• World War I with more territories?

    Maps & Mods
    56
    1
    1 Votes
    56 Posts
    11k Views
    SchulzS
    Let's handle the Battle of the Atlantic in the same way as it is handled in Big World 2. It will be named Handelskrieg instead of Wolfpack. It spawns 1 German submarine each round. It will have a unique submarine appearance (slightly different from regular subs) with 0/4/2 stats and 2 HP. I drew 3 new territories in the South Atlantic just in case the Allies try to kill it, so that "Handelskrieg" will have more space to escape. [image: 1785075450210-wwieurope_names_values-copy.jpg]
  • Middle Earth: Battle For Arda - Official Thread

    Maps & Mods
    588
    2
    3 Votes
    588 Posts
    1m Views
    R
    Interesting video, and welcome back! I think the changes are interesting. Regarding tactics I do think that having 5 levels is a lot. I think that @shorogyth 's system seems reasonable. I'd also pull the plains bonus out of the tactics system (call it "defensive tactics") and have a separate plains attack bonus. That way horses can have a bonus there, and rangers won't automatically be good attacking on plains. I know it's a third number, but I think it'll be less confusing than tactics being mostly defense bonuses but also one attack bonus. Also, can you have more than a +-1bonus on some terrains? I feel like most flying units would need more than a -1 bonus on caves, especially because tactics give them bonuses. I agree with the relentless issue. I think it's cool for some units to ignore your defensive terrain advantage, but they should be rare and therefore scary. Having basically all orcs be relentless is pretty silly and makes plains better for defense than cities. Regarding unit abilities, I don't think rock paper scissors is necessarily bad, especially because not all factions are equally strong in each. If each faction has different strengths and weaknesses, it forces factions to collaborate more, and stops things from snowballing as much if one faction falls. Eg Gondor would spam rangers because they have good defense bonuses and would kill the winged nazgul (thereby denying mordor's leadership), so you could send flanking cavalry from Rhun or harad to eliminate them. Elven archers were much stronger than the spearmen, but fell very quickly to wargs, which forced the elves to diversify more. In particular, Isengard had no ranged units, so Rohan's flank cavalry was especially dangerous since it would directly target the fires of orthanc, and so isengard had to spend a lot of effort screening its siege forces. I think ranged support feels reasonable. I like all abilities that encourage using a variety of units. Eg the galadhrim archers are one of the most powerful units in the game, but they require you to buy the weaker elven spearmen to unlock their full value. I like the change to charge, since before formation made those units a liability because you couldn't make them not charge. Eg the warg riders were essentially useless for angmar because of this and rohan suffered hard. I do like the new ambush mechanic since it encourages more diversity in unit selection. I do think it should be allowed in cities though (that was the whole siege of osgilliath), and the fact that only a certain number of units can ambush will balance it. I'm not sure I like scouting as it is though. If scouting eliminates ambush, then you just need 1-2 units with scouting in your army and you're fine. And if those units are otherwise useful (eg rangers) then it makes ambushers useless. Maybe scouting should be like spearwall? Just decreasing the effectiveness of ambush so it's less good but still useful? So maybe barrow wights would have an ambush of 6, then eg warg scouts could have a scouting of 2, rangers 3, and wizards 6x2 or sth? I feel like something missing in the game is some notion of hit and run tactics for cavalry. Cavalry is expensive and strong and excels at taking out small groups, but you often can't take advantage of this because if you do it exposes your cavalry to counterattack where they won't make up their PU values. Meanwhile air units can do this which gives angmar and mordor a big advantage. Maybe some cavalry could have an ability wherein they (and only they) can independently retreat after the first round of combat, even if there's a win? This still requires some thought, since if you don't have a win in your first round you have to decide if it's worth leaving your cavalry open to guarantee the win, and cavalry is still worse than flying units since they don't get the whole combat or a noncombat move. But it makes cavalry much more tactically interesting Also a general thought, but I think rangers need to be a higher tier of ranged unit. They have excellent tactics, mountaineer, high movement, anti-flying, scouting, ambush, support, and maybe more. And given the lore this makes sense, but also in the lore they aren't common at all - the Dunedain are solitary and dying out. So I think buffing them and treating them more like weak creatures than elite infantry would make more sense. And then you could maybe have some weaker version for gondor representing Faramir's rangers which are just elite infantry
  • Pact of Steel 2 mods for new Version

    Maps & Mods
    6
    0 Votes
    6 Posts
    157 Views
    TheDogT
    @djggml So here is a working map.yml (remove the .txt to use it. map.yml.txt map_name: the_pact_of_steel games: - {game_name: Pact of Steel, file_name: pact_of_steel.xml} - {game_name: Pact of Steel 2, file_name: pact_of_steel_2.xml} - {game_name: Pact of Steel 233, file_name: pact_of_steel_233.xml} Note it has the version line removed.
  • EXP G40 Game 4 Trout (Axis) vs Panzer (Allies)

    Play By Forum
    74
    0 Votes
    74 Posts
    12k Views
    Panzerstahl-Helm 0P
    @trout Ciao- Nothing exciting on ANZACs turn. They are building up their fleet a bit and preparing for some....holidays in the Pacific. BR c1546cac-e896-4615-b39c-64ce8cf91d0e-exp-game-4-trout-vs.panzer-ANZ6.tsvg
  • Have in Game Dice Roller Show in History

    Feature Requests & Ideas
    12
    1 Votes
    12 Posts
    5k Views
    P
    I get the appeal of having manual rolls in history. For quick out-of-game rolls, I’ve been using https://dice.onl for its simple interface and custom sides – it’s handy when I just need a fast result without syncing concerns. For in-game integration, LaFayette’s points about the upcoming ledger system make sense, but I’d still love to see this feature added eventually.
  • 5 Votes
    33 Posts
    9k Views
    TheDogT
    @RogerCooper Thanks!
  • Global 40 Expansion UHD Boxes

    Maps & Mods
    129
    2 Votes
    129 Posts
    50k Views
    wc_sumptonW
    @beelee said: Didn't want to hijack Ramon's thread what is the downside, if any, from having this enabled ? Turns out it wasn't on. "Transport Casualties Restricted" It can throw errors if units that do transport, have "transportCapacity" greater then 0, have attack or defense values greater then 0. These units will need "isCombatTransport" set. Cheers...
  • Poll on how Defender Retreat should work

    Development
    30
    2 Votes
    30 Posts
    8k Views
    B
    @VictoryFirst I don't think Properties are desired from a Engine coding standpoint. That is my understanding anyway. Dan addressed it above I believe. Edit So would want to limit their use
  • Lobby Slaps are Not Working

    Bug Reports
    2
    0 Votes
    2 Posts
    848 Views
    C
    @EyesWideShut https://github.com/triplea-game/triplea/issues/14614
  • 0 Votes
    2 Posts
    961 Views
    B
    @EyesWideShut If you haven't already, you could try reinstalling the map. Some of the maps had to have that done after the update. Will ping @cernel for you
  • Hotkey for unit placement

    Feature Requests & Ideas hotkey placement
    5
    0 Votes
    5 Posts
    2k Views
    G
    Never-mind. I remapped the <menu> key to execute <shift+tab><space><tab><space> sequence, which does a MAX and OK.
  • Curated Best/Top Maps & TripleA Guides

    Player Help thedog
    49
    8 Votes
    49 Posts
    29k Views
    TheDogT
    What TripleA version to install? For solo play the latest. For Lobby, Forum or PBEM I cannot comment, anyone advise? 2026 The latest for solo play https://github.com/triplea-game/triplea/releases A very long list of all the great changes https://triplea-game.org/release_notes/ . Link to first post for Best/Top Maps https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides
  • PlayByForum First - Utrecht

    Play By Forum
    9
    2 Votes
    9 Posts
    3k Views
    B
    @hayertjez Hi Yea none of the bottom stuff works. you just do the 2 emails, test server once, then start. Do your turn. Top right hit "Turn Summary" copy that and save game. Paste the Turn summary and upload the save to here, your game thread. I ususally do the at thingy @hayertjez to my opponent so it notifies them. They'll get notified if they're watching anyway but that's just the habit I have of doing it. Most people will do a test turn in Local mode so when they go for real, PBEM mode, most of their decisions are already made. Makes for a cleaner and quicker turn, while also allowing you to test different ideas. If you need to save pre combat, e.g. there is a scramble option, I will take a screenshot of the area in question and post the save as well. Heads up that saving mid turn won't post the dice averages as it otherwise would. Here's a game I have with Panzer if you want to see how we do it. https://forums.triplea-game.org/topic/4286/exp-game-10-beelee-axis-vs-panzer-allies-operation-straweberry-fields-forever Edit I guess you could just send everything to your emails too. Just have to do it manually still.
  • Warcraft: Lordaeron Wars - Official Thread

    Maps & Mods
    37
    8 Votes
    37 Posts
    23k Views
    Z
    @gr8gamerguy It has certainly been a long time since I worked on this project but I really want to finish it and condensed things down. With the advent of chatgpt I think ill come to finish it. (In case you ever see this message, thank you for all.the big reports)
  • Lobby Upgrades, June-25-2026

    News
    30
    1 Votes
    30 Posts
    9k Views
    LaFayetteL
    @beelee unfortunately you cannot, bot comment is set at bot start once. Need a reboot of the bot to change it abd server access to do that
  • New Maps Status Page - View Indexing Status of maps

    Map Making
    1
    4 Votes
    1 Posts
    569 Views
    No one has replied
  • Jurassic v2.0

    Maps & Mods
    39
    1
    3 Votes
    39 Posts
    12k Views
    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
    8
    2 Votes
    8 Posts
    3k Views
    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
    2
    4 Votes
    2 Posts
    1k Views
    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
    50
    1
    3 Votes
    50 Posts
    26k Views
    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!