• Jurassic v2.0

    Maps & Mods
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    G
    UPDATED: http://john.gregorek.com/Games/Generic.zip Added caveER_png to help identify territories for removal/addition. Shifted place_txt values to represent top-left corner of unit images. Corrected polygons_txt fragments for defining territories across map borders. Not happy with glyph branding. It's optional. Still have an issue with border fragments that requires your inspection. The reliefTiles hide the map border edge well, but note the dinosaur has been beheaded. [image: 1782669793495-tripleabeheaded.png]
  • Defenders may retreat after 1 round of combat

    Feature Requests & Ideas
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    2 Votes
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    I
    @RogerCooper Thanks, I just made a post to poll people's opinions on how it should work in Development, be sure to give any opinions there
  • Everything now auto-deploys on merge to main!

    Development
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    4 Votes
    2 Posts
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    LaFayetteL
    Notable mention, bot hosts are an exception. They need a manual docker pull & restart to pull in changes. This is largely intentional as I would consider them already as legacy. edit: plus, restarting a live game is incredibly disruptive. I wasn't comfortable having the lobby restart without warning until there was the auto-reconnect capability implemented - let alone interrupting a full blown in-progress game.
  • Following a Traveller ;)

    Moved News
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    LaFayetteL
    @beelee love the idea of the sock snorkel. IMO bivvy + tarp is the play. We're not likely to get rain out here until September, didn't even bring a rain coat!
  • EXP Game 12 barnee vs Trout

    Play By Forum
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    @trout Yep I just tried us. You are back in action. You did it all yourself too on a massive update day for the site lol
  • why did we remove the undo all button for movement phases?

    Development
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    ubernautU
    @Cernel wasn’t even aware of all of these existing commands i do use the control click for getting an entire unit type. didnt realize at all that right clicking current deselects units selectively. i dont think it’s a great idea to flip the click tho not sure the current thing is broken just a bit convoluted and not well understood probably
  • Bugs in World War I

    Bug Reports
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    1 Votes
    3 Posts
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    SchulzS
    @RogerCooper The Americans were unable to use the Rome factory in the original version, and I don't think they are supposed to use the other factories, either.
  • Naval Models & Colors ?

    Development
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    1 Votes
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    B
    @jayc707 Hi JayC The images will be much sharper in game then they appear when posted here as well. The UHD maps use mostly Frostion units also , as well as his Iron War and Age of Tribes. You can add units to your preferred map and customize it. The map making threads have the information on how to do it. Ask there if you are interested in learning how. Donations are always welcome
  • Default Settings for Mods

    Map Making
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    No one has replied
  • WW1 contour baseline map 4000px

    Maps & Mods
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    SchulzS
    I like maps that are aesthetically pleasing to look at. Map rotations, curves, extreme squeezings/stretches, and abnormally big Scandinavia, Eastern Europe, or Africa are just not good. Standard maps aren't suitable either because they make Europe too small. It’s better to use an equirectangular projection, get rid of all the unpleasant stuff I listed, and subtly shrink non-European territories.[image: 1782041112853-wwi_more-territories-resized.png]
  • Doc: Map Population on website and download list

    Moved How To & Docs
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    2 Votes
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    B
    @RogerCooper Yea I haven't looked at the new map process closely yet. I have updated a preexisting map twice and both times it has updated to the latest in the lobby fwtiw
  • TripleA 2026 with Java 25 & TripleA.vmoptions settings

    Map Making
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    3 Votes
    27 Posts
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    ubernautU
    @drumstick919 @lafayette i’m wondering if this might have something to do with the new skin engine?
  • Game Engine Rules (AI Training)

    Development
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    5 Votes
    22 Posts
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    RogerCooperR
    @Kindwind Any further progress on this. I would like to see a report of an actual game. Even seeing the first turn would be enough to see whether you are getting somewhere. Note that OOB Axis & Allies 1942 (2nd edition) strongly favors the Axis. It would be better to use the Larry Harris alternate setup.
  • 1 Votes
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  • G40 Captain Expansion StevenJ vs Johnny

    Play By Forum
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    253 Posts
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    S
    @JohnnyCat 354345234988-G40 EXP StevenJ vs JohnnyCat G56c End.tsvg RIP Japan
  • Switch to "FlatLaf" for Look & Feel (updated skin)

    Development
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    1 Votes
    15 Posts
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    PantherP
    I like Darcula - except the politics panel - those colours are a pain, indeed.
  • Let's create a How-To / Documentation Category in forums?

    The War Club
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    3 Votes
    5 Posts
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    LaFayetteL
    @RogerCooper The wiki option was looked at some time ago, you may recall the thread. 'fandom' uses an older wiki syntax and would make a transition to it not awesome. We'd have to rewrite all of our docs in the that syntax. Axis and Allies meanwhile is a trademarked term owned by Hasbro and we can not, should not, have anything official for TripleA that is associated with that trademark. Hosting our documentation under a URL with a trade marked term that we do not own could create an incorrect perception of an affiliation.
  • world_war_ii_v5_1942 is incorrectly linked and installed

    Maps & Mods
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    1 Votes
    15 Posts
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    PantherP
    I can confirm that it downloads fine now. That already was a good example for the workflow. Thank you
  • 4 Votes
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    LaFayetteL
    I suppose it is worth pointing out that a 'revert' in git is just an undo update. The code history in Git is write-once. Git never deletes anything. So, in a revert update, based on the reverted change: any lines that were added are removed, and any removed lines are re-added. So, a revert is a new update, it just an inverted update to cancel out a previous one. Revert PRs are not at all special to Git, it's just another update. Once a revert is merged, a person can revert the revert update, add more changes to it, and then merge all of that as one bundle. So, a flow might be like this (the letters on the left hand side represent the commit ID, AKA the commit SHA): a43ae Some update that introduced a bug 3ads2 Revert: Some update that introduced a bug fae54 Revert: Revert: Some update that introduced a bug + Bug Fix Changes to the code base are "squashed" together. When a person clicks the revert for the revert, that creates a new proposed change. Bug fixes can be added to that proposed change, then it'll all be squashed together as a single commit that is then released. For example, when reverting the revert, this change would be proposed: abc12 Revert: Revert: Some update that introduced a bug In that proposed change, we can add the bug fix, eg: abc12 Revert: Revert: Some update that introduced a bug fea23 Bug fix Then, when merged, that would land on the main branch and in the history as one commit, eg: fae54 Revert: Revert: Some update that introduced a bug + Bug Fix
  • 3 Votes
    1 Posts
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    No one has replied