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    • B

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

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      B

      @trout

      lol Novgorod turning into a bloodbath. Must be something in the water in lenningrad. The defenders don't seem to do too good 🙂

      and the Red Air Force is back 🙂

      Game History

      Round: 8 Purchase Units - Japanese Japanese buy 2 Escorts, 2 Fortifications, 1 Hvy_Ind_2, 4 TotalWarNavyFtrs, 2 armour, 1 elite, 1 factory_minor, 5 infantry and 1 mech_infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Place Units - Japanese Units in Japan being upgraded or consumed: 1 factory_major 1 Hvy_Ind_2 placed in Japan Combat Move - Japanese Trigger Banzai: Japanese has 1 Banzai placed in Japan Trigger RailMovementAutoPlaceJapanese: Japanese has 2 J_Rails placed in Kiangsu 1 fighter and 1 tactical_bomber moved from 6 Sea Zone to 25 Sea Zone 1 Escort moved from 16 Sea Zone to 25 Sea Zone 1 elite moved from Japan to 6 Sea Zone 2 infantry moved from Japan to 6 Sea Zone 1 Japan_destroyer, 1 elite, 2 infantry and 1 pacific_transport moved from 6 Sea Zone to 31 Sea Zone 1 Banzai moved from Japan to Wake Island 1 elite and 2 infantry moved from 31 Sea Zone to Wake Island Combat - Japanese Battle in Wake Island Changer loiter and taunt; Japanese attack with 1 Banzai, 1 elite and 2 infantry Changer defend; Americans defend with 1 airfield and 1 infantry Japanese roll dice for 1 Banzai, 1 elite and 2 infantry in Wake Island, round 2 : 0/4 hits, 1.33 expected hits Americans roll dice for 1 infantry in Wake Island, round 2 : 0/1 hits, 0.33 expected hits Japanese roll dice for 1 Banzai, 1 elite and 2 infantry in Wake Island, round 3 : 1/4 hits, 1.33 expected hits Americans roll dice for 1 infantry in Wake Island, round 3 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Americans lost in Wake Island Japanese win, taking Wake Island from Americans with 1 Banzai, 1 elite and 2 infantry remaining. Battle score for attacker is 3 Casualties for Americans: 1 infantry Battle in 25 Sea Zone Japanese attack with 1 Escort, 1 fighter and 1 tactical_bomber Americans defend with 1 destroyer Japanese roll dice for 1 Escort, 1 fighter and 1 tactical_bomber in 25 Sea Zone, round 2 : 3/3 hits, 1.33 expected hits Americans roll dice for 1 destroyer in 25 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 destroyer owned by the Americans lost in 25 Sea Zone Japanese win with 1 Escort, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 7 Casualties for Americans: 1 destroyer 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 Wake Island Trigger Wolfpack at92 SeaZones: Germans has 1 Wolfpack placed in 92 Sea Zone Trigger RailMovementAutoPlaceRemoveJapanese: has removed 2 J_Rails owned by Japanese in Malaya 1 fighter and 1 tactical_bomber moved from 25 Sea Zone to 6 Sea Zone 1 Japan_destroyer moved from 33 Sea Zone to 42 Sea Zone 1 air_transport and 1 infantry moved from Japan to Caroline Islands 1 infantry moved from Japan to 6 Sea Zone 1 Japan_destroyer and 1 infantry moved from 6 Sea Zone to 33 Sea Zone 1 infantry moved from 33 Sea Zone to Caroline Islands 1 carrier moved from 35 Sea Zone to 6 Sea Zone 1 Escort_Convoy, 1 Heavy_BB and 1 pacific_BB moved from 6 Sea Zone to 35 Sea Zone 1 transport moved from 19 Sea Zone to 6 Sea Zone 1 infantry moved from Shan State to Malaya 1 elite moved from Yunnan to Burma 1 infantry moved from Yunnan to Shan State 2 infantry moved from Kweichow to Yunnan 3 armour moved from Shantung to Kweichow 1 J_Rail and 1 infantry moved from Kiangsu to Malaya 1 J_Rail moved from Kiangsu to Anhwe 1 J_Rail and 1 infantry moved from Anhwe to Malaya 1 aaGun moved from Manchuria to Jehol Place Units - Japanese 1 factory_minor placed in Korea 2 armour and 1 mech_infantry placed in Shantung 2 Escorts and 4 TotalWarNavyFtrs placed in 6 Sea Zone 1 elite and 5 infantry placed in Japan 2 Fortifications placed in Caroline Islands Turning on Edit Mode EDIT: Removing units owned by Japanese from 6 Sea Zone: 1 fighter EDIT: Adding units owned by Japanese to 35 Sea Zone: 1 fighter EDIT: Turning off Edit Mode Trigger JapaneseTotalWarNavyFighterPlaceJapan4: has removed 4 TotalWarNavyFtrs owned by Japanese in 6 Sea Zone Trigger JapaneseTotalWarNavyFighterPlaceJapan4: Japanese has 4 NavyFighters placed in 6 Sea Zone Turn Complete - Japanese Note to players Japanese: <body><b>It is Late 1943 and Our Shipyards are Hard at Work.<br><br>We will soon Launch 2 new Destroyers. They may only Operate in the Pacific and Indian Oceans.<b></body> 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 57 PUs; end with 57 PUs Trigger Japanese Controls DNG Pacific Expanded: Japanese met a national objective for an additional 2 PUs; end with 59 PUs Trigger Japanese Controls Celebes Pacific Expanded: Japanese met a national objective for an additional 1 PUs; end with 60 PUs Trigger Japanese Controls Philippines Pacific Expanded: Japanese met a national objective for an additional 3 PUs; end with 63 PUs Trigger Japanese Controls Guam Pacific Expanded: Japanese met a national objective for an additional 1 PUs; end with 64 PUs Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 PUs; end with 72 PUs Trigger Japanese Controls WakeIsland Pacific Expanded: Japanese met a national objective for an additional 2 PUs; end with 74 PUs Objective Japanese 5 Control China: Japanese met a national objective for an additional 5 PUs; end with 79 PUs

      Combat Hit Differential Summary :

      Americans regular : -1.00 Japanese regular : 0.00

      EXP Game 9 Trout J 8.tsvg

    • TheDog

      💥 Another World v AI - Official Thread
      Maps & Mods • • TheDog

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      Simon Hibbs

      @thedog Apologies, I have limited time for gaming and such at the moment. Visiting family. Thanks for the info, I'll take a look in the new year, or earlier if I get the chance.

    • W

      Is TripleA finally dead
      Development • • wc_sumpton

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      frigoref

      @wc_sumpton
      I do not understand why you request the roll back of those PR, but you better discuss this with @LaFayette as he created them. Even if they are not solving the problem you have, they could still be legit.
      Could you please provide a reproducible example for the problem(s) you are facing / refer to the GitHub issue in which this is described? Otherwise, it will be hard to answer the question "Why was the game not showing the proper amount of PUs for the AI player?".
      PS: Please refrain from flaming further. I understand you are frustrated, but it is not helping to get things resolved again. We are all working here in good faith and the best intentions, there is not need for this.

    • B

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

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      B

      @panzerstahl-helm-0 @Alexander

      yea not much one can do once combat starts except handroll and fight in edit.

      No harm no foul 🙂

      Game History

      Round: 1 Purchase Units - Russians Russians buy 2 Russian_Engineers, 1 Soviet_Commisar, 1 armour, 1 elite, 10 mine_unarmeds and 1 russian_para; 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 112 Sea Zone Non Combat Move - Russians Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 Russian_Rail owned by Russians in Bryansk Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 R_Europe_Rail and 1 Russian_Rail owned by Russians in Caucasus 1 R_Europe_Rail moved from Russia to Volgograd 1 Russian_Rail moved from Russia to Ukraine EDIT: 1 R_Europe_Rail and 1 russian_minor moved from Volgograd to Caucasus EDIT: 1 Russian_Rail and 1 russian_minor moved from Ukraine to Bryansk 1 armour and 1 mech_infantry moved from Volgograd to Caucasus 1 infantry moved from Ukraine to Rostov 1 infantry moved from Bessarabia to Western Ukraine 1 infantry moved from Ukraine to Western Ukraine 1 infantry moved from Eastern Poland to Western Ukraine 2 infantry moved from Baltic States to Belarus 1 cruiser moved from 115 Sea Zone to 114 Sea Zone 5 infantry moved from Novgorod to Belarus 3 infantry moved from Vyborg to Karelia 1 artillery moved from Novgorod to Karelia 1 aaGun moved from Novgorod to Karelia 1 submarine moved from 127 Sea Zone to 112 Sea Zone 1 armour and 1 mech_infantry moved from Russia to Bryansk 1 artillery and 1 infantry moved from Russia to Bryansk 2 aaGuns moved from Russia to Bryansk 1 fighter and 1 tactical_bomber moved from Russia to Novosibirsk 1 Russian_Rail moved from Russia to Sakha 1 Russian_Rail and 1 aaGun moved from Sakha to Caucasus 4 infantry moved from Amur to Buryatia 1 aaGun moved from Sakha to Amur 6 infantry moved from Sakha to Buryatia 1 infantry moved from Archangel to Belarus Place Units - Russians 2 Russian_Engineers, 1 Soviet_Commisar, 1 elite, 10 mine_unarmeds and 1 russian_para placed in Russia 1 armour placed in Bryansk Turn Complete - Russians Russians collect 37 PUs; end with 37 PUs

      Combat Hit Differential Summary :

      Edit
      Well I screwed up 😊

      I can't move the soviet Fctrys when not at war. I will update in a few. I put it it on the list. I think I can prevent that until SSR at war with G but not entirely certain.

      Anyway ... 🙂

      EXP Game 1 Multi APbT R 1Fixed.tsvg

      Edit
      actually it already does work. I used edit lol

      I've done this before now that I think about it 🙂

    • Panzerstahl-Helm 0

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

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      T

      @panzerstahl-helm-0 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, 3 armour, 2 artilleries and 1 elite; Remaining resources: 8 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 112 Sea Zone Non Combat Move - Russians Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 R_Europe_Rail and 2 Russian_Rails owned by Russians in Buryatia 1 Soviet_Commisar moved from Russia to Novosibirsk 1 Russian_Rail and 1 elite moved from Russia to Buryatia 1 Russian_Rail moved from Russia to Western Ukraine 1 Russian_Rail and 1 artillery moved from Western Ukraine to Buryatia 1 infantry moved from Sakha to Buryatia 2 infantry moved from Yakut S.S.R. to Yenisey 4 infantry moved from Yakut S.S.R. to Buryatia 1 mech_infantry moved from Rostov to Caucasus 2 russian_paras moved from Russia to Novgorod 1 infantry moved from Archangel to Novgorod 1 russian_para moved from Russia to Caucasus 1 artillery moved from Bryansk to Belarus 2 aaGuns moved from Bryansk to Belarus 1 infantry moved from Novgorod to Belarus 1 infantry moved from Novgorod to Belarus 1 infantry moved from Western Ukraine to Eastern Poland 1 infantry moved from Russia to Bryansk 10 mine_unarmeds moved from Russia to Bryansk 1 infantry moved from Baltic States to Belarus 2 armour moved from Russia to Novosibirsk 1 R_Europe_Rail and 1 armour moved from Russia to Buryatia 1 submarine moved from 111 Sea Zone to 109 Sea Zone Place Units - Russians 1 artillery placed in Novgorod 1 Soviet_Commisar, 3 armour, 1 artillery and 1 elite placed in Russia Turn Complete - Russians Russians collect 37 PUs; end with 45 PUs

      998bc51e-10b7-49d8-a6fc-dc463bf6bc76-exp-game-3-trout-vs.panzer-r2.tsvg

    • 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.

    • M

      WAW 1940 Mod for Transport casualties
      Maps & Mods • • madvitale

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      W

      @madvitale

      I'm sorry that you are having troubles. I personally do not use Notepad, it's okay for small quick edits, I use Notepad++.
      I'll include a zip file with the changes.
      World_At_War.zip
      Special Note "Transport Casualties Restricted" value must stay false in the xml as Transports and B.Transports have a defensive value. The value can be changed in the 'Map Options' (lowest button on the left panel).

      Cheers...

    • 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.

    • djensen47

      Request Header to allow/skip filter in Cloudflare
      Feature Requests & Ideas • • djensen47

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      djensen47

      @lafayette That works.

    • TheDog

      The Grand War for 2.7
      Map Making • • TheDog

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      TheDog

      @rogercooper
      Thanks!

    • E

      WORLD CHAMPIONSHIP SERIES 2 (SIGNUP!)
      Revised Tournament Of Champions • • EyesWideShut

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      E

      @eyeswideshut anyone else? we have about 21 participants so far!

      Due date is January 5th -- the day we begin!

    • 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 🙂

    • S

      Operation Obliterate
      Play By Forum • • sgrom8504

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      B

      @sgrom8504

      Right Arm 💪

      Let us know if you need help

    • AdmTamer

      civilian factories and debt
      Feature Requests & Ideas • • AdmTamer

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      RogerCooper

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

    • 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

    • G

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

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      No one has replied

    • B

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

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      No one has replied

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