• Restricting unit builds

    Map Making
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    1 Votes
    4 Posts
    126 Views
    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.
  • TripleA freezes with movementCostModifier

    Map Making
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    169 Views
    TheDogT
    @VictoryFirst I did some research on this, see here https://forums.triplea-game.org/topic/2892/how-i-am-using-movementcostmodifier
  • AUTO-SAVE KILLS DRIVES

    Feature Requests & Ideas
    8
    1 Votes
    8 Posts
    237 Views
    ubernautU
    @gregorek whatever amount there is it is not noticeable versus the other background activities your concern and input are appreciated and i am by no means the real expert here but i believe these issues should not be worrying you
  • Looking for WAW Opponents

    Play By Email
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    0 Votes
    4 Posts
    987 Views
    O
    @hungry-coyote Sounds good to me you can have allies with the standard of 3 bid. Would you be ok with PBEM during the week and can also setup times to continue live on weekends? I am near Denver so am on MT time. I am setup for the marti dice roller. My email address is Omegaman1972@outlook.com if you want to email me and I will get it started when I get home from work today. LL and standard rules ok?
  • adding/removing techs

    Maps & Mods
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    0 Votes
    8 Posts
    270 Views
    G
    Separate activateTrigger's solved it. Set up an always false condition, so the property modifiers dont launch independently. Issue closed. FYI, Made new units and recolored with drop shadows. Testing game play and balance. Hope to post a beta for others to kick around in a couple weeks. Thanks for all the help.
  • New World Order Pbem

    Play By Email polygons.txt
    1
    1 Votes
    1 Posts
    64 Views
    No one has replied
  • AI difficulties

    Bug Reports
    4
    3 Votes
    4 Posts
    174 Views
    RogerCooperR
    @futsal Given the complexity of the game, the AI is actually reasonable. It is generally better than in other wargames. The TripleA is superior to the AI for Axis & Allies Online, which only plays one version of the game. The type of AI algorithm used in Chess (Alpha-Beta) would not work in TripleA because of the vast number of legal moves and the random elements. There are some people working on using neural net AI's like Alpha Zero but I have not seen any results yet. I have doubts about their effectiveness. I do expect future improvements in the AI, but they are likely to be piecemeal resolutions of specific issues . To have fun with the AI, I suggest playing only one country, so you need to deal with AI allies. Giving handicaps to your opponents can be useful as well.
  • What Version and Why?

    Map Making
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    3 Votes
    23 Posts
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    B
    @thedog I think it was for all OS but it got fixed
  • Change maxBuiltPerPlayer by a trigger

    Map Making
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    0 Votes
    12 Posts
    420 Views
    VictoryFirstV
    @rogercooper said in Change maxBuiltPerPlayer by a trigger: @victoryfirst Could this be used to change any value on an unit attachment? Potentially very useful. For example, in Axis & Allies: Pacific, Commonwealth and American units have a defense strength of one on the first turn. They could start 1 and then be upgraded to their regular values at the end of the Japanese turn. Yes, definitely yes. Just tried this in my improved module for Axis and Allies D-Day. The module was already finished for some time but I thought it would be a good idea to add some various game options to help balance the game. The_Good_Captain made a series on A&A D-Day where he recommended some balancing changes. There was one he didn't mention in his video but did consider and that was: "Allied Bombers attack at 4 instead of 3". The game is too pro-German and having this as an optional rule helps out the Allies. <attachment name="BombersAttackAt4" attachTo="USA-UK" javaClass="RulesAttachment" type="player"> <option name="gameProperty" value="Allied Bombers Attack At 4"/> </attachment> <attachment name="triggerAttachmentBombersAttackAt4" attachTo="USA-UK" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="BombersAttackAt4"/> <option name="unitType" value="UKbomber:USAbomber"/> <option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/> <option name="unitProperty" value="attack" count="4"/> <option name="uses" value="1"/> <option name="when" value="before:ParaSurpriseBattle"/> </attachment> [image: 1774522397821-87fac4a0-a27c-4711-9aa7-d84957427a36-image.png] There you have it! Very useful indeed.
  • Buying Tech as Units

    Map Making
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    2 Votes
    11 Posts
    372 Views
    TheDogT
    @gregorek Do rule changes disturb order in the purchase menu? (ie. remove then add to end, which changes location.) - Yes, remove a purchase shuffles the purchases after the remove and an adds to the end. You would have to rewrite the whole of the production list every time you did an upgrade to keep the locations constant. . Currently there is no function to test a resource. . Personally I would remove the TIMER and see if the game plays well enough without it. Good, Bad, Ugly? I would let the players decide. I will be one of them . As @wc_sumpton suggested create a Jurassic - Official Thread under 'Maps & Mods, ask your questions under it and show case your progress. Keep the first post to advertise the mod.
  • AI Development Discussion and Feedback

    Pinned Moved AI
    316
    3 Votes
    316 Posts
    430k Views
    RogerCooperR
    @bluelionman said in AI Development Discussion and Feedback: I have been having an epic battle with the AI on Fast in BW1942v3 and have encountered an issue. The AI should of beat me and has 100's of units but keeps leaving East Germany - it's capital empty. 3 times now I have taken 100 PU's off it with Britain using a paratrooper as when empty the AA gun does not fire. For me the AI does not seem to understand the importance of a capital and it's loss resulting in losing all it's PU's (money). [image: 1774323136470-a7334637-4ae4-4c3c-ac80-8726d425d2c6-image.png] The AI does not understand paratroopers, so it does not defend against them. Human players should not use them against the an AI. Why do you, as a human have more than 100 british ships? You should be landing every turn in Europe, while the Americans push west form the Pacific. Another way of winning would be to land in Scandinavia reinforcing by sea to the front of your line each turn.
  • First Game Newenr

    Play By Forum
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    1 Votes
    154 Posts
    18k Views
    newenr85N
    @beelee ok here is our game, take a look this [image: 1774310601398-heiasjgb0aacl_z-resized.jpg] these guys are ready to get some color >D
  • Hotkey for unit placement

    Feature Requests & Ideas hotkey placement
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    0 Votes
    1 Posts
    117 Views
    No one has replied
  • territory group bonus not banking

    Map Making
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    1 Votes
    5 Posts
    201 Views
    W
    @GREGOREK In my copy of Jurassic, I noticed that there are no technologies. By adding an empty technology section: <technology> </technology> The Technologies Tab/Window can be removed. Cheers...
  • Game Engine Rules (AI Training)

    Development
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    5 Votes
    21 Posts
    1k Views
    ubernautU
    @kindwind exciting stuff!
  • TWW game

    Play By Email
    6
    1 Votes
    6 Posts
    335 Views
    M
    Other opponents ?
  • Can an Admin Help Me Register My Email?

    Player Help
    2
    1 Votes
    2 Posts
    143 Views
    PantherP
    @mammothman64 I guess you are talking about registering for lobby-play? Or for the dice server? Sorry, there is nothing I can do to register an email-address for you. The trick is not to use gmail in the TripleA software at all (except for posting to the forum in PBF). You need to use an email-address of a provider that does not automatically block mails from special senders (such as TripleA-servers obviously). Try for example proton or gmx. Good luck!
  • Quick connection fix needed in ww2v2

    Bug Reports
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    1 Votes
    8 Posts
    340 Views
    PantherP
    @rogercooper Nice, thanks.
  • Problem with foreach

    Map Making
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    1 Votes
    7 Posts
    299 Views
    B
    @rogercooper said in Problem with foreach: The variable system was well coded.. yea redrum did that. He was working on TWW and realized he needed about 1500 triggers so said F it and wrote the code. But you probably already knew that
  • The Grand War for 2.7

    Map Making
    6
    2 Votes
    6 Posts
    435 Views
    TheDogT
    Just tried 2.7.15426 it works, its been fixed. all good. Below is the log for 2.7.15393 - fails 611 15:17:53.465 [main] INFO o.t.game.client.HeadedGameRunner - Launching game, version: 2.7.15393 1024 15:17:53.878 [Thread-2] DEBUG g.s.e.data.gameparser.GameParser - Parsing game XML: C:\Users\RYZEN\triplea\downloadedMaps\the_grand_war\map\games\the_grand_war.xml 7699 15:18:00.553 [Thread-5] ERROR g.s.e.f.s.launcher.LocalLauncher - Failed to start game java.nio.file.InvalidPathException: Illegal char <<> at index 5: misc/<!-- arjerg.png at java.base/sun.nio.fs.WindowsPathParser.normalize(WindowsPathParser.java:204) at java.base/sun.nio.fs.WindowsPathParser.parse(WindowsPathParser.java:175) at java.base/sun.nio.fs.WindowsPathParser.parse(WindowsPathParser.java:77) at java.base/sun.nio.fs.WindowsPath.parse(WindowsPath.java:92) at java.base/sun.nio.fs.WindowsFileSystem.getPath(WindowsFileSystem.java:231) at java.base/java.nio.file.Path.of(Path.java:148) at games.strategy.triplea.ResourceLoader.createPathToImageString(ResourceLoader.java:164) at games.strategy.triplea.ResourceLoader.loadBufferedImage(ResourceLoader.java:182) at games.strategy.triplea.ResourceLoader.loadImage(ResourceLoader.java:158) at games.strategy.triplea.ui.mapdata.MapData.lambda$loadDecorations$2(MapData.java:261) at java.base/java.util.stream.ReferencePipeline$3$1.accept(ReferencePipeline.java:197) at java.base/java.util.Iterator.forEachRemaining(Iterator.java:133) at java.base/java.util.Spliterators$IteratorSpliterator.forEachRemaining(Spliterators.java:1939) at java.base/java.util.stream.AbstractPipeline.copyInto(AbstractPipeline.java:509) at java.base/java.util.stream.AbstractPipeline.wrapAndCopyInto(AbstractPipeline.java:499) at java.base/java.util.stream.ReduceOps$ReduceOp.evaluateSequential(ReduceOps.java:921) at java.base/java.util.stream.AbstractPipeline.evaluate(AbstractPipeline.java:234) at java.base/java.util.stream.ReferencePipeline.collect(ReferencePipeline.java:682) at games.strategy.triplea.ui.mapdata.MapData.loadDecorations(MapData.java:263) at games.strategy.triplea.ui.mapdata.MapData.<init>(MapData.java:179) at games.strategy.triplea.ui.UiContext.<init>(UiContext.java:139) at games.strategy.triplea.ui.TripleAFrame.create(TripleAFrame.java:488) at games.strategy.engine.framework.startup.mc.HeadedLaunchAction.startGame(HeadedLaunchAction.java:87) at games.strategy.triplea.TripleA.startGame(TripleA.java:62) at games.strategy.engine.framework.startup.launcher.LocalLauncher.loadGame(LocalLauncher.java:78) at games.strategy.engine.framework.startup.launcher.LocalLauncher.launch(LocalLauncher.java:59) at games.strategy.engine.framework.startup.ui.panels.main.MainPanelBuilder.lambda$launch$3(MainPanelBuilder.java:65) at java.base/java.lang.Thread.run(Thread.java:1583) 7896 15:18:00.750 [Thread-7] DEBUG g.s.e.data.gameparser.GameParser - Parsing game XML: C:\Users\RYZEN\triplea\downloadedMaps\the_grand_war\map\games\the_grand_war.xml