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    • 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

      @beelee

      Hehe, I also missed my turn.
      The more days are between my turns, the more I need to get back in the game and what my initial plan was 🙂
      Bute some wine and some beers usually helps to bring back memories.

      That DOW from Japan on Russia was not in my plan, I am sure...

      BR

      Game History

      Round: 3 Purchase Units - ANZAC ANZAC buy 1 battleship; Remaining resources: 5 PUs; Combat Move - ANZAC 2 infantry moved from Celebes to 44 Sea Zone 2 infantry and 1 transport moved from 44 Sea Zone to 41 Sea Zone Combat - ANZAC Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 122 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 91 Sea Zone Non Combat Move - ANZAC Trigger Wolfpack at122 SeaZones: Germans has 1 Wolfpack placed in 122 Sea Zone Trigger Wolfpack at91 SeaZones: Germans has 1 Wolfpack placed in 91 Sea Zone 2 infantry moved from 41 Sea Zone to Sumatra ANZAC take Sumatra from Dutch 1 artillery, 1 cruiser, 1 destroyer, 1 infantry and 1 transport moved from 60 Sea Zone to 61 Sea Zone 1 air_transport and 1 infantry moved from Queensland to Java Place Units - ANZAC 1 battleship placed in 62 Sea Zone Turn Complete - ANZAC ANZAC collect 21 PUs; end with 26 PUs Trigger ANZAC Liberates Celebes: ANZAC met a national objective for an additional 1 PUs; end with 27 PUs Trigger ANZAC Liberates DNG: ANZAC met a national objective for an additional 2 PUs; end with 29 PUs Combat Move - French Combat - French Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 122 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 91 Sea Zone Non Combat Move - French Trigger Wolfpack at122 SeaZones: Germans has 1 Wolfpack placed in 122 Sea Zone Trigger Wolfpack at91 SeaZones: Germans has 1 Wolfpack placed in 91 Sea Zone 1 infantry moved from French Central Africa to French Equatorial Africa Turn Complete - French

      Combat Hit Differential Summary :

      exp-game-10-straw-ANZ-3.tsvg

    • B

      France Goes First 2.5 not working
      Player Help • • BattleshipYamato

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      C

      @rogercooper Thank you so much!

    • W

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

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      Panther

      @wc_sumpton I see. I have removed the screenshots to not disturb the thread.

    • T

      World War 1914 Larry Harries Does Not Work Plus Question
      Maps & Mods • • TonyMez

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      VictoryFirst

      @tonymez said in World War 1914 Larry Harries Does Not Work Plus Question:

      Why doesn't this map work>? It used to years ago.

      If you are saying this, that means you are talking about World War I 1914. My module for WWI 1914 exists since December 2th 2024. That's 1.5 years ago. World War I 1914 exists since December 3th 2022. That is 3.5 years ago.

      I think it is worth it to upgrade to 2.7. It is faster and handles the game folders better. I upgraded to 2.7 because I got error messages with 2.5 when opening maps all the time. With 2.7, I have never gotten an error message since.

      Download here the latest pre-release: https://github.com/triplea-game/triplea/releases/tag/2.7.15447

      Download here the version I am using (which I get the least error messages with): https://github.com/triplea-game/triplea/releases/tag/2.7.14971

    • JohnnyCat

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

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      A

      @johnnycat Italy up:

      1776867234451-1776822150608-1776545399218-1776220355534-alexander_johnnycat_game_1_g40_exp_usa-uk2_end.tsvg

      Purchase Units Trigger Americans War Production Eastern: has removed 1 factory_minor owned by Americans in Eastern United States Trigger Americans War Production Western: has removed 1 factory_minor owned by Americans in Western United States Trigger Americans War Production Central: has removed 1 factory_minor owned by Americans in Central United States Trigger Americans War Production Eastern: Americans has 1 factory_major placed in Eastern United States Trigger Americans War Production Western: Americans has 1 factory_major placed in Western United States Trigger Americans War Production Central: Americans has 1 factory_major placed in Central United States Setting uses for triggers used this phase. Americans buy 3 Fortifications, 3 carriers, 1 elite, 1 infantry, 1 marine and 1 transport; Remaining resources: 0 PUs; Place Units Units in Eastern United States being upgraded or consumed: 1 infantry 1 marine placed in Eastern United States Combat Move Trigger Americans Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Americans Trigger RailMovementAutoPlaceAmericans: Americans has 6 Rails placed in Eastern United States Setting uses for triggers used this phase. Resetting and Giving Bonus Movement to Units Cleaning up during movement phase Combat Preparing Airbases for Possible Scrambling Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 93 Sea Zone Non Combat Move Trigger Wolfpack at93 SeaZones: Germans has 1 Wolfpack placed in 93 Sea Zone 1 battleship, 1 carrier, 2 cruisers, 2 destroyers, 1 submarine and 2 usa_fighters moved from 31 Sea Zone to 26 Sea Zone 3 usa_fighters moved from Wake Island to Hawaiian Islands 1 marine and 1 usa_armour moved from Western United States to 10 Sea Zone 1 marine, 1 transport and 1 usa_armour moved from 10 Sea Zone to 26 Sea Zone 1 marine and 1 usa_armour moved from 26 Sea Zone to Hawaiian Islands 1 transport moved from 26 Sea Zone to 10 Sea Zone 1 destroyer moved from 10 Sea Zone to 26 Sea Zone 2 usa_fighters moved from Western United States to Hawaiian Islands 1 infantry moved from Mexico to Western United States 1 infantry moved from Mexico to Western United States 2 infantry moved from Western United States to Central United States 2 mech_infantrys moved from Western United States to Alaska 2 mech_infantrys moved from Western United States to Eastern United States 1 aaGun and 1 elite moved from Eastern United States to 101 Sea Zone 1 aaGun, 1 battleship, 1 cruiser, 1 destroyer, 1 elite and 1 transport moved from 101 Sea Zone to 91 Sea Zone 1 aaGun and 1 elite moved from 91 Sea Zone to Gibraltar 2 usa_fighters moved from Eastern United States to Gibraltar Americans undo move 11. 2 Rails moved from Eastern United States to Western United States 2 Rails and 2 infantry moved from Western United States to Eastern United States Trigger RailMovementAutoPlaceRemoveAmericans: has removed 6 Rails owned by Americans in Eastern United States Setting uses for triggers used this phase. Cleaning up during movement phase Place Units 1 transport placed in 101 Sea Zone 3 carriers placed in 10 Sea Zone 1 infantry placed in Western United States 1 elite placed in Eastern United States 1 Fortification placed in Midway 1 Fortification placed in Wake Island 1 Fortification placed in Guam Turn Complete Americans collect 52 PUs; end with 52 PUs Trigger Americans AdvancedProduction: Americans met a national objective for an additional 14 Optional[PUs]; end with 66 Optional[PUs] Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 76 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 81 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 86 PUs Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 91 PUs Purchase Units Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 6 infantry; Remaining resources: 0 PUs; Combat Move Trigger RailMovementAutoPlaceChinese: Chinese has 2 Rails placed in Kansu Setting uses for triggers used this phase. Resetting and Giving Bonus Movement to Units Cleaning up during movement phase 2 infantry moved from Suiyuyan to Hopei 1 infantry moved from Suiyuyan to Chahar 1 fighter moved from Sikang to Hopei Combat Battle in Hopei Recording Battle Statistics Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 93 Sea Zone Non Combat Move Trigger Wolfpack at93 SeaZones: Germans has 1 Wolfpack placed in 93 Sea Zone 1 fighter moved from Hopei to Suiyuyan 2 Rails moved from Kansu to Szechwan 2 Rails and 2 infantry moved from Szechwan to Suiyuyan 1 infantry moved from Szechwan to Sikang 1 infantry moved from Szechwan to Sikang 1 infantry moved from Szechwan to Sikang Trigger RailMovementAutoPlaceRemoveChinese: has removed 2 Rails owned by Chinese in Suiyuyan Setting uses for triggers used this phase. Cleaning up during movement phase Place Units 6 infantry placed in Suiyuyan Turn Complete Chinese collect 8 PUs; end with 8 PUs Objective Advanced Production 1 Infantry: Chinese met a national objective for an additional 3 PUs; end with 11 PUs Purchase Units Note to players British: It is Late 1940 and the British Army has Formed a Tank Army. They are Commanded by a Tank General. You may only have 1 Tank Army at any one time. Trigger UKTankGeneral: buyUK_TankGeneral added to productionBritish Setting uses for triggers used this phase. British buy 1 airfield, 1 artillery, 2 commandos, 1 elite, 9 infantry, 2 mine_unarmeds and 1 uk_para; Remaining resources: 0 PUs; 3 AirLendLease; 3 NavyLendLease; Place Units Units in Union of South Africa being upgraded or consumed: 1 infantry 1 commando placed in Union of South Africa Units in India being upgraded or consumed: 1 infantry 1 commando placed in India British undo move 2. Units in Quebec being upgraded or consumed: 1 infantry 1 commando placed in Quebec Combat Move Trigger RailMovementAutoPlaceBritish: British has 2 Rails placed in Union of South Africa Setting uses for triggers used this phase. Resetting and Giving Bonus Movement to Units Cleaning up during movement phase 1 artillery and 1 commando moved from Union of South Africa to 71 Sea Zone 1 artillery, 1 commando and 1 transport moved from 71 Sea Zone to 72 Sea Zone 1 artillery and 1 commando moved from 72 Sea Zone to Kenya 1 artillery and 1 infantry moved from Ethiopia to 76 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 76 Sea Zone to 98 Sea Zone 1 artillery and 1 infantry moved from 98 Sea Zone to Alexandria 1 artillery, 1 infantry and 1 uk_armour moved from Egypt to Alexandria 1 bomber, 1 uk_fighter and 1 uk_tactical_bomber moved from Syria to Alexandria 1 uk_fighter moved from India to 41 Sea Zone Turning on Edit Mode EDIT: 1 uk_para moved from United Kingdom to Southern France Combat Battle in 41 Sea Zone Battle in Alexandria Battle in Kenya Recording Battle Statistics Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 93 Sea Zone Non Combat Move 1 artillery moved from Ethiopia to 76 Sea Zone 1 artillery and 1 transport moved from 76 Sea Zone to 80 Sea Zone 1 artillery moved from 80 Sea Zone to Persia 1 infantry moved from West India to Eastern Persia 1 cruiser moved from 76 Sea Zone to 81 Sea Zone 1 mech_infantry moved from Ethiopia to Egypt 1 Rail and 1 infantry moved from Union of South Africa to Egypt 1 infantry moved from Syria to Trans-Jordan 1 uk_fighter and 1 uk_tactical_bomber moved from Alexandria to Egypt 1 uk_fighter moved from Malta to Gibraltar 1 bomber moved from Alexandria to Egypt 2 mine_unarmeds moved from India to Burma 1 uk_fighter moved from 41 Sea Zone to India 1 battleship moved from 39 Sea Zone to 80 Sea Zone British undo move 14. 1 battleship moved from 39 Sea Zone to 77 Sea Zone 1 infantry moved from India to Burma 1 artillery and 1 infantry moved from Ontario to Eastern United States 1 commando and 1 uk_armour moved from Quebec to Eastern United States 1 infantry moved from British Guiana to Brazil 1 battleship and 1 cruiser moved from 88 Sea Zone to 91 Sea Zone 1 transport moved from 88 Sea Zone to 86 Sea Zone 1 Rail moved from Union of South Africa to Syria 1 Rail and 1 infantry moved from Syria to Egypt Turning on Edit Mode EDIT: Adding units owned by Americans to 37 Sea Zone: 1 destroyer EDIT: Removing units owned by Americans from 38 Sea Zone: 1 destroyer EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveBritish: has removed 2 Rails owned by British in Egypt Setting uses for triggers used this phase. Cleaning up during movement phase Place Units Trigger Wolfpack at93 SeaZones: Germans has 1 Wolfpack placed in 93 Sea Zone 1 airfield placed in Gibraltar 6 infantry and 2 mine_unarmeds placed in India 1 artillery and 3 infantry placed in Union of South Africa Turning on Edit Mode EDIT: Adding units owned by British to Scotland: 1 elite EDIT: Removing units owned by British from United Kingdom: 1 elite EDIT: Turning off Edit Mode 1 elite and 1 uk_para placed in United Kingdom British undo move 2. Turning on Edit Mode EDIT: Adding units owned by Changer to Burma: 2 uk_mine_Burma_Yunnans EDIT: Removing units owned by British from Burma: 2 mine_unarmeds EDIT: Adding units owned by Changer to India: 1 uk_mine_India_39SZ and 1 uk_mine_India_Burma EDIT: Removing units owned by British from India: 2 mine_unarmeds EDIT: Turning off Edit Mode 6 infantry and 2 mine_unarmeds placed in India Turn Complete Trigger BritishParaBoost atSouthern France: British has 1 uk_paraBoost placed in Southern France Total Cost from Convoy Blockades: 2 British collect 43 PUs (2 lost to blockades); end with 43 PUs Trigger British AdvancedProduction: British met a national objective for an additional 6 Optional[PUs]; end with 49 Optional[PUs] Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 54 PUs
    • 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

    • 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

      https://triplea-game.org/maps-list/maps/
      Map Making • • RogerCooper

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      TheDog

      @LaFayette
      Options are;

      Update it, to dynamically show the 300+ maps in the map repository. A static web page show casing say 4 maps/periods showing that TripleA is not just about WW2. Remove the page completely.

      Considering the low traffic, I favour removing the page completely as
      https://triplea-game.org/
      could be updated to better show off TripleA.

    • T

      Linux Mint - Unable to install
      Player Help • • thulsadoom42

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      B

      @thulsadoom42

      😲

      That's not good 😞 14962 works for me https://github.com/triplea-game/triplea/releases/tag/2.7.14962

      Does it work on your desktop ? or just not on the smart TV ?

      Fwiw, I can't get it to work on TV either. Probably because my TV is smarter than me 🙂

      Can you go step by step and show us where you get stuck ?

    • VictoryFirst

      Prevent landing of allied aircraft on carriers
      Map Making • • VictoryFirst

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      VictoryFirst

      @beelee In A&A North Africa, aircraft can escort convoy zones, so they can stay in sea zones from the end of your turn to the start of your next turn, similar to Original Pacific. This was difficult to implement as you want your aircraft to be killed in any of YOUR phases if you don't land them, except in the Assign Convoy Escorts phase, which functions as a NCM phase. You can't do this by only setting removeAirThatCanNotLand to false and using placeNoAirCheck because then the aircraft will not be killed by the engine at all. If you set it to true in every phase except Assign Convoy Escorts, then the aircraft will be removed on other player's turns.

      So initially to solve this I thought of invisible carrier units. I had conditions and triggers that placed a carrier at the end of that power's Assign Convoy Escorts phase in every sea zone containing aircraft owned by you. At the start of their next Advance Convoy phase, in which you need to land your planes on the water, all carriers are removed.

      I tested it a bit and it worked very well. The aircraft were removed when it's YOUR turn but not on other player's turns.

      However I forgot about the possibility of one player moving his aircraft to a sea zone, then in that same round another friendly power moving his aircraft to the sea zone. Now, two carrier units are added, one for the first player and one for the second player. The first player's carrier is removed at the start of his next turn. However, because of the second carrier, the aircraft of the first player are able to land and will not get killed. Even though they should. And the carrier of the second player is necessary because if it wasn't there, his aircraft would die along with the aircraft of the first player.

      That's why I asked the above question. If I could prevent air units from using allied carriers, that would solve this problem.

      Fortunately, there was another (much better) way to solve this problem. I was reading through POS2 and came across this:

      carrierCost values: the space this unit takes up when sitting on a carrier. if set to 0 then air units can even land on sea zones without a carrier being present (think sea planes)

      I knew what carrierCost was and what it did but once I read this line I learned something I didn't know before. Setting carrierCost to 0 allows a plane to stay at sea without an aircraft. Excellent feature, exactly what I needed!

      Now what I have are triggers that change the aircraft's carrierCost from 1 to 0 and vice versa. Normally, aircraft have a carrierCost of 1 and can't remain at sea. At the start of the Assign Convoy Escorts phase, the aircraft YOU own have their carrierCost set to 0. This allows them to stay at sea. Once it your turn again, at the start of the Advance Convoys phase, your aircraft's carrierCost is set to 1 again, meaning the engine will show you a warning if you keep your fighters on the water. For this to work I did need to create separate air units for every power (G-fighter, G-bomber, I-fighter, I-bomber, etc.). But that's a small concession compared to the work that's now not needed. The carrier unit code can be deleted, and now there is also no need to set all aircraft to kamikaze (with the original code, this was necessary because you otherwise weren't able to use your full movement to reach a sea zone because the carrier is added at the end of the movement phase).

    • S

      G40 Captain Expansion StevenJ vs Johnny
      Play By Forum • • stevenJTripleA

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      S

      @johnnycat

      354345234988-G40 EXP StevenJ vs JohnnyCat i1 end.tsvg

    • G

      Jurassic v2.0
      Maps & Mods • • GREGOREK

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      TheDog

      @thedog said in Jurassic v2.0:

      Is there a way to convert/change a unitType into a Resource?

      Thinking more on this, on death of a unit, you could change into a none moving unit, say 5:meat.

      This would give 5:meat every turn. So you would need a trigger to remove these meat units after the players endTurn

    • RogerCooper

      Restricting unit builds
      Map Making • • RogerCooper

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      RogerCooper

      @wc_sumpton said in Restricting unit builds:

      <property name="Unit Placement Restrictions" value="true" editable="false">
      <boolean/>
      </property>

      That was it. Thank you for the help.

    • 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

      Is there a way to give all research to the players in a game of triple A at the start?
      Player Help • • mammothman64

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      M

      @panther I figured it out, thank you!

    • B

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

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      JohnnyCat

      @beelee GREAT IDEA

      THANK YOU B

    • O

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

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      No one has replied

    • LaFayette

      2.7 Lobby + Bots Available & Early Testing Phase
      News • • LaFayette

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      No one has replied

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