TripleA Mobile!
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Update
- the underlying engine Version can now be seen when the app version gets clicked multiple times
- fixed issue with placement of sea/land units in bid place phase (thank you @Panella for pointing this out)
- fixed issue where wrong amount of pus was assigned to human players when bid is present
Thank you

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Update:
- loading fills own transports first, allied ones only take the rest
- stats tab shows a total row per alliance with more than one nation
- battle calculator resets the chosen attacker when another nation's turn starts
Thank you

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Im not super technical but im running my TripleA on ARM architecture currently using the normal files found on the official Github. Dunno if it can run on mobile though but considering ARM is mobile right it should? At least Android/Linux based systems (??)
I assume you would need something like Android Virtualization Framework enabled or other apps and a rooted phone that make it possible to run Linux apps.
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Thanks for sharing! ARM is the processor architecture, though, running on ARM Linux doesn’t automatically mean it’ll run on Android.
My plan is to adapt the engine for an Android app, rather than run the desktop version on a phone. The goal is a normal app that won’t need root or virtualization.
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@xxXEddieXxx Noice noice
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Update:
New- 12-sided dice: maps like Another World now show dice from 7 to 12 as numbers, like the desktop client. Before, they all looked like a 6.
- Desktop sounds: the app now has the same sound pack as the desktop client. Game start and "your turn" play the warhorn instead of the air-raid alarm.
Fixes
- Sound theme: a theme picked during a game now applies straight away, not only from the next game.
- Issue where malformed map settings lead to a crash
Dev build (develop branch)
The rolling dev pre-release now builds from the new develop branch. It has everything above, plus:- Hard Beta AI: the desktop's newest AI, as a player type in the setup screen.
- Engine update: upstream TripleA 2026-11, mostly AI improvements.

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@xxXEddieXxx
Looking good, well ok, its looking very good.Personally as its the mobile version and you are overriding the maps custom dice, I would just put numbers 1-12 and not use dots/pip dice.
For reference one map Terra Firma has d20, I dont think it is playable, but if you are going to cater for it then you need d20.
Here is my variant of another world, its a big map vs AI and will push your app. I mention it cause you have, above.
[https://forums.triplea-game.org/topic/4229/another-world-v-ai-official-thread]Will the mobile version work on an Android tablet yet ?
Keep up the good work.
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Thank you for the feedback.
The dice can now deal with every number of sides.
I just tried your map I wasn't aware you improved it why is it not in the map browser? It looks really good.
Here is the Mobile game speed. First game Hard ai (30 seconds per turn max) split happens at 1:50 and fast ai (almost instantly).
https://drive.google.com/file/d/1luoI4Whj0rAoViBbQFPDfrCHIv8Gv20i/view?usp=drivesdk
I have a pixel 9pro so results may vary depending on device.
But I have testers who regularly play a lot with it and until now no one complained that it was to slow.In terms of tablet performance it should work. But for the future there is a tablet UI planned that may be closer to the desktop experience (more space available).
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