Hello-
Recently I wanted to try and see if I could contribute anything to furthering the development of TripleA by coding. However, I’m having some issues, the most important of which is I apparently don’t have the correct permissions on the TripleA forums itself so I cannot post my questions there directly nor send anyone a private message to ask for their help with the same. If anyone here can help me resolve this issue it would be appreciated.

Best posts made by Eqqman
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Getting started on TripleA development
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RE: Getting started on TripleA development
@Panther Following your advice I logged out from Google and reset my Eqqman (on that forum) password and was then able to log in with posting privileges. Thanks!
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RE: Eqqman Vs Guderian AA 1914
@Guderian1 The rule that AH must attack Serbia turn 1 was violated (you don’t have to win, so sending in 1 Infantry will suffice). Ottoman losses in Mesopotamia chosen to honor the the rule that an Infantry must always be present.
For when it comes up later, my own loss order is :
Infantry (except for last man as required) -> Artillery -> Fighters (until last one) -> Tanks -> Last Fighter -> Last Infantry
BB 1-hits -> Subs -> Cruisers -> BB 2-hits.Forgot to copy the turn summary before ending the Russian turn…
triplea_40486_1ger.tsvg -
RE: 🎲😢 PRNG dice support group — and ranting
If there is a bug, I wonder if it might be that whatever twiddles the dice rolls so that a player can’t lose the tutorial battles is not disabled in the main game.
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RE: Allied forces potentially trapped in Russia post-RR can still fight
@Panther Whoops, posted this in the wrong forum, please move, this refers to 1914 rules questions…
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RE: Getting started on TripleA development
@ubernaut The forum does not even allow me to reply to your posts.
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RE: Eqqman (Entente) v TGC (CP), 1914, OOB + RR
@The_Good_Captain
The “Convoy” graphic was the last thing I added, so if the Atlantic looks like this then all the images should actually be there. If the map doesn’t look like this for you then I’m probably going to tap out with trying to assist in any TripleA development. I’ve had numerous issues with the game caching too much so the latest map updates aren’t always loaded and it’s a nightmare trying to figure out what directories are currently being used when a map loads. Even the development team couldn’t tell me how to make the file locations in the Java scripting more explicit. Just one of the many issues I’ve had with the source code. -
Detailed analysis of game meant to discuss 1914 tactics and strategy
Hello all-
In a recent game I took the trouble to write down all my thoughts (such as they are) as I played every round. The goal behind this is to inspire more discussion on 1914 strategy as this community could really use some. My notes are considered a “first draft” so are not as polished as they might be if I re-read them and did more editing, so it’s basically what I thought at the time. I have started this thread with my notes and the saved game file posted and look forward to any and all criticism regarding my moves (I would assume that a broken clock is at least correct twice a day and I did something right here or there). Hope you find it enjoyable reading.
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RE: Getting started on TripleA development
@Panther
As can be seen here, unless I am blind (possible) there is no button at all for me to post a new topic. If I go read a post, there is no button at all to reply to it. If I look at somebody’s profile, there is no interface for me to message them. If it matters, I didn’t explicitly create an account on that forum, it allowed me to log in with my regular Google account.
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RE: Eqqman (Entente) v TGC (CP), 1914, OOB + RR
@The_Good_Captain Perhaps the different versioning is the reason saved games on my map weren’t loading between us. I’ll solve the issue by putting v2.5 stable on a different machine.
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RE: How does Russia stay alive in KJF?
@Black_Elk said in How does Russia stay alive in KJF?:
Anyhow have fun on the next one! Glad to see Redrum’s AI still pulling out some strong play
Speaking of the AI, it is definitely much improved from when I first used TripleA many years ago. It is definitely an expert at projecting air power, so I always have to watch out for my units at extreme ranges that I usually assume would be safe from attack. Although sometimes this sniping does leave the units vulnerable to counterattack as you point out.
The AI is also expert at realizing Japan is on the ropes. Usually when this happens or just before the entire Japanese air force will be sent to Europe where the Axis can then clean out any Allied fleet with a 1-2 punch (although at the expense of the Japanese air of course). I haven’t seen any human opponents cotton on to this trick yet.
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RE: All the Russian openings: For Begginers
I’m curious as to why the Buryatia stack R1 is considered such a bad idea. Sure, the Japanese can take this out but it comes with an opportunity cost as the air units involved are then not able to participate in the Pearl Attack or hit China J1. Japan then has to keep an eye on Manchuria, too. It’s work done, walk the stack out R2.
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RE: Eqqman (Entente) v TGC (CP), 1914, OOB + RR
@The_Good_Captain
Game HistoryRound: 3 Puchase Units - Russians Russians buy 8 infantry; Remaining resources: 0 PUs; Combat Move - Russians 2 infantry moved from Sevastopol to Romania 9 infantry moved from Moscow to Ukraine 1 artillery moved from Livonia to Moscow 1 infantry moved from Livonia to Karelia Combat - Russians Russians creates battle in territory SZ 11 Battle in Romania Russians attack with 2 infantry AustroHungarians defend with 1 infantry Russians roll dice for 2 infantry in Romania, round 2 : 2/2 hits, 0.67 expected hits AustroHungarians roll dice for 1 infantry in Romania, round 2 : 1/1 hits, 0.50 expected hits 1 infantry owned by the Russians and 1 infantry owned by the AustroHungarians lost in Romania Russians win, taking Romania from AustroHungarians with 1 infantry remaining. Battle score for attacker is 0 Casualties for Russians: 1 infantry Casualties for AustroHungarians: 1 infantry Battle in Ukraine Russians attack with 11 artilleries and 20 infantry AustroHungarians defend with 9 artilleries, 1 fighter and 15 infantry Russians roll dice for 11 artilleries and 20 infantry in Ukraine, round 2 : 16/31 hits, 14.00 expected hits AustroHungarians roll dice for 9 artilleries, 1 fighter and 15 infantry in Ukraine, round 2 : 11/25 hits, 13.83 expected hits 11 infantry owned by the Russians, 14 infantry owned by the AustroHungarians and 2 artilleries owned by the AustroHungarians lost in Ukraine AustroHungarians and Russians reach a stalemate . Battle score for attacker is 17 Casualties for Russians: 11 infantry Casualties for AustroHungarians: 2 artilleries and 14 infantry Combat Move - Russians Turning on Edit Mode EDIT: Adding units owned by Russians to Livonia: 1 artillery and 1 infantry EDIT: Removing units owned by Russians from Karelia: 1 infantry EDIT: Removing units owned by Russians from Moscow: 1 artillery EDIT: Turning off Edit Mode Place Units - Russians 8 infantry placed in Moscow Turn Complete - Russians Russians collect 20 PUs; end with 20 PUs
Combat Hit Differential Summary :
Russians regular : 3.33 AustroHungarians regular : -2.33
Messed up Russia slightly, I wanted to move the Livonia Artillery to Moscow knowing it would be covered by Infantry at the end of the turn, but I think the rule is that the Artillery could not be alone at any time (unless left on a Transport). Either way the troops in Livonia decline combat.
r3.tsvg -
RE: They Fixed Transports in the New Patch
I have this reply now from the Beamdog support staff, so basically you have two modes: transport-picks-up-unit and unit-gets-on-transport. The former is a bit slower to use but the only way to get things to work when the movement is more complex, such as if a transport must pick up a unit outside its starting area or be very explicit in what sea zones it moves to:
From Beamdog
Transport -> Unit Loading (Original, Classic method)
Select Transport Stack (left-click on Transport Stack you want to move) Load a unit in an adjacent region if desired (right-click on Unit you wish to load) Move Transport to Region you want to move the Transport to (right-click on target region (blue highlight)) Load a unit in an adjacent region if desired (right-click on Unit you wish to load) Optional: Move Transport to Region you want to move the Transport to (right-click on target region (blue highlight)) Unload units into target region (right-click on territory you wish to unload the units into. Transport will move to the adjacent region and automatically unload the cargo into the desired region)
Unit -> Transport Loading
Select Unit you wish to load into Transport (Left Click on unit stack) Move the Unit into the Sea Zone with a Transport (right-click on target sea zone) Select the Transport Stack in the adjacent sea zone (left click on Transport Stack) OR click on Destination Marker for loading to open the Dossier to select the Transport. Optional: Open Dossier, confirm which Transport is selected by observing the glow effect around the desired Transport. To select the desired Transport, left-click on the Transport you wish to move) Move Transport to Region you want to move the Transport to (right-click on target region (blue highlight)) Select Unit you wish to load into Transport (Left Click on unit stack) Move the Unit into the Sea Zone with a Transport (right-click on target sea zone) Select the Transport Stack in the adjacent sea zone (left click on Transport Stack) OR click on Destination Marker for loading to open the Dossier to select the Transport. Optional: Open Dossier, confirm which Transport is selected by observing the glow effect around the desired Transport. To select the desired Transport, left-click on the Transport you wish to move) Optional: Move Transport to Region you want to move the Transport to (right-click on target region (blue highlight)) Unload units into target region (right-click on territory you wish to unload the units into. Transport will move to the adjacent region and automatically unload the cargo into the desired region)
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RE: All the Russian openings: For Begginers
@Black_Elk Just had the Burytia stack + Russian fighters happen against me in a game. I ended up resigning immediately as my 90% attack on the territory failed as I scored no hits on my first round and the defender had a higher-than average set of rolls on defense. I might have soldiered on anyway but on the UK’s turn they were successful in the 2/3 chance at taking both Borneo and New Guinea. On my counterattack I also lost an extra fighter as I accidentally clicked it to attack New Guinea instead of the UK navy.
Clearing this stack severely limits Japan’s ability to do anything in the south unless you’re willing to risk Russia taking Manchuria R2, especially if you get the UK fighter there as well so there are 3 fighters. But as you said it seems only useful if the plan is full-on KJF.
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RE: Eqqman (Entente) v TGC (CP), 1914, OOB + RR
@The_Good_Captain Just had an interesting issue come up in a different game I wanted to share. I needed to use Edit Mode to place Fighters in a space to attack since their implementation on this map doesn’t allow them to pass through a hostile territory. So doing this did not spawn an air battle in the contested territory, presumably since this only gets triggered in the code based on move actions. To get around this you presumably have to place the Fighters in some other adjacent territory so they can move officially moved into the target.
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RE: 🎲😢 PRNG dice support group — and ranting
@Imperious-Leader said in 🎲😢 PRNG dice support group — and ranting:
“Tit for Tat” isn’t bad dice rolls, its a tendency that the defender will hit if you hit and miss if you miss. I am close to 200 games for 42 online and it never wavered in my observation of these results. I do get bad dice at times, but the average results i observe is this tendency.
Keep in mind if this was true, then 1) the game would have to be deliberately coded to cheat, and 2) if the game was coded to cheat in this way, it would have to affect everybody.
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RE: USA Crush Spain Strategy
I like keeping all my options on the table at all times, but I have to agree that this is probably ill-advised if you haven’t planned on Turkey at a minimum. On Round 2 it is almost a certainty that Italian or German units will be in Greece allowing for Turkey to be activated on Round 3. This is going to be crippling for Russia as their defense is immediately flanked and the Axis get earlier access to all their Middle East NOs.
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RE: Eqqman (Entente) v TGC (CP), 1914, OOB + RR
@The_Good_Captain
The French will invade Albania with the goal of using the naval bombardments to clear out the defending Artillery. I double-checked the rules, and even if the Artillery clean out my Infantry on the shore defense rolls, the BBs still get to fire. However, I don’t know if the game engine will allow the BBs to proceed and fire if I remove the Infantry from the space, so be prepared for some Edit Mode fixing.