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    • R

      Question about trenches domination 1914 no mans land

      Watching Ignoring Scheduled Pinned Locked Moved Map Making
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      wc_sumptonW
      @Ramon said: As i understand it, this should make each sea zone worth 1 PU? That doesn't seem to happen in my map, so im wondering if this might be related to the issue? This is a condition statement and is checking if player owns a sea zone. Cheers...
    • B

      Multi Game 2 barnee Trout vs Alex Panzer

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      @Alexander We wish you well in this Noblest of all pursuits. 🫔
    • B

      barnee vs beelee EXP 2.59

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      Game History Round: 5 Purchase Units - Italians Italians buy 1 airfield, 3 armour and 3 infantry; Remaining resources: 0 PUs; Combat Move - Italians Trigger RailMovementAutoPlaceItalians: Italians has 1 Europe_Rail placed in Southern Italy 2 armour moved from Romania to Ukraine 1 bomber moved from Eastern Poland to Alexandria 1 fighter moved from Southern Italy to Alexandria 1 artillery and 1 infantry moved from Tobruk to Alexandria 1 armour moved from Northern Italy to 97 Sea Zone 1 infantry moved from Southern Italy to 97 Sea Zone 1 Escort_Convoy, 1 armour, 1 cruiser, 1 destroyer, 1 infantry and 1 transport moved from 97 Sea Zone to 98 Sea Zone 1 armour and 1 infantry moved from 98 Sea Zone to Trans-Jordan Combat - Italians Battle in Trans-Jordan Italians attack with 1 armour and 1 infantry British defend with 1 infantry Italians roll dice for 1 cruiser in Trans-Jordan, round 2 : 1/1 hits, 0.50 expected hits British roll dice for 1 infantry in Trans-Jordan, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Italians lost in Trans-Jordan 1 infantry owned by the British lost in Trans-Jordan Italians win, taking Trans-Jordan from British with 1 armour remaining. Battle score for attacker is 0 Casualties for Italians: 1 infantry Casualties for British: 1 infantry Battle in Alexandria Italians attack with 1 artillery, 1 bomber, 1 fighter and 1 infantry British defend with 1 infantry Italians roll dice for 1 artillery, 1 bomber, 1 fighter and 1 infantry in Alexandria, round 2 : 1/4 hits, 1.83 expected hits British roll dice for 1 infantry in Alexandria, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the British lost in Alexandria Italians win, taking Alexandria from British with 1 artillery, 1 bomber, 1 fighter and 1 infantry remaining. Battle score for attacker is 3 Casualties for British: 1 infantry Battle in Ukraine Italians attack with 2 armour Russians defend with 1 infantry Italians roll dice for 2 armour in Ukraine, round 2 : 1/2 hits, 1.00 expected hits Russians roll dice for 1 infantry in Ukraine, round 2 : 1/1 hits, 0.33 expected hits 1 armour owned by the Italians lost in Ukraine 1 infantry owned by the Russians lost in Ukraine Italians win, taking Ukraine from Russians with 1 armour remaining. Battle score for attacker is -2 Casualties for Italians: 1 armour Casualties for Russians: 1 infantry Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - Italians Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveItalians: has removed 1 Europe_Rail owned by Italians in Southern France 1 bomber and 1 fighter moved from Alexandria to Tobruk 1 armour moved from Yugoslavia to Romania 1 armour moved from Northern Italy to Romania 3 mine_unarmeds moved from Southern Italy to Northern Italy 1 Europe_Rail and 1 infantry moved from Southern Italy to Southern France 1 air_transport and 1 infantry moved from Southern Italy to Gibraltar EDIT: 1 Italian_LCV moved from Gibraltar to Southern France 1 infantry moved from Bulgaria to Greece 1 infantry moved from Bulgaria to Romania 1 infantry moved from Romania to Bessarabia Place Units - Italians 1 airfield placed in Gibraltar 3 armour and 3 infantry placed in Northern Italy Turn Complete - Italians Italians collect 18 PUs; end with 18 PUs Trigger Italians AdvancedProduction: Italians met a national objective for an additional 3 Optional[PUs]; end with 21 Optional[PUs] Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 26 PUs Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 31 PUs Combat Hit Differential Summary : Italians regular : -0.33 Russians regular : 0.67 British regular : 0.33 EXP-bvsb-7-1-26 I 4.tsvg
    • ubernautU

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

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      @ubernaut said: @Nothingtoseehere i think at least mostly have it figured out in the double checking phase now 🫔
    • LaFayetteL

      TripleA Server Costs

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      @Cernel When the Revised Ladder bots were crashing frequently, I moved them onto Amazon Web Services and reworked how they were launched and maintained. AWS is a cloud hosted Linux server, so the bots run remotely rather than depending on my own computer, home internet connection, or an open SSH window. I connect to the server through SSH, but the bots themselves run inside persistent tmux sessions. tmux is useful here because it separates the bot process from the temporary SSH connection. I can disconnect from the server, close my laptop, or lose my local connection without terminating the bot. Each bot has its own named session, which also makes it easier to inspect or restart one without affecting the other. The main upkeep commands are: tmux ls This shows whether the bot sessions are still present. tmux attach -t revised_ladder tmux attach -t revised_ladder2 These reconnect me to the live console output for either bot so I can inspect errors, freezes, or lobby disconnects. To leave a session while keeping the bot running: Ctrl+B, then D If the bot is frozen rather than fully gone, I can attach to the session, stop the process with Ctrl+C, and relaunch it using the relevant startup script. I also set up the launch process so that if a bot process actually disappears or exits, it is automatically started again. In other words, the server does not simply leave the bot offline after a crash. The surrounding startup or monitoring process detects that the bot is no longer running and relaunches it. That does not necessarily fix every possible freeze, since a frozen process may still technically exist, but it does handle ordinary crashes and unexpected exits without requiring me to log in immediately. So the overall setup has three layers: AWS provides the continuously available cloud server. tmux keeps the bot sessions alive independently of SSH. The restart logic relaunches a bot when its process exits or disappears. This is what I implemented when the bots were crashing a lot. Since then, the AWS and tmux setup has generally been stable, and the automatic restart behavior has reduced the amount of manual intervention needed.
    • B

      Creating new game with multiple friends

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      @beelee Unfortunate, but its good to know its currently not working rather than something I was doing wrong, ty.
    • Panzerstahl-Helm 0P

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

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      @Panzerstahl-Helm-0 [image: 1785446601574-prost.png] [image: 1785446626891-rock-on.png]
    • TheDogT

      šŸ’„ 1941 Global Command Decision - Official Thread

      Watching Ignoring Scheduled Pinned Locked Moved Maps & Mods maps thedog
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      C
      Thanks Dog. In the game I am playing I am using Hard AI but I generally use a combination of both. Oh yeah in the stack the Russian AI was holding back in Yekaterinburg? area was not 150 TUV but about 81 units/ 640 TUV The AI kept a fair bit there since the start of the game really. With some old double hit 1941 tanks.
    • T

      How to add to Big World Variations

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      RogerCooperR
      I put it onto github under https://github.com/triplea-maps/thehobbesians_1939. I will add to the in-game downloader tomorrow.
    • RogerCooperR

      Roger's Scenario Thread

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      RogerCooperR
      Name Domination 1914 No Man's Land Description World War One in 1914 on Domination map https://axisandallies.fandom.com/wiki/Domination_1914_No_Man's_Land [image: 1785696098007-1c091bc2-34ae-4ec4-be61-24fc9c9e3a07-image.jpeg] Good Points Lots unit types and techs Bad Points Central Power are too strong
    • RogerCooperR

      TripleA Maps List

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      RogerCooperR
      @TheDog said: @rogercooper Cant find Ansalon/Analon on Github maps Missing from your list, but on Github maps Settlers: Fallen Empire Shogun Advanced Ansalon was superseded. https://axisandallies.fandom.com/wiki/Master_of_Ansalon Settlers: Fallen Empire uses the Fallen Empire Map Shogun Advanced is under The Shogun Map
    • KindwindK

      Game Engine Rules (AI Training)

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      RogerCooperR
      There is some other questionable stuff going on in Germany's first turn. NONCOM 5 Sea Zone -> 7 Sea Zone (2 x submarine, 1 x transport, 1 x destroyer) NONCOM Germany -> 7 Sea Zone (1 x infantry) << LOAD NONCOM 7 Sea Zone -> Western Europe (1 x infantry) << UNLOAD NONCOM Southern Europe -> 7 Sea Zone (1 x infantry) << LOAD NONCOM 7 Sea Zone -> Western Europe (1 x infantry) << UNLOAD How did Germany make a non-combat move from 5 Sea Zone to 7 Sea Zone. Didn't the British object? How did the Germans load a transport in 7 Sea Zone from Germany and Southern Europe. And then unload in Western Europe. It would seem to be failure of basic rules and map implementation. I don't think a LLM can learn to play a game like Axis & Allies. A neural net like AlphaZero might fare better, but in either case you need to implement the rules separately from the decision-making.
    • E

      IllegalStateException

      Watching Ignoring Scheduled Pinned Locked Moved Bug Reports
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      E
      @Cernel yes there's a temporary workaround which is to go to "show current game". i say it is attached to being online because it's ok with a local game.
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