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    • ubernautU

      TWW 3.0.9? NTSH (ax) v (al) ubernaut Game 4

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      ubernautU
      @Nothingtoseehere i havent even looked at the pacific yet
    • B

      Multi Game 2 barnee Trout vs Alex Panzer

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      @Trout right on. will try adding your gmail to the save and see if it works now or I guess @panzerstahl-helm-0 Panzer up next so he can try if he wants. yea still not feeling good. At least the Mold guy didn't thing it was the end of the world like the ai bitch Still a little concerned. we'll see what they say tomorrow . Enjoy the Vacay @alexander @panzerstahl-helm-0 @trout lolI frgot new dice roller you can only have 2 emails. You have to pick a Captain and then just use their email
    • SchulzS

      World War I with more territories?

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      SchulzS
      Here's the new impassable mountains. [image: 1784895232369-wwieurope_names_values-copy.jpg] [image: 1784895236842-wwieurope_names_values-copy-copy-resized.jpg]
    • alkexrA

      Middle Earth: Battle For Arda - Official Thread

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      Interesting video, and welcome back! I think the changes are interesting. Regarding tactics I do think that having 5 levels is a lot. I think that @shorogyth 's system seems reasonable. I'd also pull the plains bonus out of the tactics system (call it "defensive tactics") and have a separate plains attack bonus. That way horses can have a bonus there, and rangers won't automatically be good attacking on plains. I know it's a third number, but I think it'll be less confusing than tactics being mostly defense bonuses but also one attack bonus. Also, can you have more than a +-1bonus on some terrains? I feel like most flying units would need more than a -1 bonus on caves, especially because tactics give them bonuses. I agree with the relentless issue. I think it's cool for some units to ignore your defensive terrain advantage, but they should be rare and therefore scary. Having basically all orcs be relentless is pretty silly and makes plains better for defense than cities. Regarding unit abilities, I don't think rock paper scissors is necessarily bad, especially because not all factions are equally strong in each. If each faction has different strengths and weaknesses, it forces factions to collaborate more, and stops things from snowballing as much if one faction falls. Eg Gondor would spam rangers because they have good defense bonuses and would kill the winged nazgul (thereby denying mordor's leadership), so you could send flanking cavalry from Rhun or harad to eliminate them. Elven archers were much stronger than the spearmen, but fell very quickly to wargs, which forced the elves to diversify more. In particular, Isengard had no ranged units, so Rohan's flank cavalry was especially dangerous since it would directly target the fires of orthanc, and so isengard had to spend a lot of effort screening its siege forces. I think ranged support feels reasonable. I like all abilities that encourage using a variety of units. Eg the galadhrim archers are one of the most powerful units in the game, but they require you to buy the weaker elven spearmen to unlock their full value. I like the change to charge, since before formation made those units a liability because you couldn't make them not charge. Eg the warg riders were essentially useless for angmar because of this and rohan suffered hard. I do like the new ambush mechanic since it encourages more diversity in unit selection. I do think it should be allowed in cities though (that was the whole siege of osgilliath), and the fact that only a certain number of units can ambush will balance it. I'm not sure I like scouting as it is though. If scouting eliminates ambush, then you just need 1-2 units with scouting in your army and you're fine. And if those units are otherwise useful (eg rangers) then it makes ambushers useless. Maybe scouting should be like spearwall? Just decreasing the effectiveness of ambush so it's less good but still useful? So maybe barrow wights would have an ambush of 6, then eg warg scouts could have a scouting of 2, rangers 3, and wizards 6x2 or sth? I feel like something missing in the game is some notion of hit and run tactics for cavalry. Cavalry is expensive and strong and excels at taking out small groups, but you often can't take advantage of this because if you do it exposes your cavalry to counterattack where they won't make up their PU values. Meanwhile air units can do this which gives angmar and mordor a big advantage. Maybe some cavalry could have an ability wherein they (and only they) can independently retreat after the first round of combat, even if there's a win? This still requires some thought, since if you don't have a win in your first round you have to decide if it's worth leaving your cavalry open to guarantee the win, and cavalry is still worse than flying units since they don't get the whole combat or a noncombat move. But it makes cavalry much more tactically interesting Also a general thought, but I think rangers need to be a higher tier of ranged unit. They have excellent tactics, mountaineer, high movement, anti-flying, scouting, ambush, support, and maybe more. And given the lore this makes sense, but also in the lore they aren't common at all - the Dunedain are solitary and dying out. So I think buffing them and treating them more like weak creatures than elite infantry would make more sense. And then you could maybe have some weaker version for gondor representing Faramir's rangers which are just elite infantry
    • D

      Pact of Steel 2 mods for new Version

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      TheDogT
      @djggml So here is a working map.yml (remove the .txt to use it. map.yml.txt map_name: the_pact_of_steel games: - {game_name: Pact of Steel, file_name: pact_of_steel.xml} - {game_name: Pact of Steel 2, file_name: pact_of_steel_2.xml} - {game_name: Pact of Steel 233, file_name: pact_of_steel_233.xml} Note it has the version line removed.
    • T

      How to add to Big World Variations

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      RogerCooperR
      @TheDog On vacation. Will check when I return.
    • Panzerstahl-Helm 0P

      exp-game -10 - beelee (Axis) vs. panzer (Allies) - Operation "Straweberry Fields Forever"

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      @Panzerstahl-Helm-0 Hallo yea I've heard it gets hot there. I guess you were already used to it this summer though yea last couple days been nice. 70s. One more and then it heats back up. Yea the flood triggered a mold invasion so the basement needs to be remediated. Not as expensive as I thought or as dangerous, just have to stay masked up and try not to move stuff around too much while down there. Still fucks with you but just have to power through. I hired the top contractor 2 days ago. She's gonna get one of her crews started next week on it. I still gotta try and salvage some shit but most of it is just gonna get launched and most of it needed to anyway. so I'll be busy and then some downtime while they do their thing. Can still time for the game I imagine. Hope you and the girls enjoying the Vacation Ciao Edit Looking at the game now. I see SSR bought 2 Arty. SPA same price. You can change if you want. Really no reason not too Edit 2 Actually the Oberst3 needed to die instead of a ss Inf as 1st SS had been deactivated due to combat losses. [image: 1784807778190-screenshot-from-2026-07-23-06-48-27.png] The Oberst rolled last and got 2 hits, so I'll put a Panzer back in for you. You could go Elite too but it doesn't really matter Game History Round: 16 Purchase Units - Japanese Japanese buy 1 Escort, 1 Japan_destroyer, 4 TotalWarFighters, 1 elite, 3 infantry and 1 mech_infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese Trigger Kamikaze: Japanese has 1 Kamikaze placed in Japan Trigger Banzai: Japanese has 1 Banzai placed in Japan Trigger RailMovementAutoPlaceJapanese: Japanese has 2 J_Rails placed in Kiangsu 1 armour moved from Amur to Sakha Japanese take Sakha from Russians 1 armour moved from Sakha to Buryatia 1 armour moved from Amur to Buryatia 1 JPNbomber moved from Anhwe to Buryatia 3 armour, 1 elite and 1 fighter moved from Amur to Siberia 1 fighter moved from Japan to Siberia 3 armour and 1 mech_infantry moved from Korea to Siberia 1 elite moved from Japan to 6 Sea Zone 1 Japan_destroyer and 1 elite moved from 6 Sea Zone to 8 Sea Zone 1 elite moved from 8 Sea Zone to Aleutian Islands Combat - Japanese Battle in Aleutian Islands Battle in Siberia Japanese attack with 6 armour, 1 elite, 2 fighters and 1 mech_infantry Americans defend with 1 ArmoredInfantry and 3 usa_fighters Japanese roll dice for 6 armour, 1 elite, 2 fighters and 1 mech_infantry in Siberia, round 2 : 2/11 hits, 4.50 expected hits Russians roll dice for 1 ArmoredInfantry and 3 usa_fighters in Siberia, round 2 : 3/4 hits, 2.50 expected hits 1 mech_infantry owned by the Japanese, 1 elite owned by the Japanese and 1 armour owned by the Japanese lost in Siberia 1 usa_fighter owned by the Americans and 1 ArmoredInfantry owned by the Americans lost in Siberia Japanese roll dice for 5 armour and 2 fighters in Siberia, round 3 : 6/7 hits, 3.50 expected hits Russians roll dice for 2 usa_fighters in Siberia, round 3 : 0/2 hits, 1.33 expected hits 2 usa_fighters owned by the Americans lost in Siberia Japanese win, taking Aleutian Islands from Americans, taking Siberia from Russians with 5 armour and 2 fighters remaining. Battle score for attacker is 19 Casualties for Japanese: 1 armour, 1 elite and 1 mech_infantry Casualties for Americans: 1 ArmoredInfantry and 3 usa_fighters Battle in Buryatia Japanese attack with 1 JPNbomber and 2 armour Americans defend with 1 infantry Japanese roll dice for 1 JPNbomber and 2 armour in Buryatia, round 2 : 2/3 hits, 1.67 expected hits Russians roll dice for 1 infantry in Buryatia, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Americans lost in Buryatia Japanese win, taking Buryatia from Russians with 1 JPNbomber and 2 armour remaining. Battle score for attacker is 3 Casualties for Americans: 1 infantry Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Slovakia Hungary Non Combat Move - Japanese Trigger RemoveKamikaze: has removed 1 Kamikaze owned by Japanese in Japan Trigger RemoveBanzai: has removed 1 Banzai owned by Japanese in Japan Trigger RussiansParaBoost atSlovakia Hungary: Russians has 1 russian_paraBoost placed in Slovakia Hungary Trigger RailMovementAutoPlaceRemoveJapanese: has removed 1 J_Rail owned by Japanese in Kweichow Trigger RailMovementAutoPlaceRemoveJapanese: has removed 1 J_Rail owned by Japanese in Hunan 1 JPNbomber moved from Buryatia to Amur 1 infantry moved from Korea to Amur 1 aaGun moved from Hopei to Anhwe 2 fighters moved from Hopei to Amur 3 armour and 1 mech_infantry moved from Jehol to Anhwe 1 J_Rail moved from Kiangsu to Korea 1 J_Rail and 1 infantry moved from Korea to Hunan 1 J_Rail moved from Kiangsu to Korea 1 J_Rail and 1 infantry moved from Korea to Kweichow 1 mech_infantry moved from Anhwe to Hopei 1 armour moved from Korea to Amur 2 armour moved from Korea to Jehol 2 fighters moved from Siberia to 6 Sea Zone Place Units - Japanese 3 infantry and 1 mech_infantry placed in Korea 1 Escort, 1 Japan_destroyer and 4 TotalWarFighters placed in 6 Sea Zone 1 elite placed in Japan Japanese undo move 2. 4 TotalWarFighters placed in Japan 1 Escort and 1 Japan_destroyer placed in 6 Sea Zone Trigger JapaneseTotalWarFighterPlaceJapan4: has removed 4 TotalWarFighters owned by Japanese in Japan Trigger JapaneseTotalWarFighterPlaceJapan4: Japanese has 4 fighters placed in Japan Turn Complete - Japanese Total Cost from Convoy Blockades: 2 Rolling for Convoy Blockade Damage in 35 Sea Zone. Rolls: 3,2,2,2 Japanese collect 38 PUs (2 lost to blockades); end with 38 PUs Trigger Japan Loses CarolineIslands: Japanese met a national objective for an additional -3 Optional[PUs]; end with 35 Optional[PUs] Trigger Japanese Controls Philippines Pacific Expanded: Japanese met a national objective for an additional 3 Optional[PUs]; end with 38 Optional[PUs] Trigger Japanese Controls AleutianIslands Pacific Expanded: Japanese met a national objective for an additional 1 Optional[PUs]; end with 39 Optional[PUs] Trigger Japanese Controls Guam Pacific Expanded: Japanese met a national objective for an additional 1 Optional[PUs]; end with 40 Optional[PUs] Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 Optional[PUs]; end with 48 Optional[PUs] Trigger Japanese Controls WakeIsland Pacific Expanded: Japanese met a national objective for an additional 2 Optional[PUs]; end with 50 Optional[PUs] Combat Hit Differential Summary : Japanese regular : 0.33 Russians regular : -1.17 EXP Game 10 Straw J 16.tsvg I swapped the Arty and added a Pnzr. If you attack Japan you will need to edit the Home Defense Token and the 2 Inf before combat.
    • E

      IllegalStateException

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      @EyesWideShut Is this the same thing as this other "IllegalStateException"? https://github.com/triplea-game/triplea/issues/14743
    • RogerCooperR

      TripleA Maps List

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      TheDogT
      @rogercooper Cant find Ansalon/Analon on Github maps Missing from your list, but on Github maps Settlers: Fallen Empire Shogun Advanced
    • KindwindK

      Game Engine Rules (AI Training)

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      RogerCooperR
      @Kindwind On round 3 the Germans spent more money on purchases than they had.
    • T

      EXP G40 Game 4 Trout (Axis) vs Panzer (Allies)

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      Panzerstahl-Helm 0P
      @trout Ciao- Nothing exciting on ANZACs turn. They are building up their fleet a bit and preparing for some....holidays in the Pacific. BR c1546cac-e896-4615-b39c-64ce8cf91d0e-exp-game-4-trout-vs.panzer-ANZ6.tsvg
    • B

      EXP Game 12 barnee vs Trout

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      @Trout Good Morning EXP Game 12 Trout J 9.tsvg There was error that wouldn't load JPN Trprts in NCM so I had to edit. I vaguely remember seeing that after the update and it was fixed. Forgot how weak JPN is. Well they have one job. Give the Germans enough time to get to Moscow lol We'll see how it goes
    • LaFayetteL

      TripleA Server Costs

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      @LaFayette And I guess also the possibility of them breaking down. About that, if currently there are 5 servers of 3 bots each (for a total of 15), it seems like that only 10 out of 15 bots are currently working. This appears to be the situation: California: 1 out of 3 working. Jersey: 2 out of 3 working. Toronto: 2 out of 3 working. London: all working. Frankfurt: 2 out of 3 working. [image: 1784571502750-20260720.png] (Also, I understand that, thanks to @eyeswideshut, there are now 2 additional private-but-open bots dedicated to its Revised ladder.)
    • B

      Have in Game Dice Roller Show in History

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      I get the appeal of having manual rolls in history. For quick out-of-game rolls, I’ve been using https://dice.onl for its simple interface and custom sides – it’s handy when I just need a fast result without syncing concerns. For in-game integration, LaFayette’s points about the upcoming ledger system make sense, but I’d still love to see this feature added eventually.
    • TheDogT

      🏯 Shogun Advanced - Official Thread

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      RogerCooperR
      @TheDog I recently tried this mod and there is a lot to like about it. However, it does have one problem, at the start of everyone is at war with everyone else. This is both ahistorical and confusing to play. They should either start neutral with each other or grouped into two loose alliances, one in Eastern Japan and other in Western Japan.
    • RogerCooperR

      Roger's Scenario Thread

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      RogerCooperR
      Name The Shogun Advanced Description Japan in the Sengoku Period on a large map https://axisandallies.fandom.com/wiki/The_Shogun_Advanced [image: 1784343226921-05614493-26a2-456d-a926-437186a5a058-image.jpeg] Good Points A variety of clearly differentiated units Upkeep costs & build caps prevent spamming and mega stacks Historical economic values and clan locations Political rules Historical events like the introduction of muskets Bad Points Everyone starts at war with everyone else (historically the clans tending to group into eastern and western alliances) Because of the lack of alliances at start and some random placements, it can be confusing to play
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