• TripleA Mobile!

    Development
    20
    7 Votes
    20 Posts
    204 Views
    TheDogT
    @xxXEddieXxx said I was just asking myself if is this is really something i should show in the app. Answer yes, put the TripleA version, APK version, Java version etc here Help> About TripleA does not have this
  • Question about trenches domination 1914 no mans land

    Map Making
    76
    0 Votes
    76 Posts
    5k Views
    VictoryFirstV
    @ramon Changing the reliefTiles is difficult when you do not have the overlay that the game used. You can actually modify individual tiles, but it is not recommended if the change is across multiple tiles. Assuming that this is the case, you'd need to use the baseline image, change the borders there, and then break it using the tile image breaker. Then, you'd need to open the reliefmap by combining it using the tile image reconstructor. Also open the modified baseline map so that you can see what borders you removed and where the new borders are. To remove borders from the reliefmap, you can do the following. In the images you sent, you can see that the color of the territories isn't empty, it has a black-ish (or white/gray-ish in the other) color with a very low opacity. Try selecting this as color and remove the borders using this color. If you use GIMP, you can select the color using CTRL+click when having the pencil tool selected. Do not make it transparent as you did, that will make the territory shade go away completely. You should not be using the eraser at all, only the pencil tool. To draw new borders, you can select the white border color and use it to draw the new borders. If you lower the opacity of the baseline map and put it above the reliefmap, you can see the new borders and you can trace them. Then you can use the heal tool to make the borders and territory colors look more like the rest of the reliefmap, with different shades of colors. This doesn't necessarily make it look nice though. Even if you do your best, you will still probably have spots with a different shade than the rest of the map, but it's better than nothing. One small tip is to past the reliefmap not once several times in GIMP, so that you have like 10 identical layers. This will increase the opacity of the reliefmap. If you then combine all these layers, you essentially have increased the opacity. This allows you to actually see everything properly. You'd still need the heal tool to make the colors blend into each other better. Then you can lower the opacity of the layer so that it is around the same as the original reliefmap. Last option is to create your own relief tiles using your own overlay. This might be a lot of work but it would ensure that the map looks nice.
  • Playing war of relics question

    Player Help
    18
    0 Votes
    18 Posts
    146 Views
    C
    This game has some seriously weird and wrong behaviours and unsupported rules for ships. I'm trying to address them. More information here: https://github.com/triplea-game/triplea/issues/15013
  • TripleA being blocked by Microsoft Windows SAC

    Moved Player Help
    8
    2 Votes
    8 Posts
    20 Views
    TheDogT
    @panther said The fact that the installation now went flawlessly shows, that the MS service behind is 'learning'. I agree. I am inclined to think that it is based on the number of downloads Microsoft has in its SAC database, too few and it is a risk, enough and it passes. So from our point of view, we will need to keep a SAC viable downloads list @cowey To confirm, please find out your friends TripleA version, I will guess it is 2026-10.16.15815 ? Just need the last 5 digits, so its probably 15815
  • New/Updated Maps added for TripleA download

    Player Help
    1
    3 Votes
    1 Posts
    14 Views
    No one has replied
  • New map: Fate of Nations

    Maps & Mods
    2
    3 Votes
    2 Posts
    13 Views
    TheDogT
    @rwb4 Welcome to the forums! Well done on making your first map, its a steep learning curve.
  • Random WW2 Generation

    Maps & Mods
    12
    5 Votes
    12 Posts
    355 Views
    RogerCooperR
    Resolving minor inter-war conflicts. Territory Country Probability Outcome Afghanistan Afghanistan 60% Third Anglo-Afghan War is inconclusive. Afghanistan Impassable 10% Afghan neutrality guaranteed by Britain and Russia. Afghanistan Britain 10% British decisively win the Third Ango-Afghan War Afghanistan Victim 20% Afghanistan collapses into chaos after British victory in the Third Ango-Afghan War. Anglo-Egypt Sudan Britain 80% Anglo-Egypt Sudan Egypt 20% Egypt establishes firm control of the Sudan Belorussia Belorussia 10% Belorussia gains independence Borneo Brunei 20% Brunei preponderant in Borneo Borneo Britain 50% Britain preponderant in Borneo Borneo Netherlands 30% Dutch preponderant in Borneo Buryatia S.S.R. Japan 10% Japanese gain control of Buryatia Buryatia S.S.R. Russia 90% Caucasus Caucasus 20% Independent state(s) in Caucasus Caucasus Russia 80% Eire Britain 20% Irish uprising defeated Eire Ireland 80% Finland Finland 80% Finland gains independence Finland Russia 20% Russia retains Finland French Indo-China Thailand Vietnam 40% Vietnam dominant in Southeast Asia French Indo-China Thailand Siam 30% Siam dominant in Southeast Asia French Indo-China Thailand Britain 30% Britain dominant in Southeast Asia Himalaya Tibet 20% Tibet dominates the Himalayas Himalaya Nepal 10% Nepal dominates the Himalayas Himalaya Impassable 70% Snow & ice dominate the Himalayas Italian Africa Abyssinia 25% Abyssinia modernizes Italian Africa Britain 25% Britain dominant in East Africa Italian Africa Italy 50% Italy conquers Abyssinia Kazakh S.S.R. Kazakhstan 10% Kazakhstan gains independence Kazakh S.S.R. Russia 90% Kwangtung Britain 60% Hong Kong dominates South China Kwangtung China 40% Canton dominates South China Manchuria Japan 70% Japan dominates Korea and Manchuria Manchuria Korea 10% Korea regains independence Manchuria China 10% China gains full control over Manchuria Manchuria Russia 10% Russia dominates Manchuria Mongolia Mongolia 70% Mongolia gains independence Mongolia Russia 20% Russia controls Mongolia Mongolia China 10% China controls Mongolia Morocco Algeria France 80% France dominates the Mahgreb Morocco Algeria Morocco 20% Morocco dominates the Mahgreb New Guinea Netherlands 50% Netherlands dominates New Guinea New Guinea Australia 50% Australia dominates New Guinea Northwestern Europe Belgium 50% Belgium dominates the Low Countries Northwestern Europe Netherlands 50% Netherlands dominates the Low Countries Sahara Impassable 90% Sahara France 10% France develops the Sahara Saudi Arabia Saudi 60% Saudis defeat the Hashemites Saudi Arabia Hashemite 40% Hashemites defeat the Saudis Spain Spain 80% Spain Portugal 20% Portugal dominates Iberian Peninsula Trans-Jordan Hashemite 60% Hashemite kings installed in Middle East Trans-Jordan Britain 10% Britain dominates the Middle East Trans-Jordan France 30% France dominates the Middle East West Indies Cuba 25% Cuba dominates West Indies West Indies United_States 25% USA dominates West Indies West Indies Britain 25% Britain dominates West Indies West Indies France 25% France dominates West Indies [image: image.jpeg]
  • 2 Votes
    4 Posts
    33 Views
    RogerCooperR
    @VictoryFirst You need to keep in mind that A&A combat consists of a number of interlocking pieces and that changing one can throw the balance off. It is unrealistic that a small force of infantry can stop a tank blitz but is even more unrealistic that battles run an unlimited number of rounds, that there is no retreat and the lack of supply rules. Making blitzing easier makes things hard for the Russians on the Eastern Front.
  • Modifying National Objectives

    Maps & Mods
    3
    0 Votes
    3 Posts
    20 Views
    RogerCooperR
    @Rrrrricky said: Hey everyone, im new here. Trying to modify NO's on World War ii v3 1942 map. Github looks locked apparently? I couldn't create an account there for some reason. Any ideas? TY! Why did you want to change the NO's? If you want different NO's, you need to create a new mod.
  • Flames and Steel (official thread)

    Maps & Mods
    7
    5 Votes
    7 Posts
    40 Views
    M
    It seems very interesting. A lot of posts yesterday but you must be working on it since you were born !
  • Middle Earth - Battle for Arda (v3) - Official Thread

    Maps & Mods
    3
    2 Votes
    3 Posts
    16 Views
    alkexrA
    Version History Version 3.0 (2026-10-11) Initial beta release
  • New Steampunk Advance Thread

    Maps & Mods
    94
    2 Votes
    94 Posts
    48k Views
    board 3659B
    Hello, I'm back. So uh idk if I'll do much but probably will do something like maybe get a game set up (idk if like via forum or online depending on time constrants).
  • Poll on how Defender Retreat should work

    Development
    40
    2 Votes
    40 Posts
    9k Views
    VictoryFirstV
    @Vendetta Currently using the XML, you can configure this to work exactly in the way you described, except for "Allies retreating to different territories". Currently all units go to one territory. The Pull Request is almost merge-ready, it just needs a bit of improvements outlined at the GitHub page. @iratoric How are things looking right now? Are you planning to work on the last bits of the PR?
  • Creating a (hopefully) competitive bot using Claude Code.

    AI
    36
    3 Votes
    36 Posts
    184 Views
    TheDogT
    @husky81 So now you have your initial baseline results, Im hoping for now, that you stop using your Tokens verses Hard-AI, Easy-AI and Does Nothing, and just concentrate on using them, against Fast-AI ? What are your plans for testing for improvements to Claude-AI ?
  • Game Engine Rules (AI Training)

    Development
    42
    5 Votes
    42 Posts
    9k Views
    H
    @RogerCooper said: more sense to have the executive module set a broad plan and then the other modules figure how to execute the plan. I was thinking that the plan would be more emergent rather than preset if it was set by local processes, but maybe you're right. I will try both ways. The issue with global plannig i think will be getting the nescessary information to the executive and have it analyze that info appropriately without just simulating all possibilities (which isn't possible.) My account is drained of tokens now, so progress is on temporary hiatus.
  • Bugs in World War I

    Bug Reports
    28
    1 Votes
    28 Posts
    3k Views
    RogerCooperR
    @VictoryFirst I replaced all references to "placeNoAir" to "place" and added <attachment foreach="$All-Players$" name="rulesAttachment" attachTo="@All-Players@" javaClass="RulesAttachment" type="player"> <option name="placementAnyTerritory" value="true"/> </attachment>
  • Map Display Errors

    Bug Reports
    8
    2 Votes
    8 Posts
    92 Views
    C
    @GREGOREK Yah, scrolling both edges sure is cool. I wish this could be possible in an actual (spherical) world (like ours) with some sort of projection, but unfortunately it is not (as far as I know).
  • Forum will be down for a bit - upgrades

    News
    12
    2 Votes
    12 Posts
    259 Views
    LaFayetteL
    @beelee not that many times, there have been a number of updates though.
  • 4 Votes
    1k Posts
    2m Views
    TheDogT
    @captain0 said AI may have issues moving the 2 hit tanks, as they start off with stacks of 9? per territory in the game. Part of the problem might be me leaving the Armor-Inf stacked in 9s. I will destack them and that might alleviate the problem, they should be in 5s Regarding reduced incomes. I like this idea, but I also like spending PUs, so it's a balance, hopefully currently it feels about right? Did some testing, reduced each of the 3 Industries PU production by -2, I got mixed results, so I will have to do more testing.
  • Two sites missing their images?

    Player Help
    2
    1 Votes
    2 Posts
    8 Views
    TheDogT
    As if by magic they are back, please ignore.