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    • Panzerstahl-Helm 0

      exp-game -10 - beelee (Axis) vs. panzer (Allies) - Operation "Straweberry Fields Forever"
      Play By Forum • • Panzerstahl-Helm 0

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      Panzerstahl-Helm 0

      @beelee

      Hehe, I also missed my turn.
      The more days are between my turns, the more I need to get back in the game and what my initial plan was 🙂
      Bute some wine and some beers usually helps to bring back memories.

      That DOW from Japan on Russia was not in my plan, I am sure...

      BR

      Game History

      Round: 3 Purchase Units - ANZAC ANZAC buy 1 battleship; Remaining resources: 5 PUs; Combat Move - ANZAC 2 infantry moved from Celebes to 44 Sea Zone 2 infantry and 1 transport moved from 44 Sea Zone to 41 Sea Zone Combat - ANZAC Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 122 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 91 Sea Zone Non Combat Move - ANZAC Trigger Wolfpack at122 SeaZones: Germans has 1 Wolfpack placed in 122 Sea Zone Trigger Wolfpack at91 SeaZones: Germans has 1 Wolfpack placed in 91 Sea Zone 2 infantry moved from 41 Sea Zone to Sumatra ANZAC take Sumatra from Dutch 1 artillery, 1 cruiser, 1 destroyer, 1 infantry and 1 transport moved from 60 Sea Zone to 61 Sea Zone 1 air_transport and 1 infantry moved from Queensland to Java Place Units - ANZAC 1 battleship placed in 62 Sea Zone Turn Complete - ANZAC ANZAC collect 21 PUs; end with 26 PUs Trigger ANZAC Liberates Celebes: ANZAC met a national objective for an additional 1 PUs; end with 27 PUs Trigger ANZAC Liberates DNG: ANZAC met a national objective for an additional 2 PUs; end with 29 PUs Combat Move - French Combat - French Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 122 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 91 Sea Zone Non Combat Move - French Trigger Wolfpack at122 SeaZones: Germans has 1 Wolfpack placed in 122 Sea Zone Trigger Wolfpack at91 SeaZones: Germans has 1 Wolfpack placed in 91 Sea Zone 1 infantry moved from French Central Africa to French Equatorial Africa Turn Complete - French

      Combat Hit Differential Summary :

      exp-game-10-straw-ANZ-3.tsvg

    • B

      France Goes First 2.5 not working
      Player Help • • BattleshipYamato

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      C

      @rogercooper Thank you so much!

    • W

      D-Day version 2 PoC
      Maps & Mods • • wc_sumpton

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      Panther

      @wc_sumpton I see. I have removed the screenshots to not disturb the thread.

    • RogerCooper

      https://triplea-game.org/maps-list/maps/
      Map Making • • RogerCooper

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      ubernaut

      @lafayette my browser is in dark mode currently

    • T

      World War 1914 Larry Harries Does Not Work Plus Question
      Maps & Mods • • TonyMez

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      VictoryFirst

      @tonymez said in World War 1914 Larry Harries Does Not Work Plus Question:

      Why doesn't this map work>? It used to years ago.

      If you are saying this, that means you are talking about World War I 1914. My module for WWI 1914 exists since December 2th 2024. That's 1.5 years ago. World War I 1914 exists since December 3th 2022. That is 3.5 years ago.

      I think it is worth it to upgrade to 2.7. It is faster and handles the game folders better. I upgraded to 2.7 because I got error messages with 2.5 when opening maps all the time. With 2.7, I have never gotten an error message since.

      Download here the latest pre-release: https://github.com/triplea-game/triplea/releases/tag/2.7.15447

      Download here the version I am using (which I get the least error messages with): https://github.com/triplea-game/triplea/releases/tag/2.7.14971

    • JohnnyCat

      Game 1 Alexander vs. JohnnyCat G40 EXP
      Play By Forum • • JohnnyCat

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      JohnnyCat

      @alexander

      1777082008382-1776867234451-1776822150608-1776545399218-1776220355534-alexander_johnnycat_game_1_g40_exp_usa-ITALY_T2_end.tsvg

    • VictoryFirst

      TripleA freezes with movementCostModifier
      Map Making • • VictoryFirst

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      TheDog

      @VictoryFirst

      I did some research on this, see here
      https://forums.triplea-game.org/topic/2892/how-i-am-using-movementcostmodifier

    • G

      adding/removing techs
      Maps & Mods • • GREGOREK

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      G

      Separate activateTrigger's solved it. Set up an always false condition, so the property modifiers dont launch independently. Issue closed.
      FYI, Made new units and recolored with drop shadows. Testing game play and balance. Hope to post a beta for others to kick around in a couple weeks.
      Thanks for all the help.

    • G

      AUTO-SAVE KILLS DRIVES
      Feature Requests & Ideas • • GREGOREK

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      ubernaut

      @gregorek whatever amount there is it is not noticeable versus the other background activities

      your concern and input are appreciated and i am by no means the real expert here but i believe these issues should not be worrying you 🙂

    • T

      Linux Mint - Unable to install
      Player Help • • thulsadoom42

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      B

      @thulsadoom42

      😲

      That's not good 😞 14962 works for me https://github.com/triplea-game/triplea/releases/tag/2.7.14962

      Does it work on your desktop ? or just not on the smart TV ?

      Fwiw, I can't get it to work on TV either. Probably because my TV is smarter than me 🙂

      Can you go step by step and show us where you get stuck ?

    • S

      G40 Captain Expansion StevenJ vs Johnny
      Play By Forum • • stevenJTripleA

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      JohnnyCat

      @stevenjtriplea

      Axis up for turn 2

      G40 EXP StevenJ vs JohnnyCat FRANCE 1 END.tsvg

    • LaFayette

      Switch to "FlatLaf" for Look & Feel (updated skin)
      Development • • LaFayette

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      Panther

      @LaFayette Looks good, I welcome the better contrast.

    • G

      Jurassic v2.0
      Maps & Mods • • GREGOREK

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      TheDog

      @thedog said in Jurassic v2.0:

      Is there a way to convert/change a unitType into a Resource?

      Thinking more on this, on death of a unit, you could change into a none moving unit, say 5:meat.

      This would give 5:meat every turn. So you would need a trigger to remove these meat units after the players endTurn

    • VictoryFirst

      Prevent landing of allied aircraft on carriers
      Map Making • • VictoryFirst

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      VictoryFirst

      @beelee In A&A North Africa, aircraft can escort convoy zones, so they can stay in sea zones from the end of your turn to the start of your next turn, similar to Original Pacific. This was difficult to implement as you want your aircraft to be killed in any of YOUR phases if you don't land them, except in the Assign Convoy Escorts phase, which functions as a NCM phase. You can't do this by only setting removeAirThatCanNotLand to false and using placeNoAirCheck because then the aircraft will not be killed by the engine at all. If you set it to true in every phase except Assign Convoy Escorts, then the aircraft will be removed on other player's turns.

      So initially to solve this I thought of invisible carrier units. I had conditions and triggers that placed a carrier at the end of that power's Assign Convoy Escorts phase in every sea zone containing aircraft owned by you. At the start of their next Advance Convoy phase, in which you need to land your planes on the water, all carriers are removed.

      I tested it a bit and it worked very well. The aircraft were removed when it's YOUR turn but not on other player's turns.

      However I forgot about the possibility of one player moving his aircraft to a sea zone, then in that same round another friendly power moving his aircraft to the sea zone. Now, two carrier units are added, one for the first player and one for the second player. The first player's carrier is removed at the start of his next turn. However, because of the second carrier, the aircraft of the first player are able to land and will not get killed. Even though they should. And the carrier of the second player is necessary because if it wasn't there, his aircraft would die along with the aircraft of the first player.

      That's why I asked the above question. If I could prevent air units from using allied carriers, that would solve this problem.

      Fortunately, there was another (much better) way to solve this problem. I was reading through POS2 and came across this:

      carrierCost values: the space this unit takes up when sitting on a carrier. if set to 0 then air units can even land on sea zones without a carrier being present (think sea planes)

      I knew what carrierCost was and what it did but once I read this line I learned something I didn't know before. Setting carrierCost to 0 allows a plane to stay at sea without an aircraft. Excellent feature, exactly what I needed!

      Now what I have are triggers that change the aircraft's carrierCost from 1 to 0 and vice versa. Normally, aircraft have a carrierCost of 1 and can't remain at sea. At the start of the Assign Convoy Escorts phase, the aircraft YOU own have their carrierCost set to 0. This allows them to stay at sea. Once it your turn again, at the start of the Advance Convoys phase, your aircraft's carrierCost is set to 1 again, meaning the engine will show you a warning if you keep your fighters on the water. For this to work I did need to create separate air units for every power (G-fighter, G-bomber, I-fighter, I-bomber, etc.). But that's a small concession compared to the work that's now not needed. The carrier unit code can be deleted, and now there is also no need to set all aircraft to kamikaze (with the original code, this was necessary because you otherwise weren't able to use your full movement to reach a sea zone because the carrier is added at the end of the movement phase).

    • M

      Is there a way to give all research to the players in a game of triple A at the start?
      Player Help • • mammothman64

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      M

      @panther I figured it out, thank you!

    • RogerCooper

      Restricting unit builds
      Map Making • • RogerCooper

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      RogerCooper

      @wc_sumpton said in Restricting unit builds:

      <property name="Unit Placement Restrictions" value="true" editable="false">
      <boolean/>
      </property>

      That was it. Thank you for the help.

    • A

      Long-time a&a classic 2e player looking to play again
      Player Help • • aamc2112

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      Panther

      @aamc2112 said in Long-time a&a classic 2e player looking to play again:

      I played a ton of online/pbem game under the handle 2112 at aamc.net. I was disappointed when it went away and didn't move on to a new place. I just kind of stoppe playing. It was simple: write your buys and combat movement, dicey server generated results, non combat movement was done on the shared map, and voila it's on to the next turn. I'm really missing those game. Can someone point me to an active place to find and play axis & allies 2e games in a way similar to described above? Maybe that's here, but nothing seems obvious to me kicking around the site so far.

      Weren't the games at aamc. net played with 'ABattlemap' in those days? I seem to remember that, as that was the software we used on A&A. org, too - before TripleA became more popular. It was exactly like you described: A forum topic where the moves were written out, the forum dicebot was used to resolve the battles.

      Now with TripleA you can play by forum too, it works quite similar, except that you don't write moves - and you can't arbitrarily move pieces like on a real gameboard. TripleA ususally restricts your movement to only rules compliant moves. Every move and battle is recorded and you will be able to post a complete turn summary to the forum together with a savegame. A dice-server from outside the forum is used for rolling the battles. TripleA handles that, too.

      Just take a look at the play-by-forum - Category here or over at A&A .org.

      Have fun.

    • B

      Global 40 Expansion UHD Boxes Recorded Games
      Maps & Mods • • beelee

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      JohnnyCat

      @beelee GREAT IDEA

      THANK YOU B

    • LaFayette

      2.7 Lobby + Bots Available & Early Testing Phase
      News • • LaFayette

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      LaFayette

      I'm realizing the bots don't have any maps yet! I'm hoping to get that fixed soon. If folks can start identifying any issues they see - it's going to be super helpful. 2.7 is more ready than it ever has been, the gameplay is more stable than 2.5 and has dozens of bug fixes and performance enhancements. Now is the time to be playing on the 2.7 lobby if you have the choice.

    • O

      New World Order Pbem
      Play By Email • polygons.txt • • Omegaman1972

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      No one has replied

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