• EXP Game 12 barnee vs Trout

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    @Trout Yea Idk. It'll delay you a turn and I'm not sure you coulda got it next turn or not. I was getting ready to crunch it when I saw the block. I just did it to shut down the Bombard. I will double check but I'm pretty sure it's correct. I mean the trannys could move out and load and move back but not enough Grunts to fill all the boats. SSR isn't gonna be easy either. If you take another SBR hit, it's gonna be tough on them but it's still not over. edit I just said F it and asked the computer lol [image: 1787242078466-screenshot-from-2026-08-20-11-07-10.png] Edit 2 Just hooked up to my external monitor. I feel like I'm on a big screen tv lol
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    @Panzerstahl-Helm-0 Hallo Game History Round: 2 Purchase Units - ANZAC ANZAC buy 1 artillery, 1 destroyer and 1 infantry; Remaining resources: 0 PUs; Combat Move - ANZAC Combat - ANZAC Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 110 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 93 Sea Zone Non Combat Move - ANZAC Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger Wolfpack at93 SeaZones: Germans has 1 Wolfpack placed in 93 Sea Zone 1 infantry and 1 mine_unarmed moved from New South Wales to Queensland 1 transport moved from 62 Sea Zone to 63 Sea Zone 1 infantry moved from New Zealand to 63 Sea Zone 1 infantry and 1 transport moved from 63 Sea Zone to 54 Sea Zone 1 infantry moved from 54 Sea Zone to Queensland 1 infantry moved from New Guinea to Dutch New Guinea ANZAC take Dutch New Guinea from Dutch Place Units - ANZAC 1 destroyer placed in 62 Sea Zone 1 artillery and 1 infantry placed in New South Wales Turn Complete - ANZAC ANZAC collect 10 PUs; end with 10 PUs Trigger ANZAC Liberates DNG: ANZAC met a national objective for an additional 2 Optional[PUs]; end with 12 Optional[PUs] Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 Optional[PUs]; end with 17 Optional[PUs] Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 22 PUs Combat Move - French 1 destroyer moved from 81 Sea Zone to 98 Sea Zone Combat - French Battle in 98 Sea Zone French attack with 1 destroyer Italians defend with 1 submarine French roll dice for 1 destroyer in 98 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits Italians roll dice for 1 submarine in 98 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits 1 submarine owned by the Italians lost in 98 Sea Zone French win, taking 98 Sea Zone from Italians with 1 destroyer remaining. Battle score for attacker is 6 Casualties for Italians: 1 submarine Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 110 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 93 Sea Zone Non Combat Move - French Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger Wolfpack at93 SeaZones: Germans has 1 Wolfpack placed in 93 Sea Zone 1 infantry moved from French Central Africa to French Equatorial Africa Turn Complete - French Combat Hit Differential Summary : Italians regular : -0.17 French regular : 0.67 exp-game-11-dr.strangelove-F2.tsvg
  • TWW 3.0.9? NTSH (ax) v (al) ubernaut Game 4

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    @Nothingtoseehere Thank you as always !
  • Multi Game 2 barnee Trout vs Alex Panzer

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    @Panzerstahl-Helm-0 Guten Tag Yea I moved the later time dates to D-Day. I never tested D Day to see if it affected it. I wouldn't think that it would but will check. So the AF Commanders are in the Overflow Box. That way you don't need to edit them in and out all the time. You can just grab them in edit move phase. I still haven't figured the best system for them and there are multiple ways to do it. If activating and deactivating constantly, for offensive purposes, I find it better to have a set of Active and Inactive both in the Box. Yea the problem is that when new units get added later in the game they will always move to the last spot in the Purchase Table. "... would like to have a lighter color for the while TripleA." Not quite sure what you're referring to here. You can customize the units or the map Territories themselves. It doesn't affect your opponents look. Edit Just reread your post. Yea so if it replaced the D-Day token that wouldn't be good as one would have to edit the token in. Without the Token certain triggers won't fire if I remember right. Also I noticed in my game with Trout that the Hvy Bmbrs are not receiving +2 on their SBR's. I will fix both and the Tournament TT before Tourney play starts. I believe Oct 31 for the start date ? Gonna get real busy now but I can compartementalize a couple hours a day for triplea still. My mind is starting clear a little finally. The air purifier should help a lot hopefully. Edit 2 I think it should still work as before. Not perfect but to triplea limitations. D-Day that is. You move the Token from the Late 44 TT in NCM for USA and place it in the D_Day TTy where the USA Units have moved and most of them will change to UK then. From Game Notes [image: 1787235618672-screenshot-from-2026-08-20-09-17-31.png] Wish one could make the font bigger for the help thingy. Edit So I think the D-Day Token gets moved to EUSA in NCM and that triggers the switch to UK of the USA units in the D-Day Box. I will clarify the Notes
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    @TheDog Many thanks for the kind welcome and quick and considerate reply! I'm really blown away by the depth and customisation that this map has! Thanks again for all your work in making it happen
  • Map Ratings

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    RogerCooperR
    @Galloca You may want to checkout my thread, https://forums.triplea-game.org/topic/889/roger-s-scenario-thread/983. I discuss mods that I play vs the AI.
  • EXP G40 Game 4 Trout (Axis) vs Panzer (Allies)

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    Panzerstahl-Helm 0P
    @trout Game History Round: 8 Purchase Units - Russians Note to players Russians: <body><b>It is Late 1943 and Our Factories are Now Producing Tank Destroyers !<br><br><img src="TankDestroyerFS.png"/><br><br></body> Trigger TankDestroyerFS: buyTankDestroyerFS added to productionRussians Russians buy 1 FighterAce, 3 Mass_Tankss, 1 TankDestroyerFS, 3 TotalWar_Tank_2s and 1 elite; Remaining resources: 1 PUs; 3 AirLendLease; 3 TankLendLease; Combat Move - Russians Trigger RailMovementAutoPlaceRussians: Russians has 1 R_Europe_Rail and 2 Russian_Rails placed in Russia Turning on Edit Mode EDIT: Russians takes Bulgaria from Germans EDIT: Turning off Edit Mode 2 infantry moved from Novgorod to Baltic States 1 infantry moved from Belarus to Baltic States 3 infantry moved from Karelia to Finland 1 fighter moved from Karelia to Finland 1 bomber moved from Russia to Baltic States 4 infantry moved from Belarus to Eastern Poland 1 bomber moved from Russia to Eastern Poland 1 infantry moved from Ukraine to Bessarabia 2 infantry moved from Western Ukraine to Bessarabia 1 bomber moved from Russia to Bessarabia 1 armour and 1 mech_infantry moved from Iraq to Egypt British take Trans-Jordan from Germans EDIT: 1 russian_para moved from Caucasus to Bulgaria Combat - Russians Battle in Bessarabia Changer loiter and taunt; Russians attack with 1 bomber and 3 infantry Germans defend with 2 infantry; Changer defend Russians roll dice for 1 bomber and 3 infantry in Bessarabia, round 2 : 1/4 hits, 1,17 expected hits Germans roll dice for 2 infantry in Bessarabia, round 2 : 1/2 hits, 0,67 expected hits 1 infantry owned by the Russians lost in Bessarabia 1 infantry owned by the Germans lost in Bessarabia Russians roll dice for 1 bomber and 2 infantry in Bessarabia, round 3 : 1/3 hits, 1,00 expected hits Germans roll dice for 1 infantry in Bessarabia, round 3 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Germans lost in Bessarabia Russians win, taking Bessarabia from Germans with 1 bomber and 2 infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Casualties for Germans: 2 infantry Battle in Finland Russians attack with 1 fighter and 3 infantry Germans defend with 1 infantry Russians roll dice for 1 fighter and 3 infantry in Finland, round 2 : 1/4 hits, 1,00 expected hits Germans roll dice for 1 infantry in Finland, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Germans lost in Finland Russians win, taking Finland from Germans with 1 fighter and 3 infantry remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Battle in Egypt Russians attack with 1 armour and 1 mech_infantry Germans defend with 1 infantry; Italians defend with 1 airfield and 1 harbour Russians roll dice for 1 armour and 1 mech_infantry in Egypt, round 2 : 2/2 hits, 0,67 expected hits Italians roll dice for 1 infantry in Egypt, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Germans lost in Egypt Russians win, taking Egypt from Italians with 1 armour and 1 mech_infantry remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Battle in Baltic States Russians attack with 1 bomber and 3 infantry Germans defend with 1 ElitePanzer Russians roll dice for 1 bomber and 3 infantry in Baltic States, round 2 : 1/4 hits, 1,17 expected hits Germans roll dice for 1 ElitePanzer in Baltic States, round 2 : 1/2 hits, 1,00 expected hits 1 infantry owned by the Russians lost in Baltic States 1 ElitePanzer owned by the Germans lost in Baltic States Russians win, taking Baltic States from Germans with 1 bomber and 2 infantry remaining. Battle score for attacker is 2 Casualties for Russians: 1 infantry Casualties for Germans: 1 ElitePanzer Battle in Eastern Poland Russians attack with 1 bomber and 4 infantry Germans defend with 1 elite and 1 waffen_infantry Russians roll dice for 1 bomber and 4 infantry in Eastern Poland, round 2 : 1/5 hits, 1,33 expected hits Germans roll dice for 1 elite and 1 waffen_infantry in Eastern Poland, round 2 : 2/3 hits, 1,33 expected hits 2 infantry owned by the Russians lost in Eastern Poland 1 elite owned by the Germans lost in Eastern Poland Russians roll dice for 1 bomber and 2 infantry in Eastern Poland, round 3 : 1/3 hits, 1,00 expected hits Germans roll dice for 1 waffen_infantry in Eastern Poland, round 3 : 1/1 hits, 0,67 expected hits 1 infantry owned by the Russians lost in Eastern Poland 1 waffen_infantry owned by the Germans lost in Eastern Poland Russians win, taking Eastern Poland from Germans with 1 bomber and 1 infantry remaining. Battle score for attacker is -2 Casualties for Russians: 3 infantry Casualties for Germans: 1 elite and 1 waffen_infantry Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 95 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 109 Sea Zone Non Combat Move - Russians Trigger Wolfpack at95 SeaZones: Germans has 1 Wolfpack placed in 95 Sea Zone Trigger Wolfpack at109 SeaZones: Germans has 1 Wolfpack placed in 109 Sea Zone Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 R_Europe_Rail and 2 Russian_Rails owned by Russians in Belarus 1 bomber moved from Eastern Poland to Russia 1 bomber moved from Baltic States to Russia 1 bomber moved from Bessarabia to Russia 6 Russian_Rocketss moved from Bryansk to Belarus 1 SP_ArtilleryUSSR and 1 armour moved from Rostov to Western Ukraine 1 Tank_General and 3 armour moved from Russia to Belarus 1 Elitearmour moved from Russia to Belarus 3 guard_infantrys moved from Russia to Belarus 1 elite moved from Russia to Bryansk 1 elite moved from Bryansk to Belarus 1 fighter moved from Finland to Karelia 1 armour moved from Urals to Novosibirsk 1 R_Europe_Rail and 2 Russian_Rails moved from Russia to Vologda 1 R_Europe_Rail, 2 Russian_Rails and 3 infantry moved from Vologda to Belarus 2 infantry moved from Rostov to Ukraine Place Units - Russians 1 FighterAce, 3 Mass_Tankss, 1 TankDestroyerFS, 3 TotalWar_Tank_2s and 1 elite placed in Russia Trigger MassTanksPlace3: has removed 3 Mass_Tankss owned by Russians in Russia Trigger RussiansTotalWarTankPlaceRussia6: has removed 3 TotalWar_Tank_2s owned by Russians in Russia Trigger MassTanksPlace3: Russians has 3 armour placed in Russia Trigger RussiansTotalWarTankPlaceRussia6: Russians has 3 armour placed in Russia Turn Complete - Russians Trigger RussiansParaBoost atBulgaria: Russians has 1 russian_paraBoost placed in Bulgaria Russians collect 40 PUs; end with 41 PUs Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 6 PUs; end with 47 PUs Combat Hit Differential Summary : Italians regular : -0,33 Germans regular : 0,67 Russians regular : 0,67 dbdfe2eb-35c3-4554-84a9-4a182913b43d-exp-game-4-trout-vs.panzer-R8.tsvg
  • EXP Global40 - Tournament - Qualifier for Wiking-Con 2027

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    Panzerstahl-Helm 0P
    @beelee @trout @alexander Good afternoon gentlemen. I updated the doc file online and the added the rules in the first post of this topic. I removed the deadline of the tournament. We can use this topic to discuss and chat about and around the tournament. @trout Is Mussolini registered here as well? BR
  • PBEM Game on Mac

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    ubernautU
    @beelee looks liek this was not mac specific and has been patch already (2 days ago)
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    RogerCooperR
    @VictoryFirst I am also getting a 404 error
  • Error with maxConstructionsPerType

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    wc_sumptonW
    @RogerCooper I think the option you are looking for is "maxConstructionsPerTypePerTerr" as there no "maxConstructionsPerType". Cheers...
  • Roger's Scenario Thread

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    RogerCooperR
    Name World War 1 End of Empires Description World War One in 1917 https://axisandallies.fandom.com/wiki/World_War_1_End_of_Empires [image: 1787015070072-2b7f06e1-e164-4147-867e-49865fac9a9f-image.jpeg] Good Points Fast-playing Upkeep costs Bad Points Rules not explained in notes AI plays US poorly
  • World War I with more territories?

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    SchulzS
    The Russian revolution rule could be implemented, right? "The Central Powers retain whatever Russian territories they hold at the end of the Russian round in Round 12. The remaining Russian territories become impassable. All Russian units are removed from the game."
  • Bugs in World War I

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    wc_sumptonW
    @VictoryFirst said: So if I understand correctly, you can use Place with NoAirCheckPlaceDelegate and this would solve the problem of the AI not purchasing anything and it would prevent fighters that cannot land from being killed by the engine in the placement phase? The problem is not the delegate, NoAirCheckPlaceDelegate, but what the AI is coded for when doing purchasing, that being 'place' or 'endStep'. Because there is no 'place' the AI disregards the purchase. <delegate name="place" javaClass="games.strategy.triplea.delegate.NoAirCheckPlaceDelegate" display="Place Units"/> Works with <step name="AustroHungariansPlace" delegate="place" player="AustroHungarians"/> And fighters can stay 'isAir'. Cheers...
  • North Africa - TripleA Module

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    @VictoryFirst yea it'd be cool if theyd just place on the border you want. One can manipulate the order that units place in but when they get removed it changes everything. I tried to have the startup have the Fctrys ABs and NBs in their historical spots. In EXP they will move if they go Undrg or upgraded AB, Scramble 4 F Yea !!! lol
  • What determines the path that a unit takes

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    @wc_sumpton said: Have you tried switching around the connections. @victoryfirst this makes sense to me, so I'd try it, or look at how they're listed which would be the same thing. Idk though. I'd also try it because that's what wc suggested lol but Infantry usually show first in the purchase window in most games and they are usually listed first in UnitList and Unitattachment so maybe some sort of similiar thing is going on with the connections
  • Poll on how Defender Retreat should work

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    @iratoric I know that I've been a bit negative in my previous post because I liked your original idea (making it similar to submarine reatreat) better than doing it as per North Africa rules as you eventually decided to (which are also adding complexity like the needed supplies or what they are called, been a while since I read the rules), but at the end I think that either is interesting. Just posting here because I'm wondering if you are still onto this and what are your plans to get this done (sorry, not a developer).
  • Question about trenches domination 1914 no mans land

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    TheDogT
    @wc_sumpton Thanks! I will will experiment.
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    TheDogT
    Latest version v020 ready for download within TripleA. In TripleA Click Download Maps Button Click Installed tab Click ** Settlers: Fallen Empire** Click Remove Button Click Yes button to remove Click Ok button (Successfully removed) Click Close (To force the map list to refresh) Click Download Maps Button............................<= new players start here Find & Click ** Settlers: Fallen Empire** Click Install button Enjoy! Settlers Fallen Empire Manual pdf unchanged Settlers_Fallen_Empire_Manual.pdf v020 Sea Zone PU collection is now working as intended It currently requires the following steps player none=Neutral must be have an initial relationship of Neutral with the Player factions, see lines 6977 etc player none=Neutral start of turn 1 is changed to War, see lines 5913-5931 Define All-SZ (Sea Zones) & All-Players required for #4 foreach to work A foreach to convert currentowner = originalowner, this allows PU to be collected, see lines 5899-5911 (#1 & #2 are are a bizzare requirement that should not exist. ) Turn placementAnyTerritory True and False, allows placement of isAI unplaced Factories, makes for a better player experience (thanks to @wc_sumpton) Link to 1st post https://forums.triplea-game.org/topic/2467/settlers-fallen-empire-official-thread
  • Domination 1914 No Man's Land - Official Thread

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    SchulzS
    Late fighters are balanced around with other units and techs.