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The_Good_Captain (Axis) vs. VictoryFirst (Allies) | North Africa, Rommel's Last Push


  • @VictoryFirst i saw that weird glitch and just ignored it. the module works so well! I can’t wait to demonstrate it. I think it will actually help players play better over the board by recognizing when and when not certain actions are performed etc!

  • 2026 25

    Alright, it’s fixed. You can download version 1.3 here https://github.com/VictoryFirst2/north_africa

    Click on the green button that says “code”, then “Download ZIP”. Unzip, delete the subfolder and remove the “-main” from the name. Then put it in your downloadedMaps folder.

    Again, it will not work for our game but it will work if you start a new game!

  • 2026 25

    Also, I noticed you used edit to move five infantry to Benghazi. Did you forget to move them with the truck or did it not work and you had to use edit?

  • 2026 25

    I discovered another bug.

    When you assign aircraft from two different powers as escorts in the same sea zone in the same round, the aircraft from one side will be kept alive when they shouldn’t be.

    Last turn you moved Italian aircraft to Tripoli convoy, and then on the German turn you moved German aircraft to Tripoli Convoy. Because of this, there is an Italian invisible carrier as well as a German invisible carrier. If it’s now the Italian turn again, in the Advance Convoys phase, your aircraft will be kept alive because of the GERMAN carrier. The Italian carrier is correctly removed at the start of the phase. If there was no German carrier, your aircraft then wouldn’t be able to land and if you end the turn without doing anything, the engine will tell you: “Air units cannot land in: Sea Zone 13”. But now that there is German carrier, this will not happen. The engine won’t show a message and your Italian aircraft will be kept alive if you forget to land them.
    This is because the German carrier is only removed on the German turn. It can’t be removed at the start of the Italian Advance Convoys phase, otherwise the German aircraft will be removed in this phase, even if it’s not their turn. They will just vanish without a warning or chance to land them. That’s why this carrier-solution was necessary. So the German carrier is necessary to prevent the German aircraft from dying in other player’s Advance Convoys phases, but that inadvertently prevents other aircraft from dying on their own turn.

    The only quick solution to this is to prevent aircraft from landing on friendly carriers. They should only be allowed to land on your OWN carriers. The problem is that I don’t know how to do this. I’ve looked and there seems to be no setting that does this. So I asked it on the forums. Hope that there is a way to do this, but if not this bug is probably not fixable…

  • 2026 25

    Wow I might have find a solution.

    Reading through pact_of_steel_2.xml, which is the code of a game that contains a bunch of comments explaining almost every setting and thing you can do in the XML, essentially a guide for TripleA map-makers, I saw 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)

    Setting carrierCost to 0… I didn’t know that was possible. You can change this value using triggers. A trigger can be used to change this value from 0 to 1 at the start of the Advance Convoys phase. If you have separate aircraft units for every power (e.g. G-fighter, G-bomber, I-fighter, I-bomber), that allows you to only change the values of Italian aircraft on the Italian turn, meaning only the Italian aircraft are not able to land on their turn, and the German aircraft are able to stay in the sea zone! Once it is the German turn, the carrierCost of their aircraft can be set to 1, preventing them to land on their turn. At the start of the Assign Convoy Escorts phase, their carrierCost can be set to 0 allowing them to stay in sea zones again.

    Will start working on this and upload it to the Github. If I didn’t miss anything, this should definitely work!

  • 2026 25

    One more comment, you actually should have moved the German fighter you placed in Tripoli Convoy G to Sea Zone 13 in the Assign Convoy Escorts phase. It is no big deal if you don’t do this, but technically this fighter is defending the convoy and by doing this you help your opponent to remember this fact. Also, the fighter has to move out of the convoy on the next German turn and if it’s in the sea zone, you’ll get a prompt that the aircraft cannot land. If it’s in the convoy land territory, it can stay there indefinitely. Lastly, the convoy land territory isn’t adjacent to the sea zones that it is technically adjacent to. So now it takes three moves to move to e.g. El Agheila instead of two. So you would have to use edit mode in the Advance Convoys phase.

  • 2026 25

    TripleA Turn Summary: British round 2

    TripleA Turn Summary for game: North Africa - Rommel’s Last Push

    Game History

    Round: 2
    
        Combat Move - British
    
        Non Combat Move - British
            Trigger AddCoastRoadMersa Matruh: British has 1 coast_road placed in Mersa Matruh
            Trigger AddCoastRoadTobruk: British has 1 coast_road placed in Tobruk
            Turning on Edit Mode
            EDIT: Removing units owned by British from Gibraltar: 1 5-supply
            EDIT: Adding units owned by British to Gibraltar: 5 1-supplys
            EDIT: Turning off Edit Mode
            Trigger RemoveCoastRoadTobruk: has removed 1 coast_road owned by British in Tobruk
            1 UK-truck moved from Mersa Matruh to Tobruk
            1 1-supply, 1 5-supply and 1 UK-truck moved from Tobruk to Cairo
            1 UK-truck moved from Mersa Matruh to Tobruk
            3 1-supplys and 1 UK-truck moved from Tobruk to Cairo
            1 UK-aaGun moved from Mersa Matruh to Bir Hacheim
            1 UK-scoutcar moved from Desert Zone J to Bir Hacheim
            1 UK-antitank and 5 infantry moved from Mersa Matruh to Tobruk
            1 UK-aaGun and 3 infantry moved from Cairo to Mersa Matruh
            3 UK-destroyers and 1 battleship moved from Sea Zone 3 to Sea Zone 12
            1 UK-destroyer, 1 UK-submarine and 1 battleship moved from Sea Zone 23 to Sea Zone 12
            EDIT: 5 1-supplys moved from Gibraltar to Malta Convoy
    
        Place Units - British
            1 UK-fighter placed in Malta Convoy
            4 infantry placed in Atlantic Ocean Convoy
    
        Assign Convoy Escorts - British
            Trigger SetBritishAircraftToKamikaze: Setting isKamikaze to true for unitAttachment attached to UK-fighter
            Trigger SetBritishAircraftToKamikaze: Setting isKamikaze to true for unitAttachment attached to bomber
            Trigger ReduceMovementBritishAircraft: Setting movement to 2 for unitAttachment attached to UK-fighter
            Trigger ReduceMovementBritishAircraft: Setting movement to 2 for unitAttachment attached to bomber
            Trigger RemoveSupplySaharaDesert: has removed 20 1-supplys and 5 5-supplys owned by Uncontrolled in Sahara Desert 1
            Trigger 1British5-supplyCairo: Uncontrolled has 1 5-supply placed in Sahara Desert 1
            Trigger 4British1-supplyCairo: Uncontrolled has 1 1-supply placed in Sahara Desert 1
            Trigger 2British1-supplyMalta Convoy: Uncontrolled has 1 1-supply placed in Sahara Desert 1
            Trigger 3British1-supplyMalta Convoy: Uncontrolled has 1 1-supply placed in Sahara Desert 1
            Trigger 1British1-supplyCairo: Uncontrolled has 1 1-supply placed in Sahara Desert 1
            Trigger 4British1-supplyMersa Matruh: Uncontrolled has 1 1-supply placed in Sahara Desert 1
            Trigger 3German1-supplyEl Agheila: Uncontrolled has 1 1-supply placed in Sahara Desert 1
            Trigger 3German1-supplyTripoli: Uncontrolled has 1 1-supply placed in Sahara Desert 1
            Trigger 1British1-supplyMalta Convoy: Uncontrolled has 1 1-supply placed in Sahara Desert 1
            Trigger 1German1-supplyTripoli: Uncontrolled has 1 1-supply placed in Sahara Desert 1
            Trigger 2British1-supplyCairo: Uncontrolled has 1 1-supply placed in Sahara Desert 1
            Trigger 1German1-supplyMersa Brega: Uncontrolled has 1 1-supply placed in Sahara Desert 1
            Trigger 3British1-supplyMersa Matruh: Uncontrolled has 1 1-supply placed in Sahara Desert 1
            Trigger 2German1-supplyEl Agheila: Uncontrolled has 1 1-supply placed in Sahara Desert 1
            Trigger 2German1-supplyMersa Brega: Uncontrolled has 1 1-supply placed in Sahara Desert 1
            Trigger 6British1-supplyMersa Matruh: Uncontrolled has 1 1-supply placed in Sahara Desert 1
            Trigger 5British1-supplyMalta Convoy: Uncontrolled has 1 1-supply placed in Sahara Desert 1
            Trigger 2British5-supplyCairo: Uncontrolled has 1 5-supply placed in Sahara Desert 1
            Trigger 2German1-supplyTripoli: Uncontrolled has 1 1-supply placed in Sahara Desert 1
            Trigger 1German1-supplyEl Agheila: Uncontrolled has 1 1-supply placed in Sahara Desert 1
            Trigger 1German5-supplyTripoli Convoy G: Uncontrolled has 1 5-supply placed in Sahara Desert 1
            Trigger 2British1-supplyMersa Matruh: Uncontrolled has 1 1-supply placed in Sahara Desert 1
            Trigger 1British5-supplyMersa Matruh: Uncontrolled has 1 5-supply placed in Sahara Desert 1
            Trigger 1Italian1-supplyTripoli Convoy I: Uncontrolled has 1 1-supply placed in Sahara Desert 1
            Trigger 1German1-supplyBenghazi: Uncontrolled has 1 1-supply placed in Sahara Desert 1
            Trigger 4British1-supplyMalta Convoy: Uncontrolled has 1 1-supply placed in Sahara Desert 1
            Trigger 3British1-supplyCairo: Uncontrolled has 1 1-supply placed in Sahara Desert 1
            Trigger 5British1-supplyMersa Matruh: Uncontrolled has 1 1-supply placed in Sahara Desert 1
            Trigger 1British1-supplyMersa Matruh: Uncontrolled has 1 1-supply placed in Sahara Desert 1
            Trigger IncreaseAircraftMovementTo4: Setting movement to 4 for unitAttachment attached to UK-fighter
            Trigger RemoveKamikaze: Setting isKamikaze to false for unitAttachment attached to UK-fighter
            Trigger RemoveKamikaze: Setting isKamikaze to false for unitAttachment attached to bomber
            Trigger IncreaseAircraftMovementTo6: Setting movement to 6 for unitAttachment attached to bomber
            Trigger AddCarrierToSea Zone 12British: British has 1 carrier placed in Sea Zone 12
            1 UK-fighter moved from Malta Convoy to Sea Zone 12
    
        End Turn - British
            British collect 0 PUs; end with 7 PUs
            Objective British Base Income: British met a national objective for an additional 6 PUs; end with 13 PUs
            Turning on Edit Mode
            EDIT: Removing units owned by Germans from Tripoli: 2 coast_roads
            EDIT: Removing units owned by Italians from Benghazi: 1 coast_road
            EDIT: Removing units owned by Germans from Tripoli Convoy G: 1 G-fighter
            EDIT: Adding units owned by Germans to Sea Zone 13: 1 G-fighter
            EDIT: Turning off Edit Mode
    

    Combat Hit Differential Summary :

    Savegame


  • @VictoryFirst said in The_Good_Captain (Axis) vs. VictoryFirst (Allies) | North Africa, Rommel's Last Push:

    Also, I noticed you used edit to move five infantry to Benghazi. Did you forget to move them with the truck or did it not work and you had to use edit?

    That was me noticing I had a better move and fixing it after the fact. Not the fault of TripleA. That was the fault of the good captain, hah!


  • @VictoryFirst wait, actually that’s not right. I assumed that infantry cannot be loaded onto trucks and that EDIT is a must. my bad. I will try to load it like a transport and see how it works on this turn!


  • @The_Good_Captain Thanks for clarifying! No need to use edit, just select the truck and the units and then move them together.

    If the units are in a different territory than the truck, you can move the truck to the territory with the units, then click on the truck and the units again to move everything.

    You only need to use edit if you pick up multiple land units from different territories. Let’s say there is one truck and one infantry in Tripoli. You can click on both of these to move them. Let’s say there is an infantry in Sirte you wish to pick up as well. You first have to move the truck and the infantry to Sirte. Then you’d have to enter edit mode and click on “Perform Move and Other Actions”. Then you can select the truck and the (now) two infantry and move them to somewhere else.

    That is because the moment you stop a truck that is carrying a land unit, the game thinks you end the movement for that truck and prevents you from continuing to move the land unit. If you didn’t enter edit mode in the previous example, the infantry that came from Tripoli will stay in Sirte and not move along with the truck.

    It might be worth to put this stuff in the game notes. Will do that along with the next update :)


  • @VictoryFirst NICE. And I’ll make sure to demonstrate this in the video.

  • 2026 25

    @The_Good_Captain Also, I take back my words about Africa not being fun. I think it is a pretty cool game. It just takes some time getting used to it! And also, with the improved module, the gameplay becomes MUCH better. I am a lot less scared of making mistakes now because the module really helps you to avoid them. I’d be happy to play as many Africa games as you like!

  • 2026 25

    New update, version 1.4 :)

    Here is an overview, copied directly from the modules main thread: https://forums.triplea-game.org/topic/4074/north-africa-triplea-module/2

    • Fixed a bug by changing the way fighters are kept alive in the Assign Convoy Escorts phase (using carrierCost instead of an invisible carrier unit).
    • Updated the game notes
    • Renamed and added several units so that the edit mode screen does not contain generic units (e.g. submarine, fighter, bomber, battleship) when adding units
    • Removed the transport unit as it will most likely not be used during gameplay

    You can download it here (link is always the same): https://github.com/VictoryFirst2/north_africa
    WARNING: this new version WILL break our game unfortunately. So you can download it but you have to put it somewhere else than downloadedMaps.


  • @VictoryFirst I think you are going to save this game for axis and allies. with all these added tools and features, the game will basically “teach” new players how to play by not letting them make mistakes. just like you said, its more fun when there are guard rails to help keep you from doing something wrong


  • @The_Good_Captain Agreed. Still it would be nice to have everything automated. There are still a couple of important things player-enforced, like not moving other land units in the Advance Convoys and Assign Convoy Escorts phases and rolling for combat. I am going to see if I can learn JAVA coding and help the TripleA developers. I would love to see some new features added.

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