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    • T

      EXP G40 Game 10 Beelee vs. Trout
      Play By Forum • • Trout

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      T

      @beelee Done!

    • B

      Multi Game 2 barnee Trout vs Alex Panzer
      Play By Forum • • beelee

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      @alexander

      heh heh no worries πŸ™‚

      Yea lots of options in this mod. Been playing for 5 years and still trying new stuff. I guess there is probably a limited number of startegic options, although still many more than OOB but how one goes about achieving them at a tactical level makes the potential for every game to play different.

      Add in different opponents or multi player games and I don't see this getting stale any time soon πŸ™‚

    • T

      EXP G40 Game 11 Barnee vs. Trout
      Play By Forum • • Trout

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      @beelee Wow! I can’t remember ever seeing an AAA get snake eye bomber kills for me before. Free autographed pics of the Fuehrer will be sent to their Moms and Dads shortly along with one week free passes to meet some French babes on the Mediterranean beaches πŸ‘

    • JohnnyCat

      EXP G40 Game 4 Trout vs JCat
      Play By Forum • • JohnnyCat

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      T

      @johnnycat I think you just need to send the Commissar to his box on top of the map and replace him with an activated Commissar using Edit Mode before you roll dice. If you don’t know which one is an activated one then hover your mouse over them until you find the ones that say they provide the extra dice rolls. For your war planning, the Commie Army should roll 5 β€œ3s” and 1 β€œ2”.

    • Panzerstahl-Helm 0

      Game 2 - Global 40 EXP - Alexander (Axis) vs. Panzer (Allies) - Operation Spring Awakening
      Play By Forum • • Panzerstahl-Helm 0

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      Panzerstahl-Helm 0

      @Alexander

      Sorry for the delay, got trapped in spring activities... πŸ™‚

      Game History

      Round: 2 Purchase Units - Americans Americans buy 2 carriers, 2 submarines and 2 transports; Remaining resources: 4 PUs; Combat Move - Americans Trigger RailMovementAutoPlaceAmericans: Americans has 6 Rails placed in Eastern United States Combat - Americans Trigger Remove All JapaneseParaBoost: has removed 1 japanese_paraBoost owned by Japanese in Jehol Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 113 Sea Zone Non Combat Move - Americans Trigger JapaneseParaBoost atJehol: Japanese has 1 japanese_paraBoost placed in Jehol Trigger Wolfpack at113 SeaZones: Germans has 1 Wolfpack placed in 113 Sea Zone Trigger RailMovementAutoPlaceRemoveAmericans: has removed 6 Rails owned by Americans in Eastern United States 2 infantry moved from Western United States to 10 Sea Zone 1 Heavy_BB, 1 carrier, 2 infantry and 1 transport moved from 10 Sea Zone to 26 Sea Zone 2 infantry moved from 26 Sea Zone to Hawaiian Islands 2 usa_fighters moved from Guam to 26 Sea Zone Place Units - Americans 1 carrier and 1 transport placed in 101 Sea Zone 1 carrier, 1 submarine and 1 transport placed in 10 Sea Zone 1 submarine placed in 101 Sea Zone Turn Complete - Americans Americans collect 52 PUs; end with 56 PUs Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 6 infantry; Remaining resources: 0 PUs; Combat Move - Chinese Trigger RailMovementAutoPlaceChinese: Chinese has 2 Rails placed in Kansu 3 infantry moved from Szechwan to Yunnan 1 fighter moved from Shensi to Yunnan 1 infantry moved from Szechwan to Yunnan Combat - Chinese Battle in Yunnan Chinese attack with 1 fighter and 4 infantry Japanese defend with 2 infantry Chinese roll dice for 1 fighter and 4 infantry in Yunnan, round 2 : 1/5 hits, 1,17 expected hits Japanese roll dice for 2 infantry in Yunnan, round 2 : 1/2 hits, 0,67 expected hits 1 infantry owned by the Chinese lost in Yunnan 1 infantry owned by the Japanese lost in Yunnan Chinese roll dice for 1 fighter and 3 infantry in Yunnan, round 3 : 2/4 hits, 1,00 expected hits Japanese roll dice for 1 infantry in Yunnan, round 3 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Japanese lost in Yunnan Chinese win, taking Yunnan from Japanese with 1 fighter and 3 infantry remaining. Battle score for attacker is 3 Casualties for Chinese: 1 infantry Casualties for Japanese: 2 infantry Trigger Remove All JapaneseParaBoost: has removed 1 japanese_paraBoost owned by Japanese in Jehol Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 113 Sea Zone Non Combat Move - Chinese Trigger JapaneseParaBoost atJehol: Japanese has 1 japanese_paraBoost placed in Jehol Trigger Wolfpack at113 SeaZones: Germans has 1 Wolfpack placed in 113 Sea Zone Trigger RailMovementAutoPlaceRemoveChinese: has removed 2 Rails owned by Chinese in Kansu 8 infantry moved from Shensi to Szechwan 1 fighter moved from Yunnan to Szechwan Place Units - Chinese 6 infantry placed in Szechwan Turn Complete - Chinese Chinese collect 6 PUs; end with 6 PUs Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 12 PUs Objective Advanced Production 1 Infantry: Chinese met a national objective for an additional 3 PUs; end with 15 PUs Purchase Units - British Note to players British: It is Late 1940 and the British Army has Formed a Tank Army. They are Commanded by a Tank General. You may only have 1 Tank Army at any one time. Trigger UKTankGeneral: buyUK_TankGeneral added to productionBritish British buy 2 UK_LCVs, 2 artilleries, 1 elite, 6 infantry, 1 transport and 5 uk_paras; Remaining resources: 0 PUs; 3 AirLendLease; 3 NavyLendLease; Combat Move - British Trigger RailMovementAutoPlaceBritish: British has 2 Rails placed in Union of South Africa 1 elite and 1 infantry moved from United Kingdom to 109 Sea Zone 2 Seafires, 1 battleship, 2 carriers, 2 cruisers, 1 destroyer, 1 elite, 1 infantry, 1 transport and 1 uk_fighter moved from 109 Sea Zone to 91 Sea Zone 1 elite and 1 infantry moved from 91 Sea Zone to Gibraltar 1 uk_fighter moved from 91 Sea Zone to Gibraltar 1 uk_armour moved from Egypt to Alexandria British take Alexandria from Italians 1 uk_armour moved from Alexandria to Egypt Combat - British Battle in Gibraltar British attack with 1 elite, 1 infantry and 1 uk_fighter Italians defend with 1 harbour and 2 infantry British roll dice for 1 battleship and 1 cruiser in Gibraltar, round 2 : 1/2 hits, 1,17 expected hits British roll dice for 1 elite, 1 infantry and 1 uk_fighter in Gibraltar, round 2 : 1/4 hits, 1,00 expected hits Italians roll dice for 2 infantry in Gibraltar, round 2 : 1/2 hits, 0,67 expected hits 1 infantry owned by the British lost in Gibraltar 2 infantry owned by the Italians lost in Gibraltar British win, taking Gibraltar from Italians with 1 elite and 1 uk_fighter remaining. Battle score for attacker is 3 Casualties for British: 1 infantry Casualties for Italians: 2 infantry Trigger Remove All JapaneseParaBoost: has removed 1 japanese_paraBoost owned by Japanese in Jehol Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 113 Sea Zone Non Combat Move - British Trigger RailMovementAutoPlaceRemoveBritish: has removed 2 Rails owned by British in Trans-Jordan 1 uk_fighter moved from Gibraltar to 91 Sea Zone 1 uk_fighter moved from New Brunswick Nova Scotia to 91 Sea Zone 1 bomber moved from Quebec to United Kingdom 1 destroyer moved from 106 Sea Zone to 91 Sea Zone 1 carrier and 1 uk_tactical_bomber moved from 80 Sea Zone to 81 Sea Zone 1 artillery and 1 infantry moved from Ethiopia to 76 Sea Zone 1 artillery, 1 cruiser, 1 destroyer, 1 infantry and 1 transport moved from 76 Sea Zone to 81 Sea Zone 1 infantry moved from 81 Sea Zone to Egypt 1 artillery and 1 uk_tactical_bomber moved from 81 Sea Zone to Egypt 2 Rails and 2 infantry moved from Union of South Africa to Trans-Jordan 1 artillery moved from Egypt to Trans-Jordan 2 infantry moved from Egypt to Trans-Jordan 1 infantry moved from Eastern Persia to Persia British take Persia from Neutral_Allies 2 uk_fighters and 1 uk_tactical_bomber moved from India to Trans-Jordan 1 artillery and 1 infantry moved from Alberta Saskatchewan Manitoba to British Columbia 1 battleship, 1 cruiser, 1 destroyer and 1 transport moved from 41 Sea Zone to 37 Sea Zone Place Units - British Trigger JapaneseParaBoost atJehol: Japanese has 1 japanese_paraBoost placed in Jehol Trigger Wolfpack at113 SeaZones: Germans has 1 Wolfpack placed in 113 Sea Zone 2 artilleries and 4 infantry placed in India 2 infantry placed in Union of South Africa 1 transport placed in 106 Sea Zone 2 UK_LCVs, 1 elite and 5 uk_paras placed in United Kingdom Turn Complete - British British collect 52 PUs; end with 52 PUs Trigger British AdvancedProduction: British met a national objective for an additional 6 PUs; end with 58 PUs Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 63 PUs

      Combat Hit Differential Summary :

      Chinese regular : 0,83 Italians regular : 0,33 Japanese regular : 0,00 British regular : -0,17

      game-2-alex-vs-panzer_operation-spring-awakening_US UK-2.tsvg

    • RogerCooper

      Transferring Unit Control
      Map Making • • RogerCooper

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      @RogerCooper

      The second method is to take control of another players units.
      Screenshot 2026-03-06 153311.png
      To let Germany take control of the 4 units in Bulgaria and the one unit in Varna.
      In the unitAttachment for infantry add <option name="canBeCapturedOnEnteringBy" value="Germans"/>.
      In the territoryAttachment for Bulgaria and Varna add <option name="captureUnitOnEnteringBy" value="Germans"/>.
      In the playerAttachment for Neutral_Player add <option name="captureUnitOnEnteringBy" value="Germans"/>.
      And set <property name="Capture Units On Entering Territory" value="true"/>.
      Then this <option name="changeOwnership" value="Bulgaria:any:Germans:true"/> in a trigger, the 'when' can be any step.
      After Germany's noncombat move.
      Screenshot 2026-03-06 171112.png
      The 4 units changed, but not factory or the Territory and because Germany moved into Varna during noncombat the unit and territory does not change.
      Adding <option name="canTakeOverOwnedTerritory" value="true"/> to the relationshipTypeAttachment between Germany and Neutral_Player to get this.
      Screenshot 2026-03-06 154000.png
      Control of the units happens on the 'true' setting of 'changeOwnership' and changes at the 'when'.

      Cheers...

    • T

      CANCELLED THREAD
      Play By Forum • • Trout

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      @trout RightArm.png

    • P

      is 2.5.22294 the latest release?
      Development • • patman

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      @thedog downloaded the 393 and started a game. It's working great and the AI is much faster. Now I have a more challenging game and stronger allies & axis bots.

    • Jason Austin

      I Cant Get Into Online Play After Downloading 2.7 Version
      Bug Reports • • Jason Austin

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      LaFayette

      It's a bit complicated where the servers stand. I had to migrate the 2.7 server back to the 2.5 server to handle legacy technology issues from the 2.5 server just being super-old now.

      On the plus side, the needed configurations have been identified. Only issue is getting enough time and energy to tackle it. My professional job has been pretty damn demanding of late.

      If I get a good opportunity to advance the next steps, I think these last pieces will land quickly.

    • LaFayette

      Announcing TripleA Office Hours
      News • • LaFayette

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      LaFayette

      @prastle πŸ‘‹ the reason for discord is the live voice capability. It's a glorified phone call.

      Discord overall is good for that kind of thing, also good for getting quicker answers to questions.

      Though, forums will remain the place to be for a sustained, longer, more in depth conversation. A chat room like discord will tend to have very ephemeral topics, usually one at a time. While forum threads do fall off the top, they still stick around.

      Overall, discord will be a good place when you want to have a phone call, or a meeting, or a question answered in a couple hours or a day. Forums is best though for raising topics where you're happy accumulating a response days, maybe weeks later.

    • M

      TWW game
      Play By Email • • malmessi

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      M

      @fredericktex
      PM-ed you

    • dsIof

      neural network development-suggestions welcome
      AI • • dsIof

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      RogerCooper

      @dsiof You may want to checkout the Minimap mod, the simplest non-trivial mod on the site.

    • djensen47

      NodeBB version 4.8.1?
      Feature Requests & Ideas • • djensen47

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      djensen47

      @lafayette But if I update a&a_org ... maybe I'll just submit a PR then.

      Do you have any AGENTS.md or CLAUDE.md files in the codebase?

    • I

      Password reset
      Player Help • • IcyFirefly

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      K

      @icyfirefly I have the same issue. I tried to reset it twice, and never got an email. Upon trying it a third time, it says "Error, too many password reset attempts". When I tried with a different email, it said it wasn't a valid username/email combo, so that means I did have the right username/email combo when trying to reset before.

    • RogerCooper

      Problem with foreach
      Map Making • • RogerCooper

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      RogerCooper

      @wc_sumpton said in Problem with foreach:

      @rogercooper

      variableList section is within attachmentList section. variableList needs its own section like resourceList, playerList, unitList.
      Most xml's have variableList section at the top prior to the map section.

      Cheers...

      Thank you for your help. That fixed it.

    • Panther

      Quick connection fix needed in ww2v2
      Bug Reports • • Panther

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      RogerCooper

      @beelee I will take a look at this on the weekend.

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