• barnee vs beelee EXP 2.59

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    Game History Round: 2 Purchase Units - Russians Note to players Russians: It is Late 1940 and the Red Army has begun Organizing Army Groups. You may have up to 2 Army Groups. Only 1 may be active per Territory. Trigger Army GroupUSSR: buyArmy_Group added to productionRussians Russians buy 1 Soviet_Commisar, 1 elite, 4 infantry, 10 mine_unarmeds and 2 russian_paras; Remaining resources: 0 PUs; 3 AirLendLease; 3 TankLendLease; Combat Move - Russians Trigger RailMovementAutoPlaceRussians: Russians has 1 R_Europe_Rail and 2 Russian_Rails placed in Russia Combat - Russians Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - Russians Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Editing Political Relationship for Germans and Russians from Neutrality to War EDIT: Editing Political Relationship for Germans and Russians from War to Neutrality EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 R_Europe_Rail owned by Russians in Karelia Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 Russian_Rail owned by Russians in Belarus Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 Russian_Rail owned by Russians in Novgorod 1 aaGun and 6 infantry moved from Karelia to Novgorod 1 R_Europe_Rail and 1 elite moved from Russia to Karelia 2 Russian_Engineers and 6 mine_unarmeds moved from Russia to Volgograd 1 Russian_Rail and 1 Soviet_Commisar moved from Russia to Novgorod 1 russian_para moved from Russia to Novgorod 1 russian_para moved from Russia to Caucasus 1 armour and 2 mech_infantrys moved from Bryansk to Caucasus 1 armour moved from Bryansk to Novgorod 4 mine_unarmeds moved from Russia to Bryansk 1 aaGun moved from Bryansk to Belarus 1 artillery and 1 infantry moved from Bryansk to Belarus 1 Russian_Rail moved from Russia to Amur 1 Russian_Rail and 1 infantry moved from Amur to Belarus 3 infantry moved from Amur to Buryatia 1 aaGun moved from Sakha to Amur 4 infantry moved from Sakha to Buryatia 1 submarine moved from 124 Sea Zone to 117 Sea Zone EDIT: 1 Soviet_Commisar, 1 armour, 1 artillery and 1 infantry moved from Novgorod to 1st Corps EDIT: 1 1stCorps moved from 1st Corps to Novgorod EDIT: 1 Soviet_Commisar_3 moved from Overflow to 1st Corps Place Units - Russians 1 Soviet_Commisar, 1 elite, 10 mine_unarmeds and 2 russian_paras placed in Russia 3 infantry placed in Novgorod 1 infantry placed in Ukraine Turn Complete - Russians Russians collect 37 PUs; end with 37 PUs Combat Hit Differential Summary : EXP 2.59 bvsb 7-1-26 R2.tsvg Forgot to move the Far East dudes last turn Rostov guy this time lol It doesn't matter
  • World War I with more territories?

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    SchulzS
    The Central Powers should punish the Entente if it keeps so many ships parked in these zones just to hunt a single possible German submarine. I think it's good that this gives the US more options than just sending troops to France.
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    SchulzS
    @TheDog I would actually prefer replacing this game with my new WW1 map with the same name. The current one just isn't good.
  • Global 40 Expansion UHD Boxes

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    Update to 2.59 [image: 1782944315142-screenshot-from-2026-07-01-17-16-45.png]
  • Multi Game 2 barnee Trout vs Alex Panzer

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    @Trout Hi Trout Sorry to hear about the computer issues We can continue in Local mode. You can still access History to see the rolls, what was purchased, where units moved etc ... It's really not that big a deal. Bonus is that you don't have to erase all the die rolls in your email and if you forget to activate PBEM, it doesn't matter at all So Nippon is up. The ceasefire is over Yea, I think we play Bosnia tonight. Idk. I haven't watched any. Probably best not start either. I might jinx them lol Edit @alexander Happy Canada Day !!!
  • TWW 3.0.9? NTSH (ax) v (al) ubernaut Game 4

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    ubernautU
    @Nothingtoseehere yo going to lobby
  • TripleA Server Costs

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    LaFayetteL
    Good points, we need to also keep in mind that the bots need to be available for peak lobby activity.
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    @panzerstahl-helm-0 Your last post was in the multi I didn't notice either until when I went to post lol Game History Round: 14 Purchase Units - Italians Italians buy 3 armour and 5 infantry; Remaining resources: 0 PUs; Combat Move - Italians Trigger RailMovementAutoPlaceItalians: Italians has 1 Europe_Rail placed in Southern Italy Turning on Edit Mode EDIT: Italians takes Ukraine from Russians EDIT: Italians takes Rostov from Russians EDIT: Italians takes Caucasus from Russians EDIT: Italians takes Northwest Persia from British EDIT: Italians takes Syria from British EDIT: Changing ownership of Northwest Persia from Italians to British EDIT: Changing ownership of Caucasus from Italians to Russians EDIT: Changing ownership of Rostov from Italians to Russians EDIT: Changing ownership of Ukraine from Italians to Russians EDIT: Turning off Edit Mode 2 armour, 1 bomber, 2 fighters and 1 infantry moved from Egypt to Trans-Jordan 1 transport moved from 98 Sea Zone to 99 Sea Zone 1 armour and 1 infantry moved from Greece to 99 Sea Zone 1 armour, 1 infantry and 1 transport moved from 99 Sea Zone to 98 Sea Zone 1 infantry moved from 98 Sea Zone to Trans-Jordan 1 armour moved from 98 Sea Zone to Trans-Jordan EDIT: 1 italian_para moved from Southern Italy to Syria Combat - Italians Battle in Trans-Jordan Italians attack with 3 armour, 1 bomber, 2 fighters and 2 infantry British defend with 4 infantry Italians roll dice for 1 battleship in Trans-Jordan, round 2 : 1/1 hits, 0.67 expected hits Italians roll dice for 3 armour, 1 bomber, 2 fighters and 2 infantry in Trans-Jordan, round 2 : 5/8 hits, 3.50 expected hits British roll dice for 4 infantry in Trans-Jordan, round 2 : 0/4 hits, 1.33 expected hits 4 infantry owned by the British lost in Trans-Jordan Italians win, taking Trans-Jordan from British with 3 armour, 1 bomber, 2 fighters and 2 infantry remaining. Battle score for attacker is 12 Casualties for British: 4 infantry Non Combat Move - Italians Trigger RailMovementAutoPlaceRemoveItalians: has removed 1 Europe_Rail owned by Italians in Romania 2 fighters moved from Trans-Jordan to Egypt 1 bomber moved from Trans-Jordan to Southern Italy 2 air_transports and 2 infantry moved from Southern Italy to Egypt 1 transport moved from 98 Sea Zone to 97 Sea Zone 1 armour moved from Northern Italy to Romania 1 infantry moved from Northern Italy to Yugoslavia 1 Europe_Rail moved from Southern Italy to Northern Italy 1 Europe_Rail and 1 infantry moved from Northern Italy to Romania 1 submarine moved from 98 Sea Zone to 99 Sea Zone Place Units - Italians 1 armour and 3 infantry placed in Southern Italy 2 armour and 1 infantry placed in Egypt 1 infantry placed in Northern Italy Turn Complete - Italians Trigger ItaliansParaBoost atSyria: Italians has 1 italian_paraBoost placed in Syria Italians collect 17 PUs; end with 17 PUs Trigger Italians AdvancedProduction: Italians met a national objective for an additional 3 Optional[PUs]; end with 20 Optional[PUs] Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 25 PUs Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 30 PUs Combat Hit Differential Summary : Italians regular : 1.83 British regular : -1.33 EXP Game 10 Straw I 14.tsvg The Dutch lost too ! wtf lol Victory be bummed too
  • EXP G40 Game 4 Trout (Axis) vs Panzer (Allies)

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    Panzerstahl-Helm 0P
    @trout Hello sir, the WorldCup is over for Germany, so back to the WorldWar. I played in Local Modus, since your old email seems to be inactive and your new email is not working, as beelee mentioned. No summary available. BR e7fc391d-fb29-4688-8c4e-37286ae82456-exp-game-4-trout-vs.panzer-r6.tsvg
  • PlayByForum First - Utrecht

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    @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.
  • Poll on how Defender Retreat should work

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    This is my interpretation of the rules & what I coded: At the very start of the round, if any unit has the attachment canDefensiveRetreat = true, the defender gets a prompt if they want to retreat, and to which territory. They may only retreat to friendly/neutral territories, not an enemy territory, and they can't retreat to a territory with enemy units in it, unless only enemy air is present, which is non-blocking. If the defender chooses not to retreat, then the battle proceeds as normal. If the defender chooses a territory to retreat to, then that territory is saved and stored for later. The attackers fire at all of the defending units. Any units that are doing a defensive retreat do not fire back. Casualties are removed, and then any retreating units retreat to the destination we stored earlier. Any defender units not capable of retreating remain and must fight to the end/get captured/get removed, whatever happens normally EDIT: I was originally going to have a property that applies to all land units, but it turns out that in A&A North Africa not all land units can defensive retreat (the truck and the supply token can't) so it pretty much needs to be a unit attachment. This offers some variation as the mapmaker can select what units they want to be able to do a defender retreat
  • Warcraft: Lordaeron Wars - Official Thread

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    @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

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    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
  • Roger's Scenario Thread

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    @RogerCooper Aren't v3 41 and 42 unbalanced in favor of the Allies without national objectives?
  • New Maps Status Page - View Indexing Status of maps

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  • Jurassic v2.0

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    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

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    @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!

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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 ;)

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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

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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