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    • W

      Is TripleA finally dead
      Development • • wc_sumpton

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      @frigoref

      13915 Which is the same as 13962. This problem has caused one warning message to be removed, 13961 and a PR to remove another warning message 13965.
      My first question why are "Warning" messages being removed? They don't cause a game to crash, they provide information that there may be something in the xml causing these problems. PR 13961 should be rolled back.
      Issues 13915 and 13962 are describing a loading problem with a new game where the first or all players are AI.
      Removing "Warning" messages does not fix this problem.
      A saved game always plays correctly. If the first player is not AI then the game plays correctly. If any player is not AI, then the game will correct its display at that players turn, and the game will play normally. @TheDog documented this, and the issue could be traced back to release 2.7.15273.

      14004 describes an issue with just running TripleA.

      I understand about how much time developers have. I understand this is being done on their own free time. What I don't understand is why there have been continual releases when the display still presents bad information with no visible attempt to correct the bad visuals. And now the game won't launch and there are still more releases which cannot even be checked.

      In short what happened to the visuals after 2.7.15256 and when can we get a release that launches. Bad visuals and a game that does not launch equal a dead game.

      Cheers...

    • B

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

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      @panzerstahl-helm-0 Full scramble SZs 110 & 111!

    • 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.

    • Panzerstahl-Helm 0

      Game 3 Trout (Allies) vs. Panzer (Axis)
      Play By Forum • • Panzerstahl-Helm 0

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      @panzerstahl-helm-0 Going all in on the Manchurian front I see!

      Game History

      Round: 1 Purchase Units - Americans Americans buy 1 Heavy_BB, 1 carrier, 1 demo_harbour, 1 destroyer, 1 elite and 1 transport; Remaining resources: 0 PUs; Combat Move - Americans Trigger RailMovementAutoPlaceAmericans: Americans has 6 Rails placed in Eastern United States Combat - Americans Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - Americans Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger RailMovementAutoPlaceRemoveAmericans: has removed 6 Rails owned by Americans in Eastern United States 1 artillery moved from Eastern United States to 101 Sea Zone 1 infantry moved from Eastern United States to 101 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 101 Sea Zone to 64 Sea Zone 2 infantry moved from Mexico to 10 Sea Zone 2 infantry moved from Hawaiian Islands to 26 Sea Zone 2 infantry and 1 transport moved from 26 Sea Zone to 46 Sea Zone 1 battleship, 1 carrier, 1 cruiser, 1 destroyer, 2 infantry, 1 transport, 1 usa_fighter and 1 usa_tactical_bomber moved from 10 Sea Zone to 26 Sea Zone 2 infantry moved from 26 Sea Zone to Hawaiian Islands 1 destroyer moved from 26 Sea Zone to 25 Sea Zone 1 submarine moved from 35 Sea Zone to 23 Sea Zone 1 destroyer moved from 35 Sea Zone to 23 Sea Zone 1 bomber moved from Central United States to Hawaiian Islands 1 usa_armour moved from Central United States to Eastern United States Place Units - Americans Units in Philippines being upgraded or consumed: 1 harbour 1 demo_harbour placed in Philippines 1 Heavy_BB, 1 carrier and 1 transport placed in 10 Sea Zone 1 destroyer placed in 101 Sea Zone 1 elite placed in Eastern United States Turn Complete - Americans Americans collect 52 PUs; end with 52 PUs Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 5 infantry; Remaining resources: 0 PUs; Combat Move - Chinese Trigger RailMovementAutoPlaceChinese: Chinese has 2 Rails placed in Kansu 4 infantry moved from Szechwan to Yunnan 1 fighter moved from Szechwan to Yunnan Combat - Chinese Battle in Yunnan Chinese attack with 1 fighter and 4 infantry Japanese defend with 1 artillery and 2 infantry Chinese roll dice for 1 fighter and 4 infantry in Yunnan, round 2 : 1/5 hits, 1.17 expected hits Japanese roll dice for 1 artillery and 2 infantry in Yunnan, round 2 : 2/3 hits, 1.00 expected hits 2 infantry owned by the Chinese lost in Yunnan 1 infantry owned by the Japanese lost in Yunnan Chinese roll dice for 1 fighter and 2 infantry in Yunnan, round 3 : 2/3 hits, 0.83 expected hits Japanese roll dice for 1 artillery and 1 infantry in Yunnan, round 3 : 0/2 hits, 0.67 expected hits 1 infantry owned by the Japanese and 1 artillery owned by the Japanese lost in Yunnan Chinese win, taking Yunnan from Japanese with 1 fighter and 2 infantry remaining. Battle score for attacker is 4 Casualties for Chinese: 2 infantry Casualties for Japanese: 1 artillery and 2 infantry Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - Chinese Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger RailMovementAutoPlaceRemoveChinese: has removed 2 Rails owned by Chinese in Kansu 1 fighter moved from Yunnan to Shensi 2 infantry moved from Kweichow to Shensi 2 infantry moved from Suiyuyan to Shensi Place Units - Chinese 5 infantry placed in Shensi Turn Complete - Chinese Chinese collect 9 PUs; end with 9 PUs Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 15 PUs Objective Advanced Production 1 Infantry: Chinese met a national objective for an additional 3 PUs; end with 18 PUs Purchase Units - British Trigger Seafire: buySeafire added to productionBritish British buy 1 Repair_BB, 1 UndrgroundFctry, 1 destroyer, 1 elite, 1 factory_minor, 3 infantry, 1 uk_armour and 1 uk_para; Remaining resources: 0 PUs; 3 AirLendLease; 3 NavyLendLease; Place Units - British 1 Repair_BB placed in 111 Sea Zone Units in United Kingdom being upgraded or consumed: 1 factory_major 1 UndrgroundFctry placed in United Kingdom Combat Move - British Trigger RailMovementAutoPlaceBritish: British has 2 Rails placed in Union of South Africa 1 unit repaired. Trigger British RemoveRepair BB: has removed 1 Repair_BB owned by British in 111 Sea Zone 1 uk_fighter moved from Malta to 96 Sea Zone 1 uk_tactical_bomber moved from 98 Sea Zone to 96 Sea Zone 1 uk_fighter moved from Gibraltar to 96 Sea Zone Combat - British Battle in 96 Sea Zone British attack with 2 uk_fighters and 1 uk_tactical_bomber Italians defend with 1 destroyer and 1 transport British roll dice for 2 uk_fighters and 1 uk_tactical_bomber in 96 Sea Zone, round 2 : 2/3 hits, 1.67 expected hits Italians roll dice for 1 destroyer and 1 transport in 96 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 destroyer owned by the Italians and 1 transport owned by the Italians lost in 96 Sea Zone British win with 2 uk_fighters and 1 uk_tactical_bomber remaining. Battle score for attacker is 13 Casualties for Italians: 1 destroyer and 1 transport Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - British Trigger RailMovementAutoPlaceRemoveBritish: has removed 1 Rail owned by British in Belgian Congo Trigger RailMovementAutoPlaceRemoveBritish: has removed 1 Rail owned by British in Egypt 1 transport moved from 98 Sea Zone to 81 Sea Zone 1 infantry moved from Egypt to 81 Sea Zone 1 infantry and 1 transport moved from 81 Sea Zone to 80 Sea Zone 1 infantry moved from 80 Sea Zone to Persia British take Persia from Neutral_Allies 1 destroyer moved from 39 Sea Zone to 76 Sea Zone 1 cruiser moved from 39 Sea Zone to 76 Sea Zone 1 destroyer moved from 71 Sea Zone to 81 Sea Zone 1 cruiser moved from 91 Sea Zone to 92 Sea Zone 1 battleship and 1 cruiser moved from 110 Sea Zone to 92 Sea Zone 1 carrier, 1 cruiser and 1 destroyer moved from 98 Sea Zone to 92 Sea Zone 1 uk_tactical_bomber moved from 96 Sea Zone to Egypt 1 uk_fighter moved from 96 Sea Zone to 92 Sea Zone 1 uk_fighter moved from 96 Sea Zone to Malta 1 uk_fighter moved from United Kingdom to 92 Sea Zone 1 battleship moved from 111 Sea Zone to 104 Sea Zone 1 uk_fighter moved from Scotland to United Kingdom 2 infantry moved from Scotland to United Kingdom 1 aaGun moved from Scotland to United Kingdom 1 artillery moved from Ontario to Quebec 1 infantry moved from Ontario to Quebec 1 artillery, 2 infantry and 1 uk_armour moved from Alexandria to Egypt 1 infantry moved from Anglo Egyptian Sudan to Egypt 1 Rail and 1 infantry moved from Union of South Africa to Egypt 1 Rail and 1 infantry moved from Union of South Africa to Belgian Congo 1 battleship moved from 37 Sea Zone to 39 Sea Zone 1 uk_fighter moved from Burma to India 1 artillery moved from India to Burma 1 transport moved from 39 Sea Zone to 37 Sea Zone 2 infantry moved from Malaya to 37 Sea Zone 2 infantry and 1 transport moved from 37 Sea Zone to 41 Sea Zone 2 infantry moved from 41 Sea Zone to Sumatra British take Sumatra from Dutch 1 infantry moved from West India to India 1 infantry moved from India to Burma Place Units - British Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone 1 destroyer placed in 110 Sea Zone 1 elite and 1 uk_para placed in United Kingdom 1 factory_minor placed in Egypt 1 infantry and 1 uk_armour placed in Union of South Africa 2 infantry placed in United Kingdom Turn Complete - British Total Cost from Convoy Blockades: 3 Rolling for Convoy Blockade Damage in 106 Sea Zone. Rolls: 4,5,3,5 British collect 48 PUs (3 lost to blockades); end with 48 PUs Trigger British AdvancedProduction: British met a national objective for an additional 6 PUs; end with 54 PUs Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 59 PUs

      Combat Hit Differential Summary :

      Chinese regular : 1.00 Italians regular : -0.33 Japanese regular : 0.33 British regular : 0.33

      595cff23-9a9b-4457-a272-ffeaf7c5f55c-exp-game-3-trout-vs.panzer-uk1.tsvg

    • B

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

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      ubernaut

      @beelee cool o7

    • B

      France Goes First map (also posted on the Axis and Allies forum)
      Player Help • • BattleshipYamato

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      @battleshipyamato said in France Goes First map (also posted on the Axis and Allies forum):

      I'm a little confused. I found and played this map on the 2.7 prerelease and it works quite well.

      Depends on which version you are using. As of version 2.7.15334 the engine will not load. As of version 2.7.15273 The engine began showing visual anomalies, so anything displayed cannot be trusted. The 2.7+ prerelease is a mess right now. "France Goes First" run great on 2.5, I would use that to do any further development.

      Cheers...

    • 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.

    • 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

    • S

      Operation Obliterate
      Play By Forum • • sgrom8504

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      @sgrom8504

      Right Arm 💪

      Let us know if you need help

    • M

      Casual Game Father v Son 1x3x26
      Play By Forum • • mshanaplayerson

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      @mshanaplayerson

      Sweet ! Let us know if you need any help 🙂

    • G

      WW2 1940 Global - JKB vs PJM
      Play By Forum • • Gunslinger

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      No one has replied

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