigger Army GroupUSSR: buyArmy_Group added to productionRussians Russians buy 1 Soviet_Commisar, 1 armour, 1 elite, 2 infantry, 10 mine_unarmeds and 2 russian_paras; Remaining resources: 0 PUs; 3 AirLendLease; 3 TankLendLease; Combat Move - Russians Trigger RailMovementAutoPlaceRussians: Russians has 1 R_Europe_Rail and 2 Russian_Rails placed in Russia Combat - Russians Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 110 Sea Zone Non Combat Move - Russians Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 R_Europe_Rail and 2 Russian_Rails owned by Russians in Karelia 1 aaGun and 1 infantry moved from Amur to Buryatia 1 armour and 1 mech_infantry moved from Caucasus to Kazakhstan 1 infantry moved from Rostov to Caucasus 1 infantry moved from Ukraine to Rostov 1 armour and 1 mech_infantry moved from Bryansk to Belarus 2 aaGuns, 1 artillery and 1 infantry moved from Bryansk to Belarus 1 Russian_Engineer and 3 mine_unarmeds moved from Russia to Volgograd 1 Russian_Engineer and 3 mine_unarmeds moved from Russia to Belarus 1 R_Europe_Rail, 2 Russian_Rails and 3 mine_unarmeds moved from Russia to Karelia 1 Soviet_Commisar moved from Russia to Belarus 1 elite and 1 mine_unarmed moved from Russia to Bryansk 1 russian_para moved from Russia to Novgorod 1 submarine moved from 112 Sea Zone to 105 Sea Zone Place Units - Russians 1 Soviet_Commisar, 1 elite, 10 mine_unarmeds and 2 russian_paras placed in Russia 1 infantry placed in Ukraine 1 armour and 1 infantry placed in Novgorod Turn Complete - Russians Russians collect 37 PUs; end with 37 PUs

      EXP Game 1 Multi APbT R 2.tsvg

      At All

      I made a mistake and didn't unload the AAGun to Java, so i will need to edit for ANZC

      My bad 😊

      Here we go 🙂

      EXP Game 1 Multi APbT R 2 ANZC Edit.tsvg

    • W

      Is TripleA finally dead
      Development • • wc_sumpton

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      TheDog

      @johnnycat
      The above is mainly about the TripleA 2.7 engine released as a stable.
      TripleA operates on just a few hundred dollars for server use, each year.

      Depending on your time available, testing this version
      https://github.com/triplea-game/triplea/releases/tag/2.7.15364
      would be worthwhile as serious time/effort by the Devs has gone into fixing the issues above.

      There are about a dozen people, who regularly support/test/develop and we always need more.

      The real meat of what happens to the TripleA engine happens on GitHub
      see here
      https://github.com/triplea-game/triplea/issues?q=is%3Aissue state%3Aopen label%3A2.7 label%3A"Major"

      and new Devs could pick from here
      https://github.com/triplea-game/triplea/issues?q=is%3Aissue state%3Aopen label%3A2.7 label%3A"Good First Issue"

      These two lists are a small snapshot of what the Devs are/could be working on.

      As the Devs are volunteers, that is skilled coders who do it for free, every time they post on this forum is less time they are developing, so please bear that in mind when they post.

    • Kindwind

      Game Engine Rules (AI Training)
      Development • • Kindwind

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      RogerCooper

      @kindwind If you want to try a neural net AI for TripleA, you would need to modify TripleA to support repeated self-play. For example of programs that support repeated self-play checkout Ludii & Chess Arena.

      Supporting repeated self-play would be project of moderate difficulty in Java. (TripleA already supports self-play). You would need to learn Java (Vibe coding doesn't cut it).. Repeated self-play would also be useful for balancing mods.

      I don't know how well a neural net would play TripleA. The number of possible moves in Go is a most 361, far fewer than the number of possible moves in a TripleA game. An effort to get a neural net to play a 2-player Risk variant did not go well.

      One advantage is that TripleA already has heuristic AI's that could be used to train a neural net.

    • RogerCooper

      Scenario Reviews
      Maps & Mods • • RogerCooper

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      JohnnyCat

      @ubernaut I just read that it got shut down... but that's ok

    • B

      End of Turn Goes Immediately to Next Player
      Player Help • • beelee

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      ubernaut

      @beelee cool o7

    • B

      France Goes First map (also posted on the Axis and Allies forum)
      Player Help • • BattleshipYamato

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      B

      @wc_sumpton

      Yeah, the 2.7 version has a lot of visual issues.

      I just opened the 2.5 version, it's great.

    • C

      Modern Warfare Map Idea
      Maps & Mods • • chewbaluba

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      RogerCooper

      @thedog You may want to check my wiki for modern scenarios at https://axisandallies.fandom.com/wiki/Category:Timeline?from=2001

      There are a number of mods and maps they may give you some ideas.

    • Kindwind

      ML and Cloud deployment
      Development • • Kindwind

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      RogerCooper

      @kindwind It would seem that training against random games would be every inefficient compared to training against the AI that TripleA comes with.TripleA is not Go, random play should be very bad.

    • TheDog

      The Grand War for 2.7
      Map Making • • TheDog

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      TheDog

      @rogercooper
      Thanks!

    • K

      Mobile version?
      Feature Requests & Ideas • • kyle1984

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      LaFayette

      On the roadmap is to change how TripleA represents the state of the game to be a plain text file instead of a binary encoding. Once that is done, it'll be a lot easier to interoperate different TripleA game clients (ie: a mobile version that interoperates with a desktop version).

      The level of effort to reach that goal is pretty high though. It's been an uphill battle to tackle our current goals... I do agree it would be pretty sweet to be able to play a turn of TripleA during coffee breaks.

    • AdmTamer

      civilian factories and debt
      Feature Requests & Ideas • • AdmTamer

      2
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      RogerCooper

      @admtamer Units can produce or cost PU's, which allows you to implement these features in a mod.

    • S

      Operation Obliterate
      Play By Forum • • sgrom8504

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      B

      @sgrom8504

      Right Arm 💪

      Let us know if you need help

    • S

      A more challenging AI
      Maps & Mods • • Samurai JD

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      RogerCooper

      @samurai-jd said in A more challenging AI:

      Re: 💥 1941 Global Command Decision - Official Thread

      First, for a guy who has played TripleA in the earliest of days and before that all the published versions of the Axis and Allies board games since the 1980s, the GCD map and rules is a true masterpiece. Thank you.

      I play solo. Can anything be done to improve the skill of the AI? I have tried both Fast and Hard modes. No matter how I favor the AI (through multiple iterations as either Axis or Allies) the AI is finished by the 7th round. In my most current effort, I start with 2700 units for the Axis and 2400 units for the Allies. Especially when the AI plays as the Allies, I can NEVER get the USA to invade Continental Europe no matter how favorable I set the situation.

      I appreciate your time and the incredible game that you have so elegantly created.

      Samurai JD

      A large, complex mod such as 1941 Global Command decision is difficult for the AI to play properly. More units just makes it worse.

      You would need either to change to mod to help the AI or give the US units near Europe each turn using the editor

    • M

      Casual Game Father v Son 1x3x26
      Play By Forum • • mshanaplayerson

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      B

      @mshanaplayerson

      Sweet ! Let us know if you need any help 🙂

    • B

      EXP Game 1 barnee vs Crockett
      Play By Forum • • beelee

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      No one has replied

    • Albert Ahn

      wavecatcher vs dimension9200
      Play By Forum • • Albert Ahn

      1
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      No one has replied

    • G

      WW2 1940 Global - JKB vs PJM
      Play By Forum • • Gunslinger

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      No one has replied

    • 1 / 1