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    • K

      Flames and Steel (official thread)

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      K
      America Pacific's tech tree [image: image.jpeg] Unlike America Atlantic, America Pacific is able to research TBF Avenger (improved naval combat for torpedo bombers). Also combat air patrol (carriers get to participate in the interception phase). Also, B-24 Liberator and the Superfortress. Also the VT Proximity Fuze (ships hit by enemy air fire back on a +1). America Atlantic's research screen [image: image.jpeg] Techs that America Atlantic has that America Pacific lacks: P-47 Thunderbolt. Adds +1 to hitpoints for dive bombers HVAR Rockets: improves dive bombers against land FIDO: improves torpedo bombers against subs M7 Priest: allows you to build M7 Priests Fire Direction Center: allows each Priest to support two units (offense only) Flying Fortress and Combat Box
    • H

      Creating a (hopefully) competitive bot using Claude Code.

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      RogerCooperR
      @Cernel I have been playing low luck for this scenario and it is quite interesting.
    • X

      TripleA Mobile!

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      O
      Im not super technical but im running my TripleA on ARM architecture currently using the normal files found on the official Github. Dunno if it can run on mobile though but considering ARM is mobile right it should? At least Android/Linux based systems (??) I assume you would need something like Android Virtualization Framework enabled or other apps and a rooted phone that make it possible to run Linux apps.
    • SchulzS

      Axis Ascension

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      TheDogT
      @Schulz It has to be 3. Transports/Convoy move 10knots-ish Other military ship move faster, so 3 or 4. So 3
    • alkexrA

      Middle Earth - Battle for Arda (v3) - Official Thread

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      C
      @alkexr said: @Cernel Why have you chosen to have it this way instead of having a specific starting time? Well, the War of the Ring is the obvious candidate, but there was no Arnor or Angmar at that time, so all of Eriador would be practically empty. And that's not all, Dáin's Halls and Framsburg, for example, were also abandoned by that time, along with the surrounding areas. The dragons are also all but gone, Smaug being the last truly relevant one. The orcs in the north were also decimated in the Battle of Five Armies and the aftermath, to the point of irrelevance. So a War of the Ring map would be missing too much for my liking. Sounds like having a secondary game for the map depicting the War of the Ring (maybe with a much over-powered Evil and a non-military victory condition for Good) would be very good as that would be the scenario which most people are interested in and would also provide an easier-to-learn reduced game. I guess doing that after having finished the main "all-times" game would only add a few percetage points of additional work beside the play-testing part for balance. Unfortunately, I cannot do or help with making that because my knowledge of Middle Earth is almost at average Joe level.
    • KindwindK

      Game Engine Rules (AI Training)

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      H
      @RogerCooper said: more sense to have the executive module set a broad plan and then the other modules figure how to execute the plan. I was thinking that the plan would be more emergent rather than preset if it was set by local processes, but maybe you're right. I will try both ways. The issue with global plannig i think will be getting the nescessary information to the executive and have it analyze that info appropriately without just simulating all possibilities (which isn't possible.) My account is drained of tokens now, so progress is on temporary hiatus.
    • R

      Question about trenches domination 1914 no mans land

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      B
      @black_elk you are the only one. Help us BlackElk
    • C

      Paratroops not working need help with XML

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      wc_sumptonW
      @craigviau said: I don't know what you mean by airborne verses paratroopers to me its the same? The airborne is a "techAbilityAttachment" which allows a unit to travel as air without a transporting unit, paratroopers require a transporting unit. @craigviau said: Also on the last 3 two are false so i don't think i need anything and on the other what is the code to set up the attachment? Look for gameProperty with a value set to the property. If there are no attachments with these options, then these properties have been disabled. Since I have no idea what they were designed for there would be no way for me to say they are for. @craigviau said: Sorry i don't pop in here often, No problems take your time. Cheers...
    • I

      Playing war of relics question

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      C
      Cernel said: (unless I find anything else) Actually found something, but no worries: it is a minor thing. The battle-calculator does not allow you to calculate at all if you set the game (via Game Options) to play with infinite battle rounds (meaning setting "Land Battle Rounds" equal to -1). More information here: https://github.com/triplea-game/triplea/issues/15116
    • V

      Modified Blitz Rule (Defenders Must Inflict Casualty to Stop Blitz)

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      RogerCooperR
      @Vendetta That might be hard to implement in the engine.
    • C

      TripleA being blocked by Microsoft Windows SAC

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      TheDogT
      @panther said The fact that the installation now went flawlessly shows, that the MS service behind is 'learning'. I agree. I am inclined to think that it is based on the number of downloads Microsoft has in its SAC database, too few and it is a risk, enough and it passes. So from our point of view, we will need to keep a SAC viable downloads list @cowey To confirm, please find out your friends TripleA version, I will guess it is 2026-10.16.15815 ? Just need the last 5 digits, so its probably 15815
    • SchulzS

      Bugs in World War I

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      RogerCooperR
      @VictoryFirst I replaced all references to "placeNoAir" to "place" and added <attachment foreach="$All-Players$" name="rulesAttachment" attachTo="@All-Players@" javaClass="RulesAttachment" type="player"> <option name="placementAnyTerritory" value="true"/> </attachment>
    • V

      Global 1940 TRO (Total Research Overhaul)

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      Part Four: Optional Rules This section consists of additional house rules of my own preference which are not directly related to the tech system. However, if I eventually progress to making a full TRO mod, these are rules that I would be aiming to integrate as checkable Game Options. Some will be familiar, some are my own designs. Factory Limitations Heavy Tanks, Armored Trains, Strategic Bombers, Battleships, and Aircraft Carriers must be built at a Major Factory, not a Minor Factory. Placement limits for air and naval units are limited by default to 1 per turn at Minor Factories and 2 per turn at Major Factories. Each type has its own separate cap (i.e. you can build an air unit and a naval unit during the same turn at a Minor Factory). If an Air Base exists in the same territory as a factory, that factory's placement restriction for air units is lifted, allowing you to build as many as the factory would normally allow. Likewise, if a Naval Base exists in the same territory as a factory, the factory's placement restriction for naval restrictions will be lifted to allow its normal capacity. Scramble Extension Air units are permitted to scramble from Air Bases to defend adjacent land territories as well as adjacent sea zones. Defensive Retreats Defending players are permitted to order a retreat after fighting at least one round of battle. Before a retreat can take place, one final round of battle will play out in which the attackers will fire again but the defenders will not return fire. The surviving defenders will then withdraw to an adjacent territory (or sea zone, in the case of naval units). All defenders must retreat to the same territory (with the exception of any scrambled units, which go back where they came from), and the destination must be a friendly territory (if on land), free of enemy units, and not currently under attack by another enemy force. If multiple allies are defending the same territory, they all must agree to retreat together, otherwise they stay and fight. Enhanced Blitz Blitz-capable land units are permitted to attack a second land territory after fighting and winning a battle in the first one if the defenders failed to eliminate at least one attacking unit. The blitz is still subject to the attacking units' normal movement allowance - they must have a free movement point left in order to carry on into the second territory. Follow-up blitz attacks are carried out only after all battles from initial combat orders have been resolved. In cases like Germany's Schwerpunkt or other techs that provide bonuses during blitz attacks, the bonus only applies during that second battle following the first, not to the initial attack. Revised India The UK (Pacific) Major Factory in India is replaced with a Minor Factory in the game's starting setup. The UK (Pacific) also receives a second Minor Factory in West India during setup. Chinese Movement Freedom China's default movement restrictions are permanently lifted if the Allies manage to gain simultaneous control over all of the territories to which China is initially restricted (that is, China's starting territories plus the Chinese mainland territories that start under Japanese occupation plus Kwangtung and Burma). When the restrictions are lifted, Chinese land units are now able to enter any mainland continental territory on the Pacific map. Chinese air units are permitted to fly out into sea zones on the Pacific map as well in order to attack, but must end their turn by returning to a mainland territory. Playable Canada This would have to be an alternate map rather than a checkable option. The Canada edition would require a modification of the British Commonwealth tech (or perhaps its replacement by Home Guard, a tech that ended up on my cut content list, which would give British Infantry a +1 first round defense bonus during German amphibious or airborne invasions of the UK or Scotland). As a minor power, Canada would be given a set of six exclusive techs to match ANZAC. It would definitely receive Destroyer Escorts as a free unlock. Haven't finalized the rest of their research advantages, but likely ones would include Prime Movers, Self-Propelled Artillery, Special Forces, Torpedo Bombers, Fast Transports, Sonar, War Bonds, Heavy Bombers, Industrial Advancements, and Shipyard Improvements. I have not finalized a set of Canadian exclusive techs yet, but some ideas that are on the drawing board so far: BCATP / Commonwealth Air Training (something like Italy's Picchiatelli?) Camp X (special action or bonus for Elite Infantry?) Canadian Corps (regional fighting bonus for Canadian land units in Europe, maybe for Infantry/Tank or Mechanized/Tank pairings?) CMP Trucks (discount package for Mechanized?) Corvette Fleet / Newfoundland Escort Force (Discount package for Escorts) Devil's Brigade (Discount Elite unit with limit of 1 at a time, like Maori Battalion or Foreign Legion - maybe also buys one for US player?) Montreal Laboratory (Reduced cost for research level upgrades if UK/US has unlocked that level first) Park Ships (Discount package for pair of Transport Ships?) Polsten Guns (AA gun costs 4, takes infantry-type slot instead of heavy one on transports?) Sexton (discount or bonus for Assault Gun - maybe UK gets one too if Canada buys one?) Shadow Factories (move the British Commonwealth effect here - Britain can buy units in Canadian factories if UK falls? Britain can spawn its own units in Canadian factories by default? UK/US can buy factories/upgrades for Canada? Not sure yet) Sherman Skink (Tanks get an AA shot, or cause first round debuff to enemy Fighters/Tactical Bombers?) Ship Degaussing (first round debuff for submarine surprise strike against Canadian naval units?) Suggestions or ideas would be welcome here. I'll update the Canada section whenever I get around to finalizing my ideas for them.
    • TheDogT

      11 Rings of Power - Official Thread

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      ebbeE
      @TheDog Yes, another pleasant cooperation this year with The Dog! resulting in a fine FFA fantasy game.... with the wished variation in setup and a variety of diplomatic status... when it comes to controlling the 11 Rings of Power even old friends become foes... in the end all might end up to be your enemy I did some extra work with sound files again , just like in our previous projects 1888A and Shogun Advanced for those who appreciate that would be great to receive some feedback for possible future finetuning...
    • StohrmS

      Color issue with Politics Panel aka Politics Screen

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      B
      @Panther yea I don't remember where but I do remember when . Right after the change
    • HeppsH

      Total World War: December 1941 3.0.0.6

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      M
      @ubernaut said: @malmessi no reason to be playing 2.8 imo I am playing 3.0 But still checking old 2.8 pdf manual and I was looking for a place to find all the changes joined together, the online game help is perfect
    • LaFayetteL

      Forum will be down for a bit - upgrades

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      ubernautU
      @beelee said: right after I post this it starts working normally classic 🫡
    • RogerCooperR

      Roger's Scenario Thread

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      RogerCooperR
      Name Axis General Description World War 2 in 1939 on the Big World map https://axisandallies.fandom.com/wiki/Axis_General [image: image.jpeg] Good Points Straightforward unit set Bad Points Favors Allies
    • R

      Modifying National Objectives

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      RogerCooperR
      @Rrrrricky said: Hey everyone, im new here. Trying to modify NO's on World War ii v3 1942 map. Github looks locked apparently? I couldn't create an account there for some reason. Any ideas? TY! Why did you want to change the NO's? If you want different NO's, you need to create a new mod.
    • O

      Maps Need Categories

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      B
      @Ondis Hi Ondis yea I think people couldn't agree on which maps should be in which category and Dan finally said f it and just made it alphabetical. Idk. I could be wrong on that @thedog has a ranking type thing here https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides?_=1793413326148 maybe could work with that to get something going
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