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

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    @ubernaut I'm going to try via lobby next time
  • why did we remove the undo all button for movement phases?

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    ubernautU
    @Panther 2056 x 1329 (16 inch mac book pro at maximum resolution)
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    @Panzerstahl-Helm-0 Guten Tag Game History Round: 12 Purchase Units - Japanese Japanese buy 3 Escorts, 6 TotalWar_Tanks, 1 UndrgroundFctry, 1 elite, 5 infantry and 2 mech_infantrys; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Place Units - Japanese Units in Japan being upgraded or consumed: 1 factory_major 1 UndrgroundFctry placed in Japan Combat Move - Japanese Trigger Kamikaze: Japanese has 1 Kamikaze placed in Japan Trigger Banzai: Japanese has 1 Banzai placed in Japan Trigger RailMovementAutoPlaceJapanese: Japanese has 2 J_Rails placed in Kiangsu 1 armour and 1 mech_infantry moved from Korea to Siberia 1 infantry moved from Sikang to Tsinghai Japanese take Tsinghai from Chinese 1 JPNbomber moved from Kweichow to Evenkiyskiy 1 armour moved from Yenisey to Evenkiyskiy 1 infantry moved from Timguska to Evenkiyskiy 1 armour moved from Yakut S.S.R. to Evenkiyskiy 1 fighter and 1 tactical_bomber moved from Kweichow to Shensi 2 armour moved from Kweichow to Shensi 1 infantry moved from Hopei to Shensi 1 infantry moved from Suiyuyan to Shensi 2 armour, 1 fighter and 1 tactical_bomber moved from Kweichow to Yunnan 1 fighter and 1 tactical_bomber moved from Yunnan to Shan State 1 JPNbomber moved from Kweichow to Yunnan 1 elite moved from Philippines to 35 Sea Zone 1 Japan_destroyer and 1 elite moved from 35 Sea Zone to 38 Sea Zone 1 elite moved from 38 Sea Zone to Shan State 2 fighters moved from 39 Sea Zone to Shan State 1 Japan_destroyer and 1 carrier moved from 39 Sea Zone to 38 Sea Zone 1 submarine moved from 41 Sea Zone to 39 Sea Zone Combat - Japanese Battle in Shensi Japanese attack with 2 armour, 1 fighter, 2 infantry and 1 tactical_bomber Chinese defend with 3 infantry Japanese roll dice for 2 armour, 1 fighter, 2 infantry and 1 tactical_bomber in Shensi, round 2 : 3/6 hits, 2.50 expected hits Chinese roll dice for 3 infantry in Shensi, round 2 : 1/3 hits, 1.00 expected hits 1 infantry owned by the Japanese lost in Shensi 3 infantry owned by the Chinese lost in Shensi Japanese win, taking Shensi from Chinese with 2 armour, 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6 Casualties for Japanese: 1 infantry Casualties for Chinese: 3 infantry Battle in Evenkiyskiy Japanese attack with 1 JPNbomber, 2 armour and 1 infantry Russians defend with 1 armour and 1 elite Japanese roll dice for 1 JPNbomber, 2 armour and 1 infantry in Evenkiyskiy, round 2 : 1/4 hits, 1.83 expected hits Russians roll dice for 1 armour and 1 elite in Evenkiyskiy, round 2 : 1/3 hits, 1.17 expected hits 1 infantry owned by the Japanese lost in Evenkiyskiy 1 armour owned by the Russians lost in Evenkiyskiy Japanese roll dice for 1 JPNbomber and 2 armour in Evenkiyskiy, round 3 : 0/3 hits, 1.67 expected hits Russians roll dice for 1 elite in Evenkiyskiy, round 3 : 1/2 hits, 0.67 expected hits 1 armour owned by the Japanese lost in Evenkiyskiy Japanese roll dice for 1 JPNbomber and 1 armour in Evenkiyskiy, round 4 : 1/2 hits, 1.17 expected hits Russians roll dice for 1 elite in Evenkiyskiy, round 4 : 1/2 hits, 0.67 expected hits 1 armour owned by the Japanese lost in Evenkiyskiy 1 elite owned by the Russians lost in Evenkiyskiy Japanese win with 1 JPNbomber remaining. Battle score for attacker is -5 Casualties for Japanese: 2 armour and 1 infantry Casualties for Russians: 1 armour and 1 elite Battle in Shan State Japanese attack with 1 elite, 3 fighters and 1 tactical_bomber British defend with 2 infantry Japanese roll dice for 1 elite, 3 fighters and 1 tactical_bomber in Shan State, round 2 : 2/6 hits, 2.50 expected hits British roll dice for 2 infantry in Shan State, round 2 : 2/2 hits, 0.67 expected hits 1 fighter owned by the Japanese and 1 elite owned by the Japanese lost in Shan State 2 infantry owned by the British lost in Shan State Japanese win with 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is -6 Casualties for Japanese: 1 elite and 1 fighter Casualties for British: 2 infantry Battle in Yunnan Japanese attack with 1 JPNbomber and 2 armour British defend with 1 infantry Japanese roll dice for 1 JPNbomber and 2 armour in Yunnan, round 2 : 0/3 hits, 1.67 expected hits Chinese roll dice for 1 infantry in Yunnan, round 2 : 0/1 hits, 0.33 expected hits Japanese roll dice for 1 JPNbomber and 2 armour in Yunnan, round 3 : 2/3 hits, 1.67 expected hits Chinese roll dice for 1 infantry in Yunnan, round 3 : 0/1 hits, 0.33 expected hits 1 infantry owned by the British lost in Yunnan Japanese win, taking Yunnan from Chinese with 1 JPNbomber and 2 armour remaining. Battle score for attacker is 3 Casualties for British: 1 infantry Battle in Siberia Japanese attack with 1 armour and 1 mech_infantry Russians defend with 1 Soviet_Partisan Japanese roll dice for 1 armour and 1 mech_infantry in Siberia, round 2 : 1/2 hits, 0.67 expected hits Russians roll dice for 1 Soviet_Partisan in Siberia, round 2 : 0/1 hits, 0.17 expected hits 1 Soviet_Partisan owned by the Russians lost in Siberia Japanese win with 1 armour and 1 mech_infantry remaining. Battle score for attacker is 1 Casualties for Russians: 1 Soviet_Partisan Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Slovakia Hungary Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Iraq Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Rhodesia Non Combat Move - Japanese Trigger RemoveKamikaze: has removed 1 Kamikaze owned by Japanese in Japan Trigger RemoveBanzai: has removed 1 Banzai owned by Japanese in Japan Trigger ItaliansParaBoost atRhodesia: Italians has 1 italian_paraBoost placed in Rhodesia Trigger RussiansParaBoost atSlovakia Hungary: Russians has 1 russian_paraBoost placed in Slovakia Hungary Trigger RussiansParaBoost atIraq: Russians has 1 russian_paraBoost placed in Iraq Trigger RailMovementAutoPlaceRemoveJapanese: has removed 1 J_Rail owned by Japanese in French Indo China Trigger RailMovementAutoPlaceRemoveJapanese: has removed 1 J_Rail owned by Japanese in Timguska 1 infantry moved from Yakut S.S.R. to Yenisey 1 infantry moved from Buryatia to Yakut S.S.R. 1 JPNbomber moved from Evenkiyskiy to Yakut S.S.R. 1 armour moved from Korea to Buryatia 1 J_Rail moved from Kiangsu to Korea 1 fighter and 1 tactical_bomber moved from Shensi to Kweichow 1 JPNbomber moved from Yunnan to Kweichow 1 tactical_bomber moved from Shan State to Kweichow 2 fighters moved from Shan State to 38 Sea Zone 1 J_Rail moved from Kiangsu to Korea 1 J_Rail and 1 infantry moved from Korea to French Indo China 1 mech_infantry moved from Jehol to Suiyuyan 1 J_Rail and 1 infantry moved from Korea to Timguska 6 armour moved from Jehol to Kweichow 1 infantry moved from Jehol to Anhwe 1 elite and 1 infantry moved from Japan to 6 Sea Zone 1 Escort_Convoy, 1 Heavy_BB, 1 Hvycarrier, 1 Japan_destroyer, 4 NavyFighters, 1 elite, 1 infantry and 1 pacific_transport moved from 6 Sea Zone to 35 Sea Zone 1 Escort moved from 23 Sea Zone to 6 Sea Zone 1 armour moved from Korea to Amur 1 aaGun moved from Amur to Buryatia 3 armour moved from Korea to Jehol Place Units - Japanese 3 Escorts placed in 6 Sea Zone 6 TotalWar_Tanks, 2 infantry and 2 mech_infantrys placed in Korea 1 elite and 3 infantry placed in Japan Trigger JapaneseTotalWarTankPlace6Korea: has removed 6 TotalWar_Tanks owned by Japanese in Korea Trigger JapaneseTotalWarTankPlace6Korea: Japanese has 6 armour placed in Korea Turn Complete - Japanese Trigger Japanese RemoveConvoySZ6Invert: has removed 1 Escort owned by Japanese in 6 Sea Zone Trigger Japanese RemoveConvoySZ6Invert: Japanese has 1 Escort_Convoy placed in 6 Sea Zone Japanese collect 54 PUs; end with 54 PUs Trigger Japan Loses CarolineIslands: Japanese met a national objective for an additional -3 Optional[PUs]; end with 51 Optional[PUs] Trigger Japanese Controls Philippines Pacific Expanded: Japanese met a national objective for an additional 3 Optional[PUs]; end with 54 Optional[PUs] Trigger Japanese Controls Guam Pacific Expanded: Japanese met a national objective for an additional 1 Optional[PUs]; end with 55 Optional[PUs] Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 Optional[PUs]; end with 63 Optional[PUs] Trigger Japanese Controls WakeIsland Pacific Expanded: Japanese met a national objective for an additional 2 Optional[PUs]; end with 65 Optional[PUs] Combat Hit Differential Summary : Chinese regular : -0.67 Japanese regular : -3.67 Russians regular : 0.33 British regular : 1.33 EXP Game 10 Straw J 12.tsvg Dam those Blokes in Shan ST Not looking good for Nippon. Not looking good for the Reich either I think they have their match today ? Hopefully they kick ass. Yanks are 2-0 lol Have you heard from Trout ? He's usually not quiet for this long unless he's traveling. Gives a heads up when he does. Hopefully he didn't suffer some sort of malady Maybe the update was too much for him Well hope he is OK anyway. But as Blue Duck says "he's holding up the game" lol Edit Forgot to land the lads in the PHIs EXP Game 10 Straw J 12edit.tsvg
  • Creating new game with multiple friends

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    ubernautU
    @BillCurtis yes we upgraded the server and code for marti recently. currently lacking the multiple recipient feature. i would suggest using two team captains that can forward or using autoforwarding accounts until the feature can be restored.
  • Defenders may retreat after 1 round of combat

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  • Multi Game 2 barnee Trout vs Alex Panzer

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    @trout Have you updated triplea and switched to the new dice server ? Here are the links again. Let me know if you are having trouble. New triplea https://github.com/triplea-game/triplea/releases/tag/2026-06.16.15640 New Dice Roller https://dice.triplea-game.org/ You will need to confirm your Dice registration in your email. When you install the new triplea I would just overwrite what you have. Don't need the old ones anymore. Edit You can also download from the Home Page now. The new triplea https://triplea-game.org/
  • Doc: Map Population on website and download list

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    @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

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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)

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

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    Panzerstahl-Helm 0P
    @beelee I got rid of all the TripleA versions on my comp.....6 in total. the latest was from 2023 The error message looks different, but more clearly. Seems that Mr. Trout needs to register to the ne dice server. [image: 1781815998065-c6f3d83f-7d00-4267-a7ff-e85fd6f1c41e-image.jpeg]
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  • Global 40 Expansion UHD Boxes

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    Update to 2.58 [image: 1781724459933-screenshot-from-2026-06-17-14-26-44.png]
  • Roger's Scenario Thread

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    RogerCooperR
    Name Bad-Ass 4 Nation FFA Description Abstract 4 player conflict on a world map https://axisandallies.fandom.com/wiki/Bad-Ass_4-Nation_FFA [image: 1781658572442-84d2257b-cf65-415a-b99a-2c14dca4d684-image.jpeg] Good Points Extensive diplomatic rules Neutrals get stronger each turn Bad Points The diplomatic rules don't work too well in AI play The AI does a poor job with the large initial bids
  • G40 Captain Expansion StevenJ vs Johnny

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    @JohnnyCat 354345234988-G40 EXP StevenJ vs JohnnyCat G56c End.tsvg RIP Japan
  • Jurassic v2.0

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    TheDogT
    @GREGOREK You are bonkers trying to shoehorn a RPG style into TripleA. However I will join you in the Bonkers club, for I have thought of trying to do similar. For your consideration look at https://forums.triplea-game.org/topic/3264/arena-of-death-official-thread for multi wound heroes and different classes. For the levelling of the heroes a Tech tree could be used, see, each tree could be a hero? https://forums.triplea-game.org/topic/4056/1888a-steam-steel-official-thread For random distribution of monsters and treasures, see https://forums.triplea-game.org/topic/3666/shogun-advanced-official-thread and look for Kami, Japanese spirits. The Kami start out with lots of dots in their unit name, this so the player cannot count them, when found/revealed they change into stuff Ebbe and I are working on an Heroic FFA island map with Fates, using the ./dot principles above.
  • Switch to "FlatLaf" for Look & Feel (updated skin)

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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?

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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

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    PantherP
    I can confirm that it downloads fine now. That already was a good example for the workflow. Thank you
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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
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