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    • JohnnyCat

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

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      T

      @johnnycat Game History

      Round: 7 Purchase Units - Russians Note to players Russians: <body><b>It is Early 1943 and the Best Soviet Tank Unit has been Promoted to Elite Status.<br><br><img src="Elitearmour.png"/><br><br> You May Only Have One Total at Anytime .<b></body> Trigger RussiansTotalWarArty: buyTotalWar_Arty added to productionRussians Trigger RussiansTotalWarInf: buyTotalWar_Inf added to productionRussians Trigger RussiansTotalWar Bomber: buyTotalWar_Bomber added to productionRussians Trigger RussiansEliteArmor: buyEliteArmour added to productionRussians Trigger RussiansTotalWarFighter: buyTotalWarFighter added to productionRussians Trigger RussiansTotalWarAirTrprt: buyTotalWarAirTrprt added to productionRussians Trigger RussiansTotalWarTank: buyTotalWar_Tank_2 added to productionRussians Trigger RussiansTotalWarMechInf: buyTotalWarMechInf added to productionRussians Trigger RussiansTotalWarTacBmbr: buyTotalWarTacBmbr added to productionRussians Russians buy 1 Elitearmour, 1 Hvy_Undg_2, 3 Mass_Tankss, 1 Tank_General, 3 TotalWar_Tank_2s and 1 elite; Remaining resources: 11 PUs; 3 AirLendLease; 3 TankLendLease; Place Units - Russians Units in Russia being upgraded or consumed: 1 UndrgroundFctry 1 Hvy_Undg_2 placed in Russia Combat Move - Russians Trigger RailMovementAutoPlaceRussians: Russians has 1 R_Europe_Rail and 2 Russian_Rails placed in Russia 1 armour moved from Shensi to Hopei Chinese take Hopei from Japanese 1 infantry moved from Shensi to Suiyuyan Chinese take Suiyuyan from Japanese 1 armour moved from Hopei to Shensi 1 infantry moved from Western Ukraine to Eastern Poland 1 SP_ArtilleryUSSR moved from Bryansk to Eastern Poland 1 mech_infantry moved from Bryansk to Eastern Poland 1 armour moved from Smolensk to Eastern Poland 2 fighters moved from Belarus to Baltic States 1 tactical_bomber moved from Belarus to Baltic States 1 FighterAce moved from Russia to Baltic States 3 Army_Conscripts moved from Belarus to Baltic States 1 elite moved from Belarus to Eastern Poland 1 1stSovietAG moved from Belarus to Eastern Poland 1 artillery moved from Belarus to Eastern Poland 2 guard_infantrys moved from Belarus to Eastern Poland 1 SP_ArtilleryUSSR moved from Belarus to Eastern Poland 1 guard_infantry and 14 infantry moved from Belarus to Eastern Poland 4 russian_paras moved from Russia to Eastern Poland 1 2ndCorps moved from Belarus to Eastern Poland Combat - Russians Battle in Baltic States Russians attack with 3 Army_Conscripts, 1 FighterAce, 2 fighters and 1 tactical_bomber Germans defend with 1 elite and 1 infantry Russians win, taking Baltic States from Germans with 2 Army_Conscripts, 1 FighterAce, 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 4 Casualties for Russians: 1 Army_Conscript Casualties for Germans: 1 elite and 1 infantry Battle in Eastern Poland Russians attack with 1 1stSovietAG, 1 2ndCorps, 2 SP_ArtilleryUSSRs, 1 armour, 1 artillery, 1 elite, 3 guard_infantrys, 15 infantry, 1 mech_infantry and 4 russian_paras Germans defend with 1 infantry Russians win, taking Eastern Poland from Germans with 1 1stSovietAG, 1 2ndCorps, 2 SP_ArtilleryUSSRs, 1 armour, 1 artillery, 1 elite, 3 guard_infantrys, 15 infantry, 1 mech_infantry and 4 russian_paras remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry 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 Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 R_Europe_Rail owned by Russians in Russia Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 Russian_Rail owned by Russians in Novosibirsk Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 Russian_Rail owned by Russians in Amur 4 aaGuns moved from Belarus to Eastern Poland 2 fighters moved from Baltic States to Belarus 1 FighterAce moved from Baltic States to Belarus 1 tactical_bomber moved from Baltic States to Belarus 3 infantry moved from Smolensk to Belarus EDIT: 1 3rdCorps moved from 3rd Corps to Volgograd EDIT: 3 armour moved from Russia to 3rd Corps EDIT: 1 Soviet_Commisar moved from Russia to 3rd Corps EDIT: 1 Soviet_Commisar_3 moved from 1st Corps to Overflow EDIT: 1 Soviet_Commisar moved from 3rd Corps to 1st Corps 1 armour moved from Urals to Yenisey 2 infantry moved from Kazakhstan to Tsinghai 2 infantry moved from Samara to Novosibirsk EDIT: 1 russian_minor moved from Vologda to Timguska 1 infantry moved from Ukraine to Western Ukraine 1 aaGun moved from Amur to Manchuria 1 Russian_Rail and 1 elite moved from Russia to Amur 1 infantry moved from Korea to Manchuria 7 infantry moved from Bryansk to Belarus 1 Russian_Rail moved from Russia to Bryansk 1 Russian_Rail and 1 infantry moved from Bryansk to Novosibirsk 1 infantry moved from Bryansk to Belarus Place Units - Russians 1 Elitearmour, 1 FighterAce, 3 Mass_Tankss, 1 Tank_General, 3 TotalWar_Tank_2s and 1 elite placed in Russia Trigger MassTanksPlace3: has removed 3 Mass_Tankss owned by Russians in Russia Trigger RussiansTotalWarTankPlaceRussia6: has removed 3 TotalWar_Tank_2s owned by Russians in Russia Trigger MassTanksPlace3: Russians has 3 armour placed in Russia Trigger RussiansTotalWarTankPlaceRussia6: Russians has 3 armour placed in Russia Turn Complete - Russians Total Cost from Convoy Blockades: 3 Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 3,1,6,6,2,6,5,1,3,5,1 Russians collect 36 PUs (3 lost to blockades); end with 47 PUs Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 5 PUs; end with 52 PUs

      Remember if you decide to attack E. Poland that only one Army Group can be active and only one Army within the Panzer Group can be active. So even though you have four armies there. Only one is active. Hope that helps. Also this is the kind of situation where the battle calculator will not be accurate. What I do in this situation is do old-fashioned arithmetic with paper and pen. But that's not something that most people in 2026 like to do. But my solution is accurate 100% of the time.

      dc86abf1-f1ca-4e15-a12d-af6b359d7586-trout-cat-game-4-r7.tsvg

    • T

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

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      T

      @beelee Yes I know. Needing time on it as I am nearing Takeover Time and my track record of non-Sea Lion wins against you is abysmal. What I do here is not clear to me

    • 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...

    • 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.

    • T

      CANCELLED THREAD
      Play By Forum • • Trout

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      B

      @trout RightArm.png

    • 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.

    • RogerCooper

      Problem with foreach
      Map Making • • RogerCooper

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      @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 🙂

    • 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

      Guten Abend

      Scramble ?

      Screenshot from 2026-03-29 11-28-08.png

      EXP Game 10 Strawberry G 1 Scramble.tsvg

      Edit
      I will go through Joe Pants Brown Folder and see if I can find something different. This SPAA for now

      SP_ArtilleryAA.png

      Waffen_ArtyAA.png

    • 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.

    • M

      TWW game
      Play By Email • • malmessi

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      M

      Other opponents ?

    • G

      territory group bonus not banking
      Map Making • • GREGOREK

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      @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...

    • G

      adding/removing techs
      Maps & Mods • • GREGOREK

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      @gregorek

      Techs can be applied but can't be removed. They are cumulative. Tech_A could add +1 to a unit's movement while Tech_B adds -1 to the same unit's movement while Tech_C adds another +1. All three techs would be applied to the same unit, making its final movement +1. Techs are applied to all units belong to a player. Giving a +1 movement bonus to Kimmeridgian pterodactylus would be given to all pterodactylus, but only to the Kimmeridgian player.

      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.

    • 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!

    • B

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

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      JohnnyCat

      @beelee GREAT IDEA

      THANK YOU B

    • RogerCooper

      East & West
      Maps & Mods • • RogerCooper

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      No one has replied

    • JohnnyCat

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

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      No one has replied

    • G

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

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