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    • B

      EXP Game 12 barnee vs Trout

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      B
      @Trout Max scramble
    • B

      Multi Game 2 barnee Trout vs Alex Panzer

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      @Panzerstahl-Helm-0 Guten Abend Spreadsheet looks Great ! Well done [image: 1786471541200-screenshot-from-2026-08-11-13-04-30.png]
    • Ted SelfT

      Religions and beliefs

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      @TheDog I have a specirfic TripleA version with some specific xml files for games like TWW and I have 2/3 curent games so it is not so easy....
    • Panzerstahl-Helm 0P

      EXP-game -11 - Panzer (Axis) vs. beelee (Allies) - Operation "Dr. Strangelove"

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      Panzerstahl-Helm 0P
      @beelee Game History Round: 1 Purchase Units - Italians Italians buy 1 italian_para and 1 transport; Remaining resources: 0 PUs; Combat Move - Italians Trigger Americans DemoHarbour: has removed 1 demo_harbour owned by Americans in Philippines Trigger Americans DemoAirfield: has removed 1 demo_airfield owned by Americans in Philippines Trigger RailMovementAutoPlaceItalians: Italians has 1 Europe_Rail placed in Southern Italy 1 submarine moved from 95 Sea Zone to 93 Sea Zone 1 battleship moved from 97 Sea Zone to 94 Sea Zone 2 infantry moved from Southern Italy to 97 Sea Zone 2 infantry and 1 transport moved from 97 Sea Zone to 94 Sea Zone 2 infantry moved from 94 Sea Zone to Algeria 1 artillery and 1 infantry moved from Libya to Tunisia 1 mech_infantry moved from Tobruk to Tunisia 1 armour moved from Tobruk to Tunisia 1 cruiser moved from 97 Sea Zone to 94 Sea Zone 1 artillery and 1 infantry moved from Northern Italy to 95 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 95 Sea Zone to 94 Sea Zone 1 artillery and 1 infantry moved from 94 Sea Zone to Algeria 2 fighters moved from Southern Italy to 93 Sea Zone 1 bomber moved from Northern Italy to 93 Sea Zone Combat - Italians Battle in 93 Sea Zone Italians attack with 1 bomber, 2 fighters and 1 submarine French defend with 1 cruiser and 1 destroyer Italians roll dice for 1 submarine in 93 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits Italians roll dice for 1 bomber and 2 fighters in 93 Sea Zone, round 2 : 3/3 hits, 1,67 expected hits French roll dice for 1 cruiser and 1 destroyer in 93 Sea Zone, round 2 : 0/2 hits, 0,83 expected hits 1 destroyer owned by the French and 1 cruiser owned by the French lost in 93 Sea Zone Italians win, taking 93 Sea Zone from Neutral with 1 bomber, 2 fighters and 1 submarine remaining. Battle score for attacker is 16 Casualties for French: 1 cruiser and 1 destroyer Battle in 94 Sea Zone Italians attack with 1 battleship, 1 cruiser and 2 transports British defend with 1 cruiser Italians roll dice for 1 battleship, 1 cruiser and 2 transports in 94 Sea Zone, round 2 : 1/2 hits, 1,17 expected hits British roll dice for 1 cruiser in 94 Sea Zone, round 2 : 0/1 hits, 0,50 expected hits 1 cruiser owned by the British lost in 94 Sea Zone Italians win with 1 battleship, 1 cruiser and 2 transports remaining. Battle score for attacker is 9 Casualties for British: 1 cruiser Battle in Algeria Italians attack with 1 artillery and 3 infantry French defend with 1 infantry Italians roll dice for 1 artillery and 3 infantry in Algeria, round 2 : 0/4 hits, 1,00 expected hits French roll dice for 1 infantry in Algeria, round 2 : 1/1 hits, 0,33 expected hits 1 infantry owned by the Italians lost in Algeria Italians roll dice for 1 artillery and 2 infantry in Algeria, round 3 : 2/3 hits, 0,83 expected hits French roll dice for 1 infantry in Algeria, round 3 : 1/1 hits, 0,33 expected hits 1 infantry owned by the Italians lost in Algeria 1 infantry owned by the French lost in Algeria Italians win, taking Algeria from French with 1 artillery and 1 infantry remaining. Battle score for attacker is -3 Casualties for Italians: 2 infantry Casualties for French: 1 infantry Battle in Tunisia Italians attack with 1 armour, 1 artillery, 1 infantry and 1 mech_infantry French defend with 1 infantry Italians roll dice for 1 armour, 1 artillery, 1 infantry and 1 mech_infantry in Tunisia, round 2 : 0/4 hits, 1,33 expected hits French roll dice for 1 infantry in Tunisia, round 2 : 0/1 hits, 0,33 expected hits Italians roll dice for 1 armour, 1 artillery, 1 infantry and 1 mech_infantry in Tunisia, round 3 : 2/4 hits, 1,33 expected hits French roll dice for 1 infantry in Tunisia, round 3 : 1/1 hits, 0,33 expected hits 1 infantry owned by the Italians lost in Tunisia 1 infantry owned by the French lost in Tunisia Italians win, taking Tunisia from French with 1 armour, 1 artillery and 1 mech_infantry remaining. Battle score for attacker is 0 Casualties for Italians: 1 infantry Casualties for French: 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 Albania 2 fighters moved from 93 Sea Zone to Southern Italy 1 bomber moved from 93 Sea Zone to Southern Italy 1 armour moved from Northern Italy to Albania 1 Europe_Rail moved from Southern Italy to Northern Italy 1 Europe_Rail and 1 infantry moved from Northern Italy to Albania EDIT: 1 artillery and 2 infantry moved from Ethiopia to British Somaliland EDIT: 1 infantry moved from Italian Somaliland to British Somaliland EDIT: 1 artillery and 3 infantry moved from British Somaliland to Ethiopia EDIT: 1 artillery and 3 infantry moved from Ethiopia to British Somaliland 1 artillery moved from Northern Italy to Yugoslavia 1 aaGun moved from Northern Italy to Southern France 1 aaGun moved from Northern Italy to France 1 aaGun moved from Southern Italy to Northern Italy 2 infantry moved from Southern Italy to Northern Italy Place Units - Italians 1 transport placed in 95 Sea Zone 1 italian_para placed in Southern Italy Turn Complete - Italians Italians collect 12 PUs; end with 12 PUs Trigger Italians AdvancedProduction: Italians met a national objective for an additional 3 Optional[PUs]; end with 15 Optional[PUs] Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 20 PUs Combat Hit Differential Summary : French regular : 0,83 Italians regular : 0,33 British regular : -0,50 exp-game-11-dr.strangelove-IT1.tsvg
    • ubernautU

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

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      ubernautU
      @Nothingtoseehere gotcha 🫡
    • TheDogT

      🏯 Shogun Advanced - Official Thread

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      TheDogT
      @malmessi It is in game in the usual place Help> Game Notes
    • T

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

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      Panzerstahl-Helm 0P
      @trout Guten Abend, the US Navy got a good beating in SZ91. The battle for Africa and the Middle East is on fire. BR d93f6f7c-fe64-4e27-84a9-5d16a56c21cd-exp-game-4-trout-vs.panzer-r7.tsvg
    • B

      PBEM Game on Mac

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      ubernautU
      @beelee thanks will check it out as soon as i am able 🫡
    • R

      Question about trenches domination 1914 no mans land

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      TheDogT
      @wc_sumpton Thanks! I will will experiment.
    • SchulzS

      Bugs in World War I

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      RogerCooperR
      @wc_sumpton The production value of 0 is probably confusing the AI.
    • redrumR

      Domination 1914 No Man's Land - Official Thread

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      SchulzS
      Late fighters are balanced around with other units and techs.
    • KindwindK

      Game Engine Rules (AI Training)

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      RogerCooperR
      @Kindwind A neural net certainly makes more sense than a LLM. I didn't see anything obviously illegal in the play, but you didn't document the non-combat moves which caused a problem with your previous model As you noted, your neural net is inferior to your algorithmic WeakAI, which is itself comparable to TripleA's Easy AI. However it does attack and would beat TripleA's Do Nothing AI, which is something. (I have seen a GGP (Ludii) that plays Chess so poorly that it has trouble against random play). However, that it can't beat the training AI seems to point to a fundamental weakness with this sort of neural net. Note that AlphaZero played 44,000,000 games of Chess in its training process (600 years on your computer), and Chess is much simpler game computationally.
    • VictoryFirstV

      North Africa - TripleA Module

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      @VictoryFirst Hi Victory I saw your update a while back. Nice work Using separate TTYs for the LM borders is a good idea. I thought about it for UHD but besides the huge amount of work it'd take ( although just use high use to low use. Doesn't need all done at once. ) I didn't like the look of all the little circles. It just occurred to me, that your idea with a 1 pixel TTy using the existing circles center, would make them basically invisible and still be on the correct border. Obviously use same placement. Anyway, just a thought. I might dick around a little bit with it and see if it'd work. Hope all is well [image: 1786405733595-rock-on.png] Edit hmm ... One could have the same border mined by different players. I guess just let overflow do it or give a 2nd place. I've never seen it in UHD but N AF might be more likely.
    • TheDogT

      💀 Settlers: Fallen Empire - Official Thread

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      TheDogT
      Latest version v020 ready for download within TripleA. In TripleA Click Download Maps Button Click Installed tab Click ** Settlers: Fallen Empire** Click Remove Button Click Yes button to remove Click Ok button (Successfully removed) Click Close (To force the map list to refresh) Click Download Maps Button............................<= new players start here Find & Click ** Settlers: Fallen Empire** Click Install button Enjoy! Settlers Fallen Empire Manual pdf unchanged Settlers_Fallen_Empire_Manual.pdf v020 Sea Zone PU collection is now working as intended It currently requires the following steps player none=Neutral must be have an initial relationship of Neutral with the Player factions, see lines 6977 etc player none=Neutral start of turn 1 is changed to War, see lines 5913-5931 Define All-SZ (Sea Zones) & All-Players required for #4 foreach to work A foreach to convert currentowner = originalowner, this allows PU to be collected, see lines 5899-5911 (#1 & #2 are are a bizzare requirement that should not exist. ) Turn placementAnyTerritory True and False, allows placement of isAI unplaced Factories, makes for a better player experience (thanks to @wc_sumpton) Link to 1st post https://forums.triplea-game.org/topic/2467/settlers-fallen-empire-official-thread
    • RogerCooperR

      Roger's Scenario Thread

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      RogerCooperR
      Name World War II Global 1940 Canadian Mod with Combat Move First Description World War II Global 1940 Canadian Mod with Combat Move First https://axisandallies.fandom.com/wiki/World_War_II_Global_1940_Canadian_Mod_with_Combat_Move_First [image: 1786049109371-954ad029-74bc-476a-b062-0c30a9360bac-image.jpeg] Good Points *A bunch of minor changes to improve balance & realism Bad Points Separating Canada from Britain can leave them both without the resources to do much, depending on the situation
    • TheDogT

      💥 1941 Global Command Decision - Official Thread

      Watching Ignoring Scheduled Pinned Locked Moved Maps & Mods maps thedog
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      TheDogT
      Latest version v275 ready for download with in TripleA. In TripleA Click Download Maps Button Click Installed tab Click 1941 Global Command Decision Click Remove Button Click Yes button to remove Click Ok button (Successfully removed) Click Close (To force the map list to refresh) Click Download Maps Button Find & Click 1941 Global Command Decision Click Install button Enjoy! . v275 Previously the Non Aggession Pact between USSR and Japan starts to fail arounf Turn 15, only because its Turn 15, this is illogical. So to improve on it, this applies to Players & AI The USSR and Japan have a Non Aggression Pact that prevents both sides from attacking each other. When Japan or allies owns Chungking/Industry-Med there will be skirmishes on the Japan-USSR border When Japan or allies owns Chungking/Industry-Med & Urumchi-Kansu/Industry-Lgt it will declare war on USSR When USSR retakes 3 of its lost territories held before Operation Barbarossa there will be skirmishes on the Japan-USSR border When USSR retakes 5 of its lost territories held before Operation Barbarossa it will declare war on Japan Gemrnay & Italy will now have a harder time vs USSR, as USSR will be focusing on their attacks and not distracted by Japan to the south. Japan AI needs help to play better When Japan or allies owns Chungking/Industry-Med, for each turn up to 9 times it will purchase 3x Destroyers, 1x Cruiser, 1x Convoy When Japan or allies owns Urumchi-Kansu/Industry-Lgt, for each turn up to 9 times it will purchase 3x Destroyers, 1x Cruiser Having achieved some of its primary objectives Japan can divert resources to ships. China Player & AI As Japan and USSR will not go to war around turn 15 and Japan was conquering China too easily/quickly. China has a small free increase of a Bunker per turn, this simulates its massive population digging in and resisting its invaders USA AI needs help to play better Turns 2,4,8,12,16,20,24 AI purchases 2x Fighter, Bomber-Tac, Carrier-Fleet, 2x Cruiser, Battleship and places in 010 B Sea Zone This is a small increase of a Cruiser & Battleship and it makes the USA AI more aggressive when using Fast-AI This is big, I think I finally understand Sea Zone ownership and PU production Each Sea Zone generates 1-2pu per turn for the original owner only, just like Convoy Centers. Enemy occupation denies the original owner of the PU income. The current owner has its national flag in the Sea Zone. . v275 documentation, last page has winter turn on instructions. 1941_Global_Command_Decision_Manual.pdf Suggested TripleA version https://github.com/triplea-game/triplea/releases . Link to 1st post that has; Downloads for new Players https://forums.triplea-game.org/topic/3326/1941-global-command-decision-official-thread
    • Panzerstahl-Helm 0P

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

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      @panzerstahl-helm-0 Hallo sent you a PM about the Captain's tournament Prost [image: 1785885528106-prost.png]
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