Game History
Round: 8 Purchase Units - Japanese Japanese buy 2 artilleries, 1 destroyer, 1 fighter and 9 infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese 1 transport moved from 21 Sea Zone to 20 Sea Zone 1 infantry moved from Shantung to 20 Sea Zone 1 infantry moved from Jehol to 20 Sea Zone 2 infantry and 1 transport moved from 20 Sea Zone to 36 Sea Zone 1 infantry moved from Java to 43 Sea Zone 1 battleship, 2 carriers, 2 destroyers, 2 fighters, 1 infantry, 1 submarine, 2 tactical_bombers and 1 transport moved from 43 Sea Zone to 36 Sea Zone 2 fighters, 3 infantry and 2 tactical_bombers moved from 36 Sea Zone to Paulau 1 fighter and 1 tactical_bomber moved from 21 Sea Zone to 22 Sea Zone 1 submarine moved from 6 Sea Zone to 22 Sea Zone 1 armour moved from Shantung to Kiangsi 1 artillery and 5 infantry moved from Anhwe to Kiangsi 3 artilleries, 1 fighter, 4 infantry and 1 tactical_bomber moved from Kwangtung to Kiangsi 1 fighter and 1 tactical_bomber moved from 21 Sea Zone to Kiangsi 1 marine moved from Kwangtung to 21 Sea Zone 2 carriers, 1 cruiser, 1 destroyer, 1 marine and 5 transports moved from 21 Sea Zone to 6 Sea Zone 1 artillery and 8 infantry moved from Japan to 6 Sea Zone 1 artillery, 8 infantry and 1 marine moved from 6 Sea Zone to Korea 1 armour, 2 artilleries and 5 infantry moved from Southern Manchuria to Korea 1 fighter moved from Japan to 22 Sea Zone 1 bomber moved from Japan to 36 Sea Zone Combat - Japanese Battle in 22 Sea Zone Japanese attack with 2 fighters, 1 submarine and 1 tactical_bomber Americans defend with 1 destroyer and 1 transport Japanese win with 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 8 Casualties for Japanese: 1 submarine Casualties for Americans: 1 destroyer and 1 transport Battle in Kiangsi Japanese attack with 1 armour, 4 artilleries, 2 fighters, 9 infantry and 2 tactical_bombers Chinese defend with 4 artilleries and 9 infantry Japanese win, taking Kiangsi from Chinese with 1 armour, 4 artilleries, 2 fighters, 3 infantry and 2 tactical_bombers remaining. Battle score for attacker is 25 Casualties for Japanese: 6 infantry Casualties for Chinese: 4 artilleries and 9 infantry Battle in 36 Sea Zone Japanese attack with 1 battleship, 1 bomber, 2 carriers, 2 destroyers, 1 submarine and 2 transports Americans defend with 1 destroyer Japanese win with 1 battleship, 1 bomber, 2 carriers, 2 destroyers, 1 submarine and 2 transports remaining. Battle score for attacker is 8 Casualties for Americans: 1 destroyer Battle in Paulau Japanese attack with 2 fighters, 3 infantry and 2 tactical_bombers Americans defend with 1 artillery and 1 infantry Japanese win, taking Paulau from Americans with 2 fighters, 2 infantry and 2 tactical_bombers remaining. Battle score for attacker is 4 Casualties for Japanese: 1 infantry Casualties for Americans: 1 artillery and 1 infantry Battle in Korea Japanese attack with 1 armour, 3 artilleries, 13 infantry and 1 marine Russians defend with 1 infantry Japanese win, taking Korea from Russians with 1 armour, 3 artilleries, 13 infantry and 1 marine remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Non Combat Move - Japanese 1 aaGun moved from Southern Manchuria to Korea 1 aaGun moved from Anhwe to Shantung 1 infantry moved from Shantung to Anhwe 1 artillery, 1 infantry and 1 marine moved from Java to 43 Sea Zone 1 artillery, 1 cruiser, 1 infantry, 1 marine and 1 transport moved from 43 Sea Zone to 36 Sea Zone 1 artillery, 1 bomber, 1 infantry and 1 marine moved from 36 Sea Zone to Davao 2 fighters and 2 tactical_bombers moved from Paulau to 36 Sea Zone 1 fighter and 1 tactical_bomber moved from Kiangsi to 6 Sea Zone 1 fighter and 1 tactical_bomber moved from Kiangsi to Kwangtung 2 fighters and 1 tactical_bomber moved from 22 Sea Zone to Davao Place Units - Japanese 3 infantry placed in Shantung 2 artilleries, 1 fighter and 6 infantry placed in Japan 1 destroyer placed in 6 Sea Zone Turn Complete - Japanese Total Cost from Convoy Blockades: 1 Rolling for Convoy Blockade Damage in 42 Sea Zone. Rolls: 1 Japanese collect 44 PUs (1 lost to blockades); end with 44 PUs Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 47 PUs Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 52 PUsLeague General Discussion Thread
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@gamerman01 a Commander Jenn reference, nice!
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@666 said in League General Discussion Thread:
@gamerman01 a Commander Jenn reference, nice!
Our former den mother. Now y’all just have me.
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@gamerman01 Give me six more months of playtesting & I just might have G40+ ready for public release…
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@hengst Then, of course, the turn-it-into-a-AAA-module process begins… shouldn’t be too hard if the AAA devs are willing to listen to my desperate feature requests :)
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@hengst said in League General Discussion Thread:
@hengst Then, of course, the turn-it-into-a-AAA-module process begins… shouldn’t be too hard if the AAA devs are willing to listen to my desperate feature requests :)
What features do you want?
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Dear all,
I somehow have some issues when trying to load and study old games. Most of the time, when I open saved games, I get the following or a similar error message:

I use AAA Java version 11.0.6 and engine version 2.5.22294
This happens with saved games from 2021 and 2022, and it is quite annoying, as it is impossible to study any games.
Has this ever occurred to you, and how did you manage to solve this?
Many thanks in advance for your help!
Best regards,
Martin -
PS: I get this error message, when I go to Game History and click anywhere
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@simon33 I love you.
Starter list:
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An option for unitAttachments to have a max/min canProduceXUnits when canProduceXUnits = -1;
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Some way for a triggerAttachment to make all units of a given player convert to those of other players’, by some rule. (See this rule).
3, Allow naval bombardments to be declared without an amphibious assault (I’ve tried to implement this using a dummy “bombard” unit that’s produced by naval vessels each turn in a step between combat movement & combat but I’ve never been able to get it to work the way I want, & it’s horribly inelegant)
- Ideally, a token victory system that keeps track of how many triggerAttachments have been fulfilled, where the player can control which ones are active at a given time using a new step delegate (tokenManage?)
There’s some more things for edge cases but the majority of the important changes I think I can already do in triple a. It’s a really robust program (even if sometimes it seems the best documentation for writing xmls is just the parser source) :)
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Almost forgot the most important one. An option for unitAttachments to allow units of certain unitTypes to move from one unit to the other, in a given number, with given conditions.
Imagine a railroadStation unitType that lets railCar units move from one to the other, but only 2 per turn, provided no enemy sabetourInfantry units are adjacent to either railroadStation.
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@hengst I don’t understand why you would want #3. Like going back to when you didn’t need as many offloading units as bombardment shots.
For #1 that means you can have a factory which is limited in how many units it can produce and is also limited by the territory value? If I am guessing right. Could be nice, but surely you can live without it.
#4, I think that can be tracked by the players.
#5. interesting idea, moves you way up the complexity chain.
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@martin I am not aware of any solution. I believe it is to do with adding units via edit mode. Or at least that is my working theory. Maybe download intermediate save games to view them.
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Illegal State Exception (attempting merging values British and British)Sounds like it is caused by Brexit, probably best to just blame Liz Truss.
Seriously though, I think I have had this when looking back at games which have had units added with the edit function, maybe maybe some unique value constraint is broken by the edit. I’m sure I recall that the edit function is still in beta but is included in the production release of TripleA due to it’s extreme usefulness (expecially by people like me who forget to make key moves :drooling_face:).
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Yeah, I was sure it was due to Brexit!
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Guys, I recommended our leagues in a larger Axis & Allies Facebook Group. The feedback I get is that people are annoyed by the fact that play by forum does not work, and they prefer using the Table Top Simulator on Steam instead of TripleA.
Maybe you also want to put some supportive comments, in case you are on Facebook:
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Pausing league and Playoffs in order to do the real thing! :-)
Greetings from Martin and Harry (elche)

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@martin Reminds me of the old days! Spending hours and hours away from the kids :upside_down_face:
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Wow. Fun that you shared - fancy set up!
Question! Do you use calculators or do you go old school?? It’s hard to play on a board when you’re used to Triple A!
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@gamerman01 thank you. We play old school without calculator, and that’s quite a challenge 😅 I did an educated guess of a 55% chance of taking Moscow and failed badly…
I am counting the number of units on each side and in parallel I sum up the “hit values” of the units like a 3 for an attacking fighter or a 4 for a defending one. But after too much beer it proved to be difficult, LOL
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I just play the little A&A&Zombies game with my son and quickly realize that without the calculator I am quite vulnerable.





