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    • B

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

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      B

      @trout
      just getting ready to look at it. My Avs and the Clones both just won 🙂

      Edit
      You forgot to move the LCV to HOL 🙂 You wanna just dust it and put a Inf there ?

      I will just do that as it's the obvious move 🙂

      Dam Italians didn't do much in Iraq lol Yea ANZC should be able to complete the conquest. Have to see if IJN has enough power to risk it or not 🙂

      Edit 2
      Ahh my Bad. You used the Trprt not the LCV 😊

      Game History

      Round: 8 Purchase Units - Italians Italians buy 1 NavalMine3, 3 armour, 1 fighter, 4 infantry and 1 italian_para; Remaining resources: 0 PUs; Combat Move - Italians Trigger RailMovementAutoPlaceItalians: Italians has 1 Europe_Rail placed in Southern Italy Turning on Edit Mode EDIT: Italians takes Rostov from Russians EDIT: Turning off Edit Mode 1 infantry moved from Persia to Northwest Persia Italians take Northwest Persia from Russians EDIT: 1 italian_para moved from Greece to Rostov EDIT: 1 italian_para moved from Greece to Ukraine 2 fighters moved from 99 Sea Zone to Ukraine 1 infantry moved from Bessarabia to Ukraine 1 fighter moved from Southern Italy to Ukraine 3 armour, 1 bomber and 1 mech_infantry moved from Romania to Baltic States Combat - Italians Battle in Ukraine Italians attack with 3 fighters, 1 infantry and 1 italian_para Russians defend with 1 elite Italians roll dice for 3 fighters, 1 infantry and 1 italian_para in Ukraine, round 2 : 1/5 hits, 1.83 expected hits Russians roll dice for 1 elite in Ukraine, round 2 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Italians lost in Ukraine 1 elite owned by the Russians lost in Ukraine Italians win, taking Ukraine from Russians with 3 fighters and 1 italian_para remaining. Battle score for attacker is 0 Casualties for Italians: 1 infantry Casualties for Russians: 1 elite Battle in Baltic States Italians attack with 3 armour, 1 bomber and 1 mech_infantry Russians defend with 2 infantry Italians roll dice for 3 armour, 1 bomber and 1 mech_infantry in Baltic States, round 2 : 4/5 hits, 2.33 expected hits Russians roll dice for 2 infantry in Baltic States, round 2 : 1/2 hits, 0.67 expected hits 1 mech_infantry owned by the Italians lost in Baltic States 2 infantry owned by the Russians lost in Baltic States Italians win, taking Baltic States from Russians with 3 armour and 1 bomber remaining. Battle score for attacker is 2 Casualties for Italians: 1 mech_infantry Casualties for Russians: 2 infantry Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 92 Sea Zone Non Combat Move - Italians Trigger Wolfpack at92 SeaZones: Germans has 1 Wolfpack placed in 92 Sea Zone Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveItalians: has removed 1 Europe_Rail owned by Italians in Greece 1 bomber moved from Baltic States to Western Germany 2 artilleries and 3 infantry moved from Romania to Bessarabia 2 fighters moved from Ukraine to 99 Sea Zone 1 fighter moved from Ukraine to Bessarabia 1 air_transport and 1 infantry moved from Southern Italy to Gibraltar 1 air_transport moved from Gibraltar to Southern Italy 1 artillery moved from Syria to 99 Sea Zone 1 artillery moved from 99 Sea Zone to Greece EDIT: 1 italian_para moved from Southern Italy to Greece EDIT: 1 Italian_LCV and 2 infantry moved from Southern France to Gibraltar EDIT: 1 Italian_LCV moved from Gibraltar to Southern France 1 armour and 2 infantry moved from Northern Italy to Southern France 1 Europe_Rail moved from Southern Italy to Northern Italy 1 Europe_Rail and 1 armour moved from Northern Italy to Greece 1 armour moved from Northern Italy to Romania 1 NavalMine3 moved from Southern Italy to 97 Sea Zone 1 Escort and 1 NavalMine3 moved from 97 Sea Zone to 98 Sea Zone Place Units - Italians Turning on Edit Mode EDIT: Removing units owned by Italians from 98 Sea Zone: 1 Escort_Convoy EDIT: Adding units owned by Italians to 97 Sea Zone: 1 Escort EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Adding units owned by Changer to 98 Sea Zone: 6 ITA_SeaMines EDIT: Turning off Edit Mode 1 NavalMine3, 1 fighter, 1 infantry and 1 italian_para placed in Southern Italy 3 armour and 3 infantry placed in Northern Italy Turn Complete - Italians Trigger Italians RemoveItalyConvoySZ98Invert: has removed 1 Escort owned by Italians in 98 Sea Zone Trigger ItaliansParaBoost atUkraine: Italians has 1 italian_paraBoost placed in Ukraine Trigger ItaliansParaBoost atRostov: Italians has 1 italian_paraBoost placed in Rostov Trigger Italians RemoveItalyConvoySZ98Invert: Italians has 1 Escort_Convoy placed in 98 Sea Zone Total Cost from Convoy Blockades: 2 Rolling for Convoy Blockade Damage in 80 Sea Zone. Rolls: 5,1,5,4,4,5,1,2,6 Italians collect 23 PUs (2 lost to blockades); end with 23 PUs Trigger Italians AdvancedProduction: Italians met a national objective for an additional 3 PUs; end with 26 PUs Objective Italians 4 Control Iraq Or Persia Or Northwest Persia: Italians met a national objective for an additional 4 PUs; end with 30 PUs Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 35 PUs Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 40 PUs

      Combat Hit Differential Summary :

      Italians regular : 0.83 Russians regular : 0.67

      EXP game 9 trout I 8.tsvg

      well still can't get rid of those NMs lol oh well 🙂

      So 9 NMs in 98 are armed. The other ones are bs 🙂

    • 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: 3 Purchase Units - Russians Note to players Russians: <body><b>It is Early 1941 and The Soviet Union can Form up to 2 Tank Armies.<br><br><img src="Tank_General.png"/><br><br><br />You may purchase 1 Tank General per turn.<b></body> Note to players Russians: It is Early 1941 and The Soviet Union has Tankograd Up and Running ! Russia receives 1 Free Tank per turn as long as they control the Urals. Trigger TankGeneral: buyTank_General added to productionRussians Russians buy 1 Tank_General, 4 armour, 1 elite and 1 russian_para; Remaining resources: 10 PUs; 3 AirLendLease; 3 TankLendLease; Politics - Russians Trigger Russians Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians Combat Move - Russians Trigger RailMovementAutoPlaceRussians: Russians has 1 R_Europe_Rail and 2 Russian_Rails placed in Russia Note to players Japanese: The Godless Communists Attack Japan! After Russian Combat Move Japan May Immediately Place the Amount of PUs it Cost Russia to Declare War in Units in any Non Combat Japanese Controlled Terr.... Combat - Russians Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 93 Sea Zone Non Combat Move - Russians Trigger Wolfpack at93 SeaZones: Germans has 1 Wolfpack placed in 93 Sea Zone Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 R_Europe_Rail and 2 Russian_Rails owned by Russians in Buryatia 1 infantry moved from Ulaanbaatar to Buryatia 2 infantry moved from Olgiy to Kansu 1 armour moved from Novosibirsk to Kansu 1 Soviet_Commisar moved from Russia to Novosibirsk 2 armour moved from Russia to Novosibirsk 1 mine_unarmed moved from Bryansk to Belarus 9 mine_unarmeds moved from Bryansk to Western Ukraine 2 infantry moved from Rostov to Caucasus 1 elite moved from Russia to Bryansk 1 artillery moved from Russia to Bryansk 1 artillery moved from Novgorod to Belarus 2 fighters moved from Novgorod to Russia 1 tactical_bomber moved from Novgorod to Russia 1 infantry moved from Eastern Poland to Baltic States 1 infantry moved from Belarus to Eastern Poland 1 infantry moved from Buyant-Uhaa to Ulaanbaatar 1 infantry moved from Dzavhan to Olgiy 1 Russian_Rail moved from Russia to Novosibirsk 1 Russian_Rail and 1 Soviet_Commisar moved from Novosibirsk to Buryatia 1 Russian_Rail moved from Russia to Novosibirsk 1 Russian_Rail and 1 armour moved from Novosibirsk to Buryatia 1 R_Europe_Rail moved from Russia to Urals 1 R_Europe_Rail and 1 armour moved from Urals to Buryatia 2 infantry moved from Yenisey to Olgiy Place Units - Russians 1 Tank_General, 4 armour, 1 elite and 1 russian_para placed in Russia Turning on Edit Mode EDIT: Adding units owned by Russians to Russia: 1 1stTankArmy EDIT: Removing units owned by Russians from Russia: 5 armour EDIT: Removing units owned by Russians from Russia: 1 Tank_General EDIT: Adding units owned by Russians to 1st Tank: 1 Tank_General and 5 armour EDIT: Removing units owned by Russians from 1st Tank: 1 1stTankArmy EDIT: Adding units owned by Russians to Buryatia: 1 1stCorps EDIT: Removing units owned by Russians from Buryatia: 1 Soviet_Commisar EDIT: Removing units owned by Russians from Buryatia: 3 armour EDIT: Removing units owned by Russians from 1st Corps: 1 1stCorps EDIT: Adding units owned by Russians to 1st Corps: 1 Soviet_Commisar_3 and 3 armour EDIT: Turning off Edit Mode Turn Complete - Russians Russians collect 36 PUs; end with 46 PUs

      Churchill concerned about the status of the Med. Huddling with his advisors now.

      053e14d8-3e8a-4c26-9935-4c15cef394ce-exp-game-3-trout-vs.panzer-r3.tsvg

    • B

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

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      Panzerstahl-Helm 0

      @trout said in Game 1 Multi Panzer Alex vs Trout barnee:

      @alexander Interesting purchases for the Imperial Paratrooper Corps. Scramble instructions for SZ 97 are requested??

      8a2ecc0f-a2fd-4b05-8f30-2e2be801cdb6-exp-game-1-multi-uk1.tsvg

      no scramble

    • W

      Is TripleA finally dead
      Development • • wc_sumpton

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      LaFayette

      @wc_sumpton & @beelee , cut it out with the insults. To fully respond would require quite an essay, which I'm not going to do. Suffice it to say, a number of things you said are wrong, I don't think maliciously so, just a misunderstanding of unrelated things feeling related.

      Why was the game not showing the proper amount of PUs for the AI player? No one can answer this question. So instead of trying to figure out the real problem, the message caused by this problem is remove.

      I'll respond to this. The reason seems to be because the AI-only trigger that grants PUs to the AI player is bugged and is not working. Why that is so, is not known. If it were, it would likely be fixed. I spent 4 hours on a Saturday looking at that issue instead of doing anything else in my life. It's heartening to now be told that clearly IDGF.

      there were many errors, but all these errors could be traced back to the failure of the xml not loading correctly.

      @wc_sumpton please clearly communicate your evidence for this. I suspect the XML was loaded correctly, but the conditions for firing the bugged trigger were not evaluated correctly. I believe it would be much more helpful to present why you think that was the case, in a clear and simple manner, compared to spending effort venting.

    • 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.

    • B

      End of Turn Goes Immediately to Next Player
      Player Help • • beelee

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      ubernaut

      @beelee cool o7

    • 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

      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.

    • K

      Mobile version?
      Feature Requests & Ideas • • kyle1984

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      LaFayette

      On the roadmap is to change how TripleA represents the state of the game to be a plain text file instead of a binary encoding. Once that is done, it'll be a lot easier to interoperate different TripleA game clients (ie: a mobile version that interoperates with a desktop version).

      The level of effort to reach that goal is pretty high though. It's been an uphill battle to tackle our current goals... I do agree it would be pretty sweet to be able to play a turn of TripleA during coffee breaks.

    • 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!

    • TheDog

      The Grand War for 2.7
      Map Making • • TheDog

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      TheDog

      @rogercooper
      Thanks!

    • 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.

    • 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

      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

    • Albert Ahn

      wavecatcher vs dimension9200
      Play By Forum • • Albert Ahn

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      No one has replied

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