• 2 Votes
    6 Posts
    38 Views
    RogerCooperR
    @Vendetta You may want to limit combat to 3 rounds as well. With retreat, air scramble and limited combat rounds, you would have a more realistic combat structure.
  • Flames and Steel (official thread)

    Maps & Mods
    11
    5 Votes
    11 Posts
    53 Views
    V
    @KurtGodel7 I would recommend a name swap for the Advanced Production Centers, since APC is an acronym that every wargame is going to associate with armored personnel carrier. Special Production Center / SPC should be a pretty easy substitute to avoid the overlap. Your Europe map looks beautiful, from what I can see. Taiwan and Okinawa are a bit off-putting on the Asia one, they’d look better if they swapped sizes with one another. Okinawa being placed that close to the edge of the sea zone also leaves me wondering whether it should be shifted onto the boundary line instead. Your combat system ventures far enough from any version of the game I’ve played that I can’t really offer any judgement about it at this point. Hopefully, once you’re far enough along in development, you can share a play by play of a test game as a demonstration.
  • 11 Rings of Power - Official Thread

    Maps & Mods
    2
    2 Votes
    2 Posts
    9 Views
    TheDogT
    For Code Raiders . For Sea Zones, a foreach to change current SZ owner to originalOwner to collect SZ PU Enhanced placement in Any Territory search pAT (placementAnyTerritory) thanks to wc_sumpton Infrasructure units using isAA Targeted AA & supportAttachment, not Atk/Def Infrasructure units (Fate items) that can be moved/carried by other units Moving land units have givesMovement to move named Fate Items, search givesMovement many times An isAir Winged unit can with a trigger changeOwnership of a Land Territory - Search changeOwnership A crude resource counter that counts the number of rings owned, shown on the Resources tab, search NumRoP(number of Rings of Power) Get impending winners foreach's to change HOSTILE nations to WAR & NEUTRAL nations to HOSITILE in an attempt to stop the current impending winners, search GO GET IMPENDING A vanquished political relationship, seen on the politics panel to easily identify a vanquished foe, search Go Vanquished
  • Total World War: December 1941 3.0.0.6

    Maps & Mods
    664
    6 Votes
    664 Posts
    1m Views
    ubernautU
    @malmessi there is an addendum section almost all of the changes are in there
  • TripleA Mobile!

    Development
    21
    7 Votes
    21 Posts
    223 Views
    X
    @TheDog Update the underlying engine Version can now be seen when the app version gets clicked multiple times fixed issue with placement of sea/land units in bid place phase (thank you @Panella for pointing this out) fixed issue where wrong amount of pus was assigned to human players when bid is present Thank you
  • Question about trenches domination 1914 no mans land

    Map Making
    79
    0 Votes
    79 Posts
    5k Views
    B
    @black_elk you are the only one. Help us BlackElk
  • Forum will be down for a bit - upgrades

    News
    14
    2 Votes
    14 Posts
    269 Views
    ubernautU
    @beelee said: right after I post this it starts working normally classic 🫡
  • Playing war of relics question

    Player Help
    18
    0 Votes
    18 Posts
    149 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
    21 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
    15 Views
    No one has replied
  • New map: Fate of Nations

    Maps & Mods
    2
    4 Votes
    2 Posts
    15 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
    356 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]
  • 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.
  • Middle Earth - Battle for Arda (v3) - Official Thread

    Maps & Mods
    3
    2 Votes
    3 Posts
    17 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).