A New Year and a New Mod
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@victoryfirst said in A New Year and a New Mod:
there are a number of unfortunate engine limitations that make the game not very comfortable to play
Maybe open a new thread to discuss the problems.
Cheers...
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@victoryfirst I have looked at Global War 1936. Like many other games it takes A&A and adds more areas, units & complexity. I don't see this as the right direction to go in. The extensive political rules dealing with the period are of some interest but I would rather not do yet another WW2 mod for TripleA.
As for AA North Africa, I don't expect a perfect implementation. The implementation of official A&A games such as 1914, D-Day, Zombies & the original Nova Games editions are imperfect, but they are all fun to play (1914 has gotten fairly close). I would certainly like to see what you have already accomplished. The heart of the North Africa game is the supply rules, which would require engines changes. Implementing supply rules would be a major advance in realism. Supply is important in the Bulge game and likely be used in the forthcoming Stalingrad game.
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@rogercooper Yeah... perhaps you are right. GW36 is indeed a very complex game so it will probably take a very long time and not even be remotely automated by the engine anyway. However I'd love to play that game someday, as a kid I remember being so obsessed with the game that I printed out the map on several sheets of paper so that it would combine into a large map , then I used anything I could find to represent the units, Risk soldiers, marbles, small plastic chips from a different game, etc. The map was still quite small so the board was extremely crowded. However I did not have the money nor the space to buy the actual game, so I did all that stuff to still have a possibility of playing the game.
Sure about AA NA, right now there is a sort of "cease fire" as Eric and I are both pretty busy so we have not made any progress the last few weeks. So I think, as @wc_sumpton suggested, that now it might be time to create an official TripleA thread for the module as the majority of the game mechanics have been implemented. So now it's just a matter of playtesting, suggestions, and help from outside to get most of the special NA rules to work. Eric is a software engineer so he knows how to code in JAVA very well but he doesn't know how to exactly implement new stuff to the TripleA engine specifically, so if someone could help him with that that would be great. If he gets on the right track, I think we can experience some large improvements to TripleA in general. Defender retreat from combat, target selection to name a few would be very useful additions.
In any case in the course of this week I will create a thread for NA and upload the relevent files so that you and others can take a look.
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in case he's not aware your dev buddy will probably want to check here https://github.com/triplea-game/triplea/blob/master/docs/contribute.md#wrench-Developer-wo-Merge-Rights
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I've set up a thread for the North Africa module here: https://forums.triplea-game.org/topic/4074/north-africa-triplea-module
All suggestions are welcome.
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@victoryfirst I decided to go with East & West, a variant published in 2025 covering WW3 in 1948. https://axisandallies.fandom.com/wiki/East_%26_West

This is fairly straightforward game, using the Classic rules for the most part and reasonable map size. There are special rules for tech and politics.
My roadmap is to implement the rules and setup using an existing map, probably the Anniversary edition or Big World and then implement the new map. This way I get 2 scenarios.
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@rogercooper After reviewing maps, I concluded that the East & West map is closest to the TripleA Big World map, so I will implement it first on Big World and then use the actual map.
In terms of neutral handling I see the following possibilties
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Major neutrals impassable except that Russia may attack the Arab League.
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Major neutrals are fully playable and can be allied through the diplomacy technology table.
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Major neutrals can be allied through the diplomacy technology table and are absorbed into the allying power. They are impassable until then.
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@rogercooper East & West has a rule that allows tanks to move out of a territory in non-combat movement. As TripleA does not support this, should I just ignore it or increase the defense of tanks to 3 in compensation.
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@rogercooper said in A New Year and a New Mod:
East & West has a rule that allows tanks to move out of a territory in non-combat movement.
You mean after already having been in combat ?
If so, you could suggest players use edit or make a map option they can turn on at game start boosting the Tank if they don't want to.
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@beelee said in A New Year and a New Mod:
@rogercooper said in A New Year and a New Mod:
East & West has a rule that allows tanks to move out of a territory in non-combat movement.
You mean after already having been in combat ?
If so, you could suggest players use edit or make a map option they can turn on at game start boosting the Tank if they don't want to.
I like the idea of making it a map option. I will default the defense to 3, which most mods use.
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