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    • K

      Request: Axis and Allies Naval Miniatures
      Feature Requests & Ideas • • KurtGodel7

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      K

      Fleet building (Axis)

      Battleships (70 points or so)
      The Yamato (70 points) and Musashi (66 points) give you the most brute power of any ships in the game. They're a little weaker at anti-air than the Iowa. Also they only have extended range 4, instead of extended range 5 for the Iowa. Nevertheless these ships are an outstanding way to provide surface combat power.

      Battleships (50 - 55 points)
      You have some good options here, including Japan's Nagato, Germany's Bismarck, and Italy's Vittorio Veneto. Ships at this price point generally have extended range 4. Good overall stats, making them strong at surface combat.

      Battleships (40 - 45 points)
      As with Allied battleships, Axis battleships at this price point tend to decline a bit in power, as compared to their more expensive counterparts. Weaker armor, making it easier to score hits on them. Weaker main guns, making it more difficult for them to penetrate the armor of the game's heaviest units. But you're still looking at powerful units here.

      Battleships (below 40 points)
      Some interesting Japanese options here, as well as some battleships which aren't Japanese. The things I wrote about the Allied battleships at this price point apply also to Axis battleships.

      Cruisers
      Japan has some interesting options for cruisers, especially considering the long range of their torpedoes. Torpedoes ignore armor, allowing them to inflict damage on any surface ship. However, cruisers are more vulnerable to surface guns than are battleships. In fact, cruisers are more vulnerable in general than are battleships.

      Destroyers
      Axis destroyers are broadly similar to their Allied counterparts.

      Aircraft carriers
      Japan has some very good options with respect to its aircraft carriers. While its carriers apply various types of bonuses, they are especially good at providing bonuses to torpedo bombers. Or, you might choose a slightly less expensive carrier which provides fewer bonuses.

      Aircraft
      Assuming a cutoff date of 1942 or earlier, the Zero is a reasonably powerful fighter, at a good price. The Val is a good option as a dive bomber. But where Japan shines is the Kate: an excellent torpedo bomber. Not only is the Kate good at attacking heavily armored ships, it can also provide anti-sub war if that's something you need. Considering the bonuses Japanese carriers often provide to torpedo bombers, it's as though you're being warmly encouraged to build at least some Kates. Not that there's anything wrong with including some Val dive bombers into your unit mix. As for patrol bombers: you have some good Japanese options, such as the Betty. Also some good non-Japanese options, like the German Kondor.

      Subs
      Japanese subs are often a bit more powerful than their American counterparts. But, their price point reflects that.

    • Panther

      Connection Error in wwII_revised
      Maps & Mods • • Panther

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      Panther

      @rogercooper Thanks.

    • Dustin McIntyre

      Banksy vs the Olzin twins ft Mash Ketchup (from Palette town)
      Play By Forum • • Dustin McIntyre

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      No one has replied

    • E

      Updated Triple A Rules for the Revised Tournament: WORLD CHAMPIONSHIP SERIES
      Revised Tournament Of Champions • • EyesWideShut

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      No one has replied

    • TheDog

      Issue: world_war_ii_global / World War II Global 1940 French Rebalance
      Player Help • • TheDog

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      B

      @thedog

      I believe this is @simon33 s mod. Maybe he knows who it is

    • L

      DL help for version 2.7149
      Play By Email • • leemorrison

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      B

      @leemorrison

      just hit ya up in chat. Need to activat 2.5 version and then go to lobby

    • E

      WORLD Championship Series (Signup here!)
      Revised Tournament Of Champions • • EyesWideShut

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      Panther

      See

      https://forums.triplea-game.org/topic/3061/marti-issues/
      and
      https://forums.triplea-game.org/topic/3157/google-mail-with-triplea-issues-was-new-play-by-forum-game

      So these are known problems. The developers are aware that PBEM needs a complete overhaul.

      But - as always - this is not expected to happen anytime soon. Time is restricted and priorities might be different.

    • B

      UHD World War II Global
      Maps & Mods • • beelee

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      B

      @wc_sumpton

      Sweet !

      RightArm.png

    • B

      Panzer and barnee vs Trout and Victory Game 1 EXP
      Play By Forum • • beelee

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      Panzerstahl-Helm 0

      ...........

    • TheDog

      โญ• Middle Earth 3rd Age - Official Thread
      Maps & Mods • thedog • • TheDog

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      TheDog

      Latest version 010 ready for download from 1st page 1st post

      Fix (thanks to @Paolo-Carrera for finding this)
      Dwarf - dwarven_halberdier is a mountaineer as it should have been.

      .
      Changes (thanks to Paolo-Carrera for the suggestions)

      Dwarf - Halls of Gror units now the same as Battle for Arda Rhun - chariot and wain_rider_chieftain, both suffer -1 on attack & defence in hills

      .
      Link to 1st post that has the download link
      https://forums.triplea-game.org/topic/3729/middle-earth-3rd-age-official-thread

      @Paolo-Carrera

    • alkexr

      Middle Earth: Battle For Arda - Official Thread
      Maps & Mods • • alkexr

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      Paolo Carrera

      @thedog
      Ok. Yes, Sea Unit option was already checked.
      So it seems only a strategical choice of IA.
      I've forced Harad sea attack manually for a couple of turns against the Good (me) ๐Ÿ˜

    • AdamF

      Log in credentials [Lobby - NOT Forum]
      Player Help • • AdamF

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      B

      Hi @paolo-carrera

      If you're trying to access the lobby, you can login anonymously until this is resolved.

    • B

      Marti Dice Roll Freezes Machine
      Player Help • • beelee

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      Panther

      @roiex Thank you. It looks like it has been resolved in the meantime.

    • B

      Move and Attack Twice in One Turn
      Map Making • • beelee

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      B

      @thedog

      yes thank you. I had it for my one time player. So I tried it. I just didn't think it'd be that easy ๐Ÿ™‚

    • RogerCooper

      Triggered Victory on Specific Turn
      Map Making • • RogerCooper

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      W

      @rogercooper said in Triggered Victory on Specific Turn:

      We should update Pact of Steel 2 to reflect that notifications.properties is mandatory.

      <!-- Support Attachments -->
      number values: how many units to be supportedhow much support can be given. All support can be given to a single unit, or spread too multiple units depending on bonusType.

      There are many other mistakes in the PoS2.

      Cheers...

    • TheDog

      How to share a map/zip using Google Drive
      Player Help • thedog • • TheDog

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      No one has replied

    • Kindwind

      Does anyone have a praser for Triplea?
      Development • • Kindwind

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      RogerCooper

      @kindwind Efforts You seem to have in mind using a neural net style AI to play TripleA. I suspect that this we actually be quite difficult given the huge number of possible board positions.You might be better off using a very small mod like Minimap even without a large record of games to train it. TripleA's own AI can be used for training.

    • G

      I've been banned for nothing.
      Player Help • • gazza

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      G

      @lafayette thank you for your help. Its very much appreciated.

    • LaFayette

      Dev Status Update (2.7)
      Development • • LaFayette

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      LaFayette

      @ubernaut yeah, redoing MARTI would potentially save us $10/month on costs as well. I think redoing the bots with 'network relay' might be higher up on the list. That will save a ton of code, create an effective infinite number of bots, and save us maybe like $25/month. The 'network relay' will be an update where the bots will just be responsible for only forwarding network packets. Today, a bot is basically an entire player but is made somewhat invisible. We are bounded by the amount of RAM on a host for how many bots we can host. If bots are just sending network packets, they'll take up very little RAM. We'll only be bounded by network traffic. We could theoretically run dozens of bots per host instead just 3 to 5. This should cut our bot host count down from the current 6 or 8 today to maybe 2.

      I think there might be some quick wins with the server's as well. AT least for me, I might be inclined to do a quick ELO system before redoing MARTI.

    • TheDog

      ๐Ÿš‚ 1888A Steam & Steel - Official Thread
      Maps & Mods • • TheDog

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      ubernaut

      @thedog havenโ€™t had a chance to look at it yet but itโ€™s on my list ๐Ÿ™‚

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