• Can we fix TWW?

    Maps & Mods
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    ubernautU
    @lafayette [image: 1777344426361-pumped-yes.gif]
  • Curated Best/Top Maps & TripleA Guides

    Player Help thedog
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    ubernautU
    @thedog noice
  • Long-time a&a classic 2e player looking to play again

    Player Help
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    A
    Thank you both for the info! Yes, ABattlemap is what we used. I'll check out the forums and lobby as suggested.
  • 4 Votes
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    TheDogT
    Latest version v250 ready for download. In TripleA Click Download Maps Button Click Installed tab Click 1941 Global Command Decision 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 Find & Click 1941 Global Command Decision Click Install button (be aware, displayed percentage download is NOT working as intended, have a coffee, it takes minutes to download) Enjoy! . v250 Sea Zone PUs now shown on map Sea Zone PU x190 positioning to left of the Convoy/owner flag Kamikaze-Plane can only placed with Industry-Hvy, so only Japan, did * include Industry-Med Kamikaze unitsNotAllowed to fly over 28 East Asia land territories to encourage AI to use them verses ships, uses a terrain effect called "no-asia" Kamikaze canNotTarget Destroyers removed as it does target Destroyers War Bonds now with 1 Tech, now 4d4, was 2x Techs with 1d6 each Manual has been updated with above . Current v250 documentation, last page has winter turn on instructions. 1941_Global_Command_Decision_Manual.pdf Suggested minimum stable TripleA version https://github.com/triplea-game/triplea/releases/tag/2.7.15025 . Link to 1st post that has; Downloads for new Players https://forums.triplea-game.org/topic/3326/1941-global-command-decision-official-thread
  • https://triplea-game.org/maps-list/maps/

    Map Making
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    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:
  • Switch to "FlatLaf" for Look & Feel (updated skin)

    Development
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    LaFayetteL
    @beelee this forum thread has the link: https://forums.triplea-game.org/topic/4304/2-7-lobby-bots-available-early-testing-phase download page was updated pretty recently
  • Power of Politics 1914 : A WWI scenario

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    ubernautU
    @rogercooper thanks i’ll check it out i’m pretty handy with photoshop might be able to modify the existing images haven't rly had a chance to look it yet tho
  • Prevent landing of allied aircraft on carriers

    Map Making
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    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
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    W
    @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...
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    @panther I figured it out, thank you!
  • World War 1914 Larry Harries Does Not Work Plus Question

    Maps & Mods
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    VictoryFirstV
    @tonymez said in World War 1914 Larry Harries Does Not Work Plus Question: Why doesn't this map work>? It used to years ago. If you are saying this, that means you are talking about World War I 1914. My module for WWI 1914 exists since December 2th 2024. That's 1.5 years ago. World War I 1914 exists since December 3th 2022. That is 3.5 years ago. I think it is worth it to upgrade to 2.7. It is faster and handles the game folders better. I upgraded to 2.7 because I got error messages with 2.5 when opening maps all the time. With 2.7, I have never gotten an error message since. Download here the latest pre-release: https://github.com/triplea-game/triplea/releases/tag/2.7.15447 Download here the version I am using (which I get the least error messages with): https://github.com/triplea-game/triplea/releases/tag/2.7.14971
  • France Goes First 2.5 not working

    Player Help
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    C
    @rogercooper Thank you so much!
  • East & West

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    RogerCooperR
    @wc_sumpton I considered having spy rules but I decided not to do so for the following reasons. It would add considerable complexity to the XML. The AI would have no idea what to do with spies and would take random user actions. The one time I actually played this over the board, each player immediately countered whatever the enemy spy was doing. Given that, I just made everything random, so the human and AI players need to adapt to the changing environment. Feel free to take my mod and make your own mod from it.
  • EXP G40 Game 11 Barnee vs. Trout

    Play By Forum
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    B
    @trout Heh heh, I thought I left Egypt a little weak and it would fall. That's why I had to keep taking Alexandria with more Units Than I preferred. Otherwise it'd open up a landing spot for European Air. But yea, the Kill shot on London was obviously the way to go Hopefully I've finally learned my lesson
  • Jurassic v2.0

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    TheDogT
    @thedog said in Jurassic v2.0: Is there a way to convert/change a unitType into a Resource? Thinking more on this, on death of a unit, you could change into a none moving unit, say 5:meat. This would give 5:meat every turn. So you would need a trigger to remove these meat units after the players endTurn
  • D-Day version 2 PoC

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    PantherP
    @wc_sumpton I see. I have removed the screenshots to not disturb the thread.
  • EXP G40 Game 4 Trout vs JCat

    Play By Forum
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    PantherP
    @johnnycat said in EXP G40 Game 4 Trout vs JCat: What do You recommend I do next ? As this is a game thread I recommend to focus on the game again. Apart from that see your PM.
  • Linux Mint - Unable to install

    Player Help
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    B
    @thulsadoom42 :astonished_face: That's not good 14962 works for me https://github.com/triplea-game/triplea/releases/tag/2.7.14962 Does it work on your desktop ? or just not on the smart TV ? Fwiw, I can't get it to work on TV either. Probably because my TV is smarter than me Can you go step by step and show us where you get stuck ?
  • Game 1 JohnnyCat (Axis) vs. Panzer (Allies)

    Play By Forum
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    JohnnyCatJ
    @panzerstahl-helm-0 I completed Italy Turn 5 1775760454569-1774385968637-1773701999857-1773611581073-1772820341326-game-1-johnnycat-vs-panzer-ITALY_End_5.tsvg
  • Restricting unit builds

    Map Making
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    RogerCooperR
    @wc_sumpton said in Restricting unit builds: <property name="Unit Placement Restrictions" value="true" editable="false"> <boolean/> </property> That was it. Thank you for the help.