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    • B

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

      65
      0
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      65
      Posts
      821
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      B

      @trout

      Good Afternoon

      Game History

      Round: 6 Purchase Units - Italians Italians buy 1 Escort, 1 NavalMine3, 1 air_transport, 1 armour, 4 infantry and 2 italian_paras; Remaining resources: 0 PUs; Combat Move - Italians Trigger RailMovementAutoPlaceItalians: Italians has 1 Europe_Rail placed in Southern Italy 1 bomber moved from Iraq to Persia 1 armour, 1 artillery and 2 infantry moved from Iraq to Persia 1 italian_para moved from Syria to Persia 1 mech_infantry moved from Libya to Algeria Italians take Algeria from Americans 2 fighters moved from 99 Sea Zone to Ukraine 1 armour moved from Romania to Ukraine Combat - Italians Battle in Ukraine Italians attack with 1 armour and 2 fighters Russians defend with 1 infantry Italians roll dice for 1 armour and 2 fighters in Ukraine, round 2 : 2/3 hits, 1.50 expected hits Russians roll dice for 1 infantry in Ukraine, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Russians lost in Ukraine Italians win, taking Ukraine from Russians with 1 armour and 2 fighters remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Battle in Persia Italians attack with 1 armour, 1 artillery, 1 bomber, 2 infantry and 1 italian_para British defend with 1 infantry and 1 uk_armour Italians roll dice for 1 armour, 1 artillery, 1 bomber, 2 infantry and 1 italian_para in Persia, round 2 : 2/6 hits, 2.17 expected hits British roll dice for 1 infantry and 1 uk_armour in Persia, round 2 : 1/2 hits, 0.83 expected hits 1 infantry owned by the Italians lost in Persia 1 infantry owned by the British and 1 uk_armour owned by the British lost in Persia Italians win, taking Persia from British with 1 armour, 1 artillery, 1 bomber, 1 infantry and 1 italian_para remaining. Battle score for attacker is 5 Casualties for Italians: 1 infantry Casualties for British: 1 infantry and 1 uk_armour 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 Persia to Southern Italy 1 armour and 1 artillery moved from Syria to Iraq 1 transport moved from 98 Sea Zone to 96 Sea Zone 1 artillery moved from Tobruk to 96 Sea Zone 1 artillery and 1 transport moved from 96 Sea Zone to 98 Sea Zone 1 artillery moved from 98 Sea Zone to Syria 1 infantry moved from Greece to 99 Sea Zone 1 infantry and 1 transport moved from 99 Sea Zone to 98 Sea Zone 1 infantry moved from 98 Sea Zone to Trans-Jordan 2 fighters moved from Ukraine to 99 Sea Zone 1 NavalMine3 moved from Southern Italy to 97 Sea Zone 1 Escort and 1 NavalMine3 moved from 97 Sea Zone to 98 Sea Zone 1 air_transport and 1 infantry moved from Southern Italy to Gibraltar EDIT: 1 Italian_LCV and 2 infantry moved from Southern France to Gibraltar EDIT: 1 Italian_LCV moved from Gibraltar to Southern France 2 infantry moved from Northern Italy to Southern France 1 infantry moved from Yugoslavia to Albania 1 artillery and 3 infantry moved from Romania to Bessarabia 1 artillery moved from Yugoslavia to Romania 2 armour and 1 mech_infantry moved from Northern Italy to Romania 1 Europe_Rail and 1 infantry moved from Southern Italy to Greece Place Units - Italians Turning on Edit Mode EDIT: Removing units owned by Italians from 98 Sea Zone: 1 Escort and 1 NavalMine3 EDIT: Adding units owned by Italians to 98 Sea Zone: 1 Escort EDIT: Adding units owned by Changer to 98 Sea Zone: 3 ITA_SeaMines EDIT: Turning off Edit Mode 1 NavalMine3, 1 air_transport, 1 infantry and 2 italian_paras placed in Southern Italy 1 Escort placed in 97 Sea Zone 1 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 Italians RemoveItalyConvoySZ98Invert: Italians has 1 Escort_Convoy placed in 98 Sea Zone Total Cost from Convoy Blockades: 1 Rolling for Convoy Blockade Damage in 80 Sea Zone. Rolls: 6,6,1 Italians collect 23 PUs (1 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 : 0.33 Russians regular : -0.33 British regular : 0.17

      EXP Game 9 Trout I 6.tsvg

    • TheDog

      šŸ’„ Another World v AI - Official Thread
      Maps & Mods • • TheDog

      25
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      25
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      505
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      Simon Hibbs

      @thedog Apologies, I have limited time for gaming and such at the moment. Visiting family. Thanks for the info, I'll take a look in the new year, or earlier if I get the chance.

    • LaFayette

      Unarchiving Bug Reports in TripleA Forums?
      Bug Reports • • LaFayette

      11
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      Votes
      11
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      306
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      ubernaut

      @lafayette maybe i’m mistaken i figured u needed to create GitHub account in order to use the bug report forms

    • B

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

      7
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      Votes
      7
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      83
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      ubernaut

      @beelee cool o7

    • M

      WAW 1940 Mod for Transport casualties
      Maps & Mods • • madvitale

      7
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      7
      Posts
      183
      Views

      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...

    • Kindwind

      Game Engine Rules (AI Training)
      Development • • Kindwind

      6
      4
      Votes
      6
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      76
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      RogerCooper

      @kindwind Why don't you try the Minimap scenario? It uses a simplified version of the Revised rules with a small, simple map.

    • C

      Modern Warfare Map Idea
      Maps & Mods • • chewbaluba

      5
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      5
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      98
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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.

    • djensen47

      Request Header to allow/skip filter in Cloudflare
      Feature Requests & Ideas • • djensen47

      4
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      4
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      121
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      djensen47

      @lafayette That works.

    • TheDog

      The Grand War for 2.7
      Map Making • • TheDog

      3
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      3
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      87
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      TheDog

      @rogercooper
      Thanks!

    • E

      WORLD CHAMPIONSHIP SERIES 2 (SIGNUP!)
      Revised Tournament Of Champions • • EyesWideShut

      3
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      3
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      126
      Views

      E

      @eyeswideshut anyone else? we have about 21 participants so far!

      Due date is January 5th -- the day we begin!

    • S

      A more challenging AI
      Maps & Mods • • Samurai JD

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      25
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      RogerCooper

      @samurai-jd said in A more challenging AI:

      Re: šŸ’„ 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

    • AdmTamer

      civilian factories and debt
      Feature Requests & Ideas • • AdmTamer

      2
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      Votes
      2
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      62
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      RogerCooper

      @admtamer Units can produce or cost PU's, which allows you to implement these features in a mod.

    • Albert Ahn

      wavecatcher vs dimension9200
      Play By Forum • • Albert Ahn

      1
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      1
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      37
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      No one has replied

    • B

      EXP Game 1 barnee vs Crockett
      Play By Forum • • beelee

      1
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      1
      Posts
      29
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      No one has replied

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