Game History
Round: 1 Purchase Units - Germans Germans buy 6 artilleries and 2 infantry; Remaining resources: 0 PUs; Combat Move - Germans 1 artillery, 3 infantry and 4 mech_infantrys moved from Western Germany to France 3 armour, 2 artilleries and 4 infantry moved from Holland Belgium to France 3 armour moved from Greater Southern Germany to France 1 battleship moved from 113 Sea Zone to 110 Sea Zone 1 submarine moved from 103 Sea Zone to 110 Sea Zone 1 submarine moved from 117 Sea Zone to 106 Sea Zone 1 submarine moved from 108 Sea Zone to 110 Sea Zone 1 submarine moved from 124 Sea Zone to 111 Sea Zone 1 submarine moved from 118 Sea Zone to 111 Sea Zone 1 fighter moved from Norway to 111 Sea Zone 1 bomber moved from Germany to 110 Sea Zone 1 bomber moved from Germany to 111 Sea Zone 1 fighter moved from Holland Belgium to 111 Sea Zone 1 fighter and 1 tactical_bomber moved from Western Germany to 110 Sea Zone 1 tactical_bomber moved from Germany to 110 Sea Zone 1 fighter moved from Western Germany to 110 Sea Zone 1 tactical_bomber moved from Western Germany to 111 Sea Zone 1 tactical_bomber moved from Western Germany to 111 Sea Zone 1 infantry moved from Romania to Yugoslavia 1 armour moved from Romania to Yugoslavia 1 armour moved from Slovakia Hungary to Yugoslavia 1 fighter and 2 infantry moved from Slovakia Hungary to Yugoslavia 2 artilleries and 6 infantry moved from Greater Southern Germany to Yugoslavia 1 armour moved from Poland to Yugoslavia 1 tactical_bomber moved from Poland to Yugoslavia Combat - Germans Battle in France Germans attack with 6 armour, 3 artilleries, 7 infantry and 4 mech_infantrys British defend with 1 armour and 1 artillery; French defend with 1 aaGun, 1 airfield, 1 armour, 1 artillery, 1 factory_major, 1 fighter and 6 infantry Germans captures 19PUs while taking French capital Germans converts factory_major into different units Germans win, taking France from French with 6 armour, 3 artilleries, 1 infantry and 4 mech_infantrys remaining. Battle score for attacker is 35 Casualties for Germans: 6 infantry Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry Casualties for British: 1 armour and 1 artillery Battle in Yugoslavia Germans attack with 3 armour, 2 artilleries, 1 fighter, 9 infantry and 1 tactical_bomber Neutral_Allies defend with 5 infantry Germans win, taking Yugoslavia from Neutral_Allies with 3 armour, 2 artilleries, 1 fighter, 7 infantry and 1 tactical_bomber remaining. Battle score for attacker is 9 Casualties for Germans: 2 infantry Casualties for Neutral_Allies: 5 infantry Battle in 106 Sea Zone Germans attack with 1 submarine British defend with 1 destroyer and 1 transport British win with 1 destroyer and 1 transport remaining. Battle score for attacker is -6 Casualties for Germans: 1 submarine Battle in 111 Sea Zone Germans attack with 1 bomber, 2 fighters, 2 submarines and 2 tactical_bombers British defend with 1 battleship, 1 cruiser and 1 destroyer Units damaged: 1 battleship owned by the British Germans win with 1 bomber, 1 fighter and 2 tactical_bombers remaining. Battle score for attacker is 18 Casualties for Germans: 1 fighter and 2 submarines Casualties for British: 1 battleship, 1 cruiser and 1 destroyer Battle in 110 Sea Zone Germans attack with 1 battleship, 1 bomber, 2 fighters, 2 submarines and 2 tactical_bombers British defend with 1 battleship and 1 cruiser; French defend with 1 cruiser Units damaged: 1 battleship owned by the British Units damaged: 1 battleship owned by the Germans Germans win with 1 battleship, 1 bomber, 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 32 Casualties for Germans: 2 submarines Casualties for British: 1 battleship and 1 cruiser Casualties for French: 1 cruiser Trigger Germans Conquer France: Setting switch to true for conditionAttachment_French_1_Liberation_Switch attached to French triggerFrenchDestroyPUsGermans: Setting destroysPUs to true for playerAttachment attached to French Non Combat Move - Germans 1 fighter moved from Yugoslavia to Southern Italy 1 tactical_bomber moved from Yugoslavia to Southern Italy 3 aaGuns, 3 artilleries and 11 infantry moved from Germany to Slovakia Hungary 1 infantry moved from Romania to Bulgaria Germans take Bulgaria from Neutral_Axis 1 infantry moved from Poland to Slovakia Hungary 1 infantry moved from Poland to Slovakia Hungary 1 infantry moved from Norway to Finland Germans take Finland from Neutral_Axis 1 bomber moved from 111 Sea Zone to Western Germany 1 bomber moved from 110 Sea Zone to Western Germany 1 aaGun moved from Western Germany to Holland Belgium 1 fighter moved from 111 Sea Zone to Western Germany 2 fighters and 2 tactical_bombers moved from 110 Sea Zone to Holland Belgium 1 transport moved from 114 Sea Zone to 113 Sea Zone 1 infantry moved from Denmark to 113 Sea Zone 1 infantry moved from Denmark to 113 Sea Zone 2 infantry and 1 transport moved from 113 Sea Zone to 114 Sea Zone 1 infantry moved from 114 Sea Zone to Poland 1 infantry moved from 114 Sea Zone to Poland 1 infantry moved from Poland to Slovakia Hungary 1 tactical_bomber moved from 111 Sea Zone to Western Germany 1 tactical_bomber moved from 111 Sea Zone to Western Germany Place Units - Germans 6 artilleries and 2 infantry placed in Germany Turn Complete - Germans Germans collect 39 PUs; end with 58 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 63 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 68 PUsLeague General Discussion Thread
-
@gamerman01 a Commander Jenn reference, nice!
-
@666 said in League General Discussion Thread:
@gamerman01 a Commander Jenn reference, nice!
Our former den mother. Now y’all just have me.
-
@gamerman01 Give me six more months of playtesting & I just might have G40+ ready for public release…
-
@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 :)
-
@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?
-
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
-
@simon33 I love you.
Starter list:
-
An option for unitAttachments to have a max/min canProduceXUnits when canProduceXUnits = -1;
-
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) :)
-
-
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.
-
@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.
-
@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.
-
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:).
-
Yeah, I was sure it was due to Brexit!
-
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:
-
Pausing league and Playoffs in order to do the real thing! :-)
Greetings from Martin and Harry (elche)

-
@martin Reminds me of the old days! Spending hours and hours away from the kids :upside_down_face:
-
-
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!
-
@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
-
I just play the little A&A&Zombies game with my son and quickly realize that without the calculator I am quite vulnerable.





