• Have in Game Dice Roller Show in History

    Feature Requests & Ideas
    10
    1 Votes
    10 Posts
    2k Views
    B
    @Panther oh way cool ! I would have never thought to even check it
  • 2.7 Lobby + Bots Available & Early Testing Phase

    News
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    3 Votes
    56 Posts
    2k Views
    B
    @TheDog Might have something to do with this https://github.com/triplea-game/triplea/pull/14411
  • MARTI is migrating in triplea v2.7+

    News
    11
    7 Votes
    11 Posts
    338 Views
    PantherP
    @lafayette Nice, thank you!
  • Forum Server Work - Might be some downtime today (May 2, 2026)

    News
    14
    3 Votes
    14 Posts
    362 Views
    B
    @LaFayette said: i'm able to repro the black test I'm sure you're already aware of this but just in case as soon as I click on anything after it goes black, even an empty space, the black goes away. Idk how to communicate that to people. I guess they'll probably just figure it out on their own. It'd be nice if it didn't happen at all but most likely lower on the priority todo list.
  • I need Tank Destroyer images

    Map Making
    4
    1
    2 Votes
    4 Posts
    97 Views
    B
    @rogercooper There are some of Joe's here https://forums.triplea-game.org/topic/4048/tank-destroyer-images?_=1778310491975 Edit Here's a few colorized [image: 1778314022313-tankdestroyerfs.png] [image: 1778314034023-usatankdestroyerfs.png] [image: 1778314049220-panzerjagerfs.png]
  • Help with Objectives on a friend's mod

    Moved Player Help
    4
    2 Votes
    4 Posts
    130 Views
    RogerCooperR
    @Zealossus Good luck with the mod.
  • 2 Votes
    15 Posts
    319 Views
    PantherP
    @lafayette Must have been a hard day for you. Thank you for all your efforts!
  • Unable to Access My Git Repo

    Player Help
    3
    2
    1 Votes
    3 Posts
    159 Views
    B
    @LaFayette heh heh I was surprised I got it to work myself Yea I thought about going to 26.04 but it's pretty new, so decided stick with 24.04 and even though this isn't the right thread, my new install allows me to access the 2.5 lobby and the End Turn report shows up now. So both of those were on my end.
  • VF (Axis) vs TGC (Allies) | Classic, Game 2 - Balance

    Play By Forum
    94
    0 Votes
    94 Posts
    34k Views
    VictoryFirstV
    [dice 1d6]
  • Global 40 Expansion UHD Boxes Recorded Games

    Maps & Mods
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    1 Votes
    3 Posts
    148 Views
    B
    deleted.
  • NodeBB version 4.8.1?

    Feature Requests & Ideas
    7
    0 Votes
    7 Posts
    461 Views
    LaFayetteL
    Just got done porting the forums to docker & upgraded. We can now control the forums software via ansible, an upgrade is an update to a Dockerfile in the triplea-game/infrastructure repository. Thread for the update is at: https://forums.triplea-game.org/topic/4312/forum-server-work-might-be-some-downtime-today-may-2-2026/2 TripleA is now at v4.11
  • 2 Votes
    5 Posts
    471 Views
    djensen47D
    @lafayette It turns out, that header was only sent to the lobby. I submitted a PR to add the header, and a "proper" user-agent, on requests to forums. https://github.com/triplea-game/triplea/pull/14308
  • TripleA HomePage Content (?)

    The War Club
    14
    1
    2 Votes
    14 Posts
    403 Views
    ubernautU
    @rogercooper i like your collages
  • SchneidersonTestGame1

    Play By Forum
    2
    1 Votes
    2 Posts
    84 Views
    B
    @schneiderson Nice Let us know if you have any trouble
  • Top Bar Look

    Player Help
    5
    2
    1 Votes
    5 Posts
    137 Views
    B
    @lafayette yea I just went with Dark. Didn't have the graphite. Anything other than white. It was beyond annoying/distracting lol
  • Can we fix TWW?

    Maps & Mods
    93
    0 Votes
    93 Posts
    41k Views
    ubernautU
    @lafayette [image: 1777344426361-pumped-yes.gif]
  • Long-time a&a classic 2e player looking to play again

    Player Help
    4
    3 Votes
    4 Posts
    163 Views
    A
    Thank you both for the info! Yes, ABattlemap is what we used. I'll check out the forums and lobby as suggested.
  • https://triplea-game.org/maps-list/maps/

    Map Making
    23
    3 Votes
    23 Posts
    722 Views
    B
    @lafayette said in https://triplea-game.org/maps-list/maps/: Couldn't help myself and updated the front page too: I knew I saw it somewhere lol You been Kicking Ass Well done :thumbs_up:
  • Prevent landing of allied aircraft on carriers

    Map Making
    6
    1 Votes
    6 Posts
    216 Views
    VictoryFirstV
    @beelee In A&A North Africa, aircraft can escort convoy zones, so they can stay in sea zones from the end of your turn to the start of your next turn, similar to Original Pacific. This was difficult to implement as you want your aircraft to be killed in any of YOUR phases if you don't land them, except in the Assign Convoy Escorts phase, which functions as a NCM phase. You can't do this by only setting removeAirThatCanNotLand to false and using placeNoAirCheck because then the aircraft will not be killed by the engine at all. If you set it to true in every phase except Assign Convoy Escorts, then the aircraft will be removed on other player's turns. So initially to solve this I thought of invisible carrier units. I had conditions and triggers that placed a carrier at the end of that power's Assign Convoy Escorts phase in every sea zone containing aircraft owned by you. At the start of their next Advance Convoy phase, in which you need to land your planes on the water, all carriers are removed. I tested it a bit and it worked very well. The aircraft were removed when it's YOUR turn but not on other player's turns. However I forgot about the possibility of one player moving his aircraft to a sea zone, then in that same round another friendly power moving his aircraft to the sea zone. Now, two carrier units are added, one for the first player and one for the second player. The first player's carrier is removed at the start of his next turn. However, because of the second carrier, the aircraft of the first player are able to land and will not get killed. Even though they should. And the carrier of the second player is necessary because if it wasn't there, his aircraft would die along with the aircraft of the first player. That's why I asked the above question. If I could prevent air units from using allied carriers, that would solve this problem. Fortunately, there was another (much better) way to solve this problem. I was reading through POS2 and came across this: carrierCost values: the space this unit takes up when sitting on a carrier. if set to 0 then air units can even land on sea zones without a carrier being present (think sea planes) I knew what carrierCost was and what it did but once I read this line I learned something I didn't know before. Setting carrierCost to 0 allows a plane to stay at sea without an aircraft. Excellent feature, exactly what I needed! Now what I have are triggers that change the aircraft's carrierCost from 1 to 0 and vice versa. Normally, aircraft have a carrierCost of 1 and can't remain at sea. At the start of the Assign Convoy Escorts phase, the aircraft YOU own have their carrierCost set to 0. This allows them to stay at sea. Once it your turn again, at the start of the Advance Convoys phase, your aircraft's carrierCost is set to 1 again, meaning the engine will show you a warning if you keep your fighters on the water. For this to work I did need to create separate air units for every power (G-fighter, G-bomber, I-fighter, I-bomber, etc.). But that's a small concession compared to the work that's now not needed. The carrier unit code can be deleted, and now there is also no need to set all aircraft to kamikaze (with the original code, this was necessary because you otherwise weren't able to use your full movement to reach a sea zone because the carrier is added at the end of the movement phase).
  • North Africa - TripleA Module

    Maps & Mods
    62
    5 Votes
    62 Posts
    21k Views
    wc_sumptonW
    @victoryfirst said in North Africa - TripleA Module: This North Africa module has been upgraded considerably. Would you like to check it out? Maybe you have some ideas to improve it even more Wow looks really good. Give me a day or two, as I have been busy with @RogerCooper's East & West. Cheers...