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    • B

      France Goes First 2.5 not working
      Player Help • • BattleshipYamato

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      RogerCooper

      @crockett36 It is probably not a good idea to use the same file name as an existing map. I will put this my queue of things to cleanup.

      In general, I think that scenarios that use existing maps should have their own mod. I don't want to presuppose that someone who is downloading a mod wants to have all scenarios that used the same map.

      In earlier version of TripleA, you could reference the map information for another scenario which I found useful.

    • 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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      B

      @Panzerstahl-Helm-0

      Game History

      Round: 1 Purchase Units - Japanese Japanese buy 1 factory_major; Remaining resources: 1 PUs; 6 SuicideAttackTokens; Combat Move - Japanese Trigger RailMovementAutoPlaceJapanese: Japanese has 2 J_Rails placed in Kiangsu 1 artillery and 2 infantry moved from Jehol to Chahar Japanese take Chahar from Chinese 2 fighters and 2 tactical_bombers moved from Manchuria to Hunan 1 artillery and 3 infantry moved from Shantung to Anhwe Japanese take Anhwe from Chinese 1 fighter and 1 tactical_bomber moved from Kiangsu to Yunnan 1 artillery and 3 infantry moved from Kwangsi to Yunnan 2 JPNbombers moved from Japan to Yunnan 1 artillery and 3 infantry moved from Kiangsi to Hunan 1 fighter moved from Formosa to Hunan Combat - Japanese Battle in Yunnan Japanese attack with 2 JPNbombers, 1 artillery, 1 fighter, 3 infantry and 1 tactical_bomber Chinese defend with 4 infantry Japanese roll dice for 2 JPNbombers, 1 artillery, 1 fighter, 3 infantry and 1 tactical_bomber in Yunnan, round 2 : 3/8 hits, 3.50 expected hits Chinese roll dice for 4 infantry in Yunnan, round 2 : 1/4 hits, 1.33 expected hits 1 infantry owned by the Japanese lost in Yunnan 3 infantry owned by the Chinese lost in Yunnan Japanese roll dice for 2 JPNbombers, 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber in Yunnan, round 3 : 2/7 hits, 3.33 expected hits Chinese roll dice for 1 infantry in Yunnan, round 3 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Chinese lost in Yunnan Japanese win, taking Yunnan from Chinese with 2 JPNbombers, 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 9 Casualties for Japanese: 1 infantry Casualties for Chinese: 4 infantry Battle in Hunan Japanese attack with 1 artillery, 3 fighters, 3 infantry and 2 tactical_bombers Chinese defend with 2 infantry Japanese roll dice for 1 artillery, 3 fighters, 3 infantry and 2 tactical_bombers in Hunan, round 2 : 4/9 hits, 3.83 expected hits Chinese roll dice for 2 infantry in Hunan, round 2 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Japanese lost in Hunan 2 infantry owned by the Chinese lost in Hunan Japanese win, taking Hunan from Chinese with 1 artillery, 3 fighters, 2 infantry and 2 tactical_bombers remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Casualties for Chinese: 2 infantry Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - Japanese Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger RailMovementAutoPlaceRemoveJapanese: has removed 2 J_Rails owned by Japanese in Kwangsi 2 JPNbombers, 1 fighter and 1 tactical_bomber moved from Yunnan to Kwangsi 3 fighters and 2 tactical_bombers moved from Hunan to Kwangsi 1 fighter moved from Korea to Japan 2 fighters and 2 tactical_bombers moved from Japan to Kwangsi 2 infantry moved from Formosa to 20 Sea Zone 1 cruiser, 2 infantry and 1 transport moved from 20 Sea Zone to 36 Sea Zone 2 infantry moved from 36 Sea Zone to Kwangsi 2 infantry moved from Okinawa to 19 Sea Zone 1 fighter moved from Okinawa to Kwangsi 1 Japan_destroyer, 1 battleship, 2 infantry, 1 submarine and 1 transport moved from 19 Sea Zone to 36 Sea Zone 2 infantry moved from 36 Sea Zone to Kwangsi 1 artillery and 3 infantry moved from Kiangsu to Anhwe 2 J_Rails moved from Kiangsu to Korea 1 J_Rail and 1 infantry moved from Korea to Kwangsi 1 J_Rail moved from Korea to Jehol 1 J_Rail moved from Jehol to Manchuria 1 J_Rail and 1 aaGun moved from Manchuria to Kwangsi 1 mech_infantry moved from Manchuria to Anhwe 1 artillery and 6 infantry moved from Manchuria to Jehol 3 infantry moved from Korea to Manchuria 1 Japan_destroyer, 1 carrier, 1 fighter, 1 submarine and 1 tactical_bomber moved from 6 Sea Zone to 36 Sea Zone 2 infantry moved from Japan to 6 Sea Zone 2 infantry and 1 transport moved from 6 Sea Zone to 33 Sea Zone 2 infantry moved from 33 Sea Zone to Caroline Islands 1 Japan_destroyer moved from 6 Sea Zone to 16 Sea Zone 1 battleship, 1 carrier, 1 cruiser, 1 fighter and 1 tactical_bomber moved from 6 Sea Zone to 33 Sea Zone Place Units - Japanese 1 factory_major placed in Korea Turn Complete - Japanese Japanese collect 30 PUs; end with 31 PUs Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 PUs; end with 39 PUs Objective Japanese 1 Trade With America: Japanese met a national objective for an additional 10 PUs; end with 49 PUs

      Combat Hit Differential Summary :

      Chinese regular : -0.33 Japanese regular : -1.67

      EXP Game 10 Strawberry J 1.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

    • VictoryFirst

      Change maxBuiltPerPlayer by a trigger
      Map Making • • VictoryFirst

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      VictoryFirst

      @rogercooper said in Change maxBuiltPerPlayer by a trigger:

      @victoryfirst Could this be used to change any value on an unit attachment? Potentially very useful.

      For example, in Axis & Allies: Pacific, Commonwealth and American units have a defense strength of one on the first turn. They could start 1 and then be upgraded to their regular values at the end of the Japanese turn.

      Yes, definitely yes. Just tried this in my improved module for Axis and Allies D-Day.

      The module was already finished for some time but I thought it would be a good idea to add some various game options to help balance the game. The_Good_Captain made a series on A&A D-Day where he recommended some balancing changes. There was one he didn't mention in his video but did consider and that was: "Allied Bombers attack at 4 instead of 3". The game is too pro-German and having this as an optional rule helps out the Allies.

      <attachment name="BombersAttackAt4" attachTo="USA-UK" javaClass="RulesAttachment" type="player"> <option name="gameProperty" value="Allied Bombers Attack At 4"/> </attachment> <attachment name="triggerAttachmentBombersAttackAt4" attachTo="USA-UK" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="BombersAttackAt4"/> <option name="unitType" value="UKbomber:USAbomber"/> <option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/> <option name="unitProperty" value="attack" count="4"/> <option name="uses" value="1"/> <option name="when" value="before:ParaSurpriseBattle"/> </attachment>

      87fac4a0-a27c-4711-9aa7-d84957427a36-image.png

      There you have it! Very useful indeed.

    • G

      Buying Tech as Units
      Map Making • • GREGOREK

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      TheDog

      @gregorek

      Do rule changes disturb order in the purchase menu? (ie. remove then add to end, which changes location.) -

      Yes, remove a purchase shuffles the purchases after the remove and an adds to the end.

      You would have to rewrite the whole of the production list every time you did an upgrade to keep the locations constant.

      .
      Currently there is no function to test a resource.

      .
      Personally I would remove the TIMER and see if the game plays well enough without it.

      Good, Bad, Ugly?

      I would let the players decide. I will be one of them 😁

      .
      As @wc_sumpton suggested create a Jurassic - Official Thread under 'Maps & Mods, ask your questions under it and show case your progress. Keep the first post to advertise the mod.

    • Panther

      Quick connection fix needed in ww2v2
      Bug Reports • • Panther

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      Panther

      @rogercooper Nice, thanks.

    • 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 🙂

    • 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.

    • RogerCooper

      Problem with foreach
      Map Making • • RogerCooper

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      B

      @rogercooper said in Problem with foreach:

      The variable system was well coded..

      yea redrum did that. He was working on TWW and realized he needed about 1500 triggers so said F it and wrote the code.

      But you probably already knew that 🙂

    • G

      territory group bonus not banking
      Map Making • • GREGOREK

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      W

      @GREGOREK

      In my copy of Jurassic, I noticed that there are no technologies. By adding an empty technology section:

      <technology> </technology>

      The Technologies Tab/Window can be removed.

      Cheers...

    • Futsal

      AI difficulties
      Bug Reports • • Futsal

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      RogerCooper

      @futsal Given the complexity of the game, the AI is actually reasonable. It is generally better than in other wargames. The TripleA is superior to the AI for Axis & Allies Online, which only plays one version of the game.

      The type of AI algorithm used in Chess (Alpha-Beta) would not work in TripleA because of the vast number of legal moves and the random elements. There are some people working on using neural net AI's like Alpha Zero but I have not seen any results yet. I have doubts about their effectiveness.

      I do expect future improvements in the AI, but they are likely to be piecemeal resolutions of specific issues .

      To have fun with the AI, I suggest playing only one country, so you need to deal with AI allies. Giving handicaps to your opponents can be useful as well.

    • T

      Linux Mint - Unable to install
      Player Help • • thulsadoom42

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      B

      @thulsadoom42

      Welcome to the site !

      Idk how things work specifically all that well, I just bang away until it works. Probably not the best approach 🙂

      You can have windows and Linux both installed on. I can't remember. I think I had to do some sort of virtual thing. Anyway, I hate windows so I rarely use it. Probably because I don't know how lol

      At any rate, it looks like it's the triplea install giving you trouble. As Panther says, triplea should auto add java for you, so should be good there.

      When I DL triplea I don't use the installer command. I just go to permissions and hit execute.

      I'll DL a prerelease I've been meaning to do and show you how I do it.

      I'm gonna DL 15025 as recommended by The Dog. It's the last one that centers on your Capital. You can force individual maps to do it by tweaking the xml but that's a fair amount of work and frankly shouldn't be necessary.

      Anyway, it's a nice feature that you take for granted until it's gone. Then it becomes annoying. It's a simple fix but w/e not my department 🙂

      Gonna go here for the prerelease

      https://github.com/triplea-game/triplea/releases/tag/2.7.15025

      you want the unix one as you already know 🙂

      Hmm won't let me post the pic. Try a smaller version.

      Screenshot from 2026-04-06 09-41-29.png

      So I have 2 Triplea/triplea folders. One with a Big T, which is where the releases live and one with a small t where the games/maps and saves live.

      Screenshot from 2026-04-06 09-43-23.png

      Here's the Big T

      Screenshot from 2026-04-06 09-45-27.png

      You can see I have 14962 and then another release in a separate folder 15330

      I go to downloads and right click on 15025

      Screenshot from 2026-04-06 09-47-36.png

      Go to properties and hit Permissions and then execute

      Screenshot from 2026-04-06 09-49-19.png

      Then open a terminal and drag 15025 into it

      Screenshot from 2026-04-06 09-51-49.png

      hit enter

      Screenshot from 2026-04-06 09-52-52.png

      and then follow the prompts. I usually put it in a different folder 15025 will call it. Have to be careful or you have to type the whole thing in.

      Screenshot from 2026-04-06 09-55-44.png

      Then just keep hitting next

      Screenshot from 2026-04-06 09-56-48.png

      then Finish and it should fire up

      You can see the Java version and the triplea version upper left.

      Screenshot from 2026-04-06 09-58-31.png

      Oh yea, I guess I shoulda said this first. I can't get the 2.5 stable to work on linux anymore. Probably a couple years now. I've mentioned it to dan a few times but nothing ever came of it.

      This is what happens when I try it

      Screenshot from 2026-04-06 10-03-14.png

      So you can play local or by Forum/email but can't use the lobby. I haven't checked the 2.7 lobby in a while but I think it's still being worked on.

      So you will need to use windows to access the lobby. At least that's what I have to do 😞

      Let me know if you get stuck somewhere. We'll call in reinforcements 🙂

    • B

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

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      JohnnyCat

      @beelee GREAT IDEA

      THANK YOU B

    • G

      Jurassic v2.0
      Maps & Mods • • GREGOREK

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      TheDog

      @gregorek

      Shogun Advanced has random territories and random drops called Kami/Spirits/Fate. 1888 has random territories.
      Random Territories uses Territories Are Assigned Randomly
      Random drops needs another neutral/none player and isConstruct to help distribute the Random drops

      1941 Global Command Decision does do weather but it is not random.

      You need a Neutral/none player and yes infrastructure is the main way to do this. However there are exceptions.
      The Drops can be /turn or can be one off loot. The one off loot needs an end of turn trigger to remove the drop/kami.

      Shogun has blocked mountain passes, are variant could be, make them destructible/units, so you attack them to make the pass useable/passable.

      @wc_sumpton might have more ideas.

    • M

      Can an Admin Help Me Register My Email?
      Player Help • • mammothman64

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      Panther

      @mammothman64
      I guess you are talking about registering for lobby-play? Or for the dice server?
      Sorry, there is nothing I can do to register an email-address for you.

      The trick is not to use gmail in the TripleA software at all (except for posting to the forum in PBF).
      You need to use an email-address of a provider that does not automatically block mails from special senders (such as TripleA-servers obviously).

      Try for example proton or gmx.

      Good luck!

    • RogerCooper

      East & West
      Maps & Mods • • RogerCooper

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    • G

      Hotkey for unit placement
      Feature Requests & Ideas • hotkey placement • • GREGOREK

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    • JohnnyCat

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

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      No one has replied

    • O

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

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      No one has replied

    • W

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

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