The latest stable is 1.9.0.0.13066
Get it here: https://triplea-game.org/download/

Also see:
https://www.axisandallies.org/forums/topic/32464/triplea-new-stable-release-working-with-the-forum
The latest stable is 1.9.0.0.13066
Get it here: https://triplea-game.org/download/

Also see:
https://www.axisandallies.org/forums/topic/32464/triplea-new-stable-release-working-with-the-forum
@Midnight_Reaper Thank you for posting this. I have forked this posting to a separate topic.
Let me just add that it would be great if everybody noticing spam would refrain from commenting on spam postings.
Flagging the spam is totally sufficient to bring admin/moderators into action to remove and purge the dirt.
Further commenting on spam means that we unneccessarily would have to deal with those comments too, that remain somehow isolated when the spam/the spam accounts have been removed.
Thank you all for your help to keep this forum clean.
The presence of an enemy submarine does not make the seazone hostile. So the “Sea units starting in hostile seazones-rules” do not apply.
But from the FAQ we read:
Q. If some of my units begin my turn in a sea zone with enemy submarines and/or transports and I decide to attack them, can I move some or all of my units out of the sea zone in combat movement to avoid having them participate in the combat?
A. Yes. Even though the sea zone is not hostile (it contains no enemy surface warships), you can still move units from the sea zone in combat movement to escape combat if you’re attacking there. However, you must still respect the rules for moving units in the Combat Move phase to escape combat.
This means that in the situation in question, units leaving the sea zone in combat movement to avoid participation in the attack can actually end their movement in friendly zones, so transports that are leaving don’t have to participate in an amphibious assault.
In case you decide to engage the submarine you can do it, but every unit in that seazone that did not perform an alternative combat move will be part of the battle then.
A transport can also load to perform an amphibious assault. It needs an escort in case it unloads in a seazone that contains an enemy submarine.
Maybe :smile:
Do you remember what happened, then? Best would be if you remembered the issue# that was created or shown. I can look into that issue to see if anyone dealt with it.
@Private-Panic As I already mentioned in your game thread the problem is caused by the space in your username. Please see the follow-up postings in https://www.axisandallies.org/forums/topic/32464/triplea-new-stable-release-working-with-the-forum, especially
https://www.axisandallies.org/forums/post/1237061
Please ask in case you need further assistance. :smile:
Some ideas:
Please try that.
@matttodd1
According to the Europe1940.2 rulebook (page 11)
“Strict neutrals are treated in exactly the same way as unfriendly neutrals, …”
And in that section we have: “Air units can’t fly over an unfriendly neutral
unless they are attacking it.”
All combat movement is considered to take place at the same time.
So “a particular plane” cannot fly over Turkey to attack Iraq.
The above (second) quote does not refer to an attacking power but to the air unit itself.
So in your case every air unit needs to attack Turkey to be allowed to fly over Turkey.
@pacifiersboard
@AndrewAAGamer
Just for completeness:
Current prints of the rulebooks have slightly changed the wording to:
“In the event that you inadvertently purchased more units than
you can actually mobilize due to production limitations, you
must return the over-purchased units to the box (your choice
on which units), and the cost of the units is reimbursed to you.”
The only difference is the introduction of the word “inadvertently”.
This implies that you are not allowed to intentionally ‘overbuy’.
@CrazyIvan I have moved your issue to the TripleA support forum.
What system do you have TripleA running on? How much RAM does it have? Which Java version do you have installed? Are you using TripleA 1.9.0.0.13066?
Great. I have edited the title of the topic and added it to “Tips & Tricks”.
@Moller A submarine is a sea unit with an attack value and a defense value. What makes it special are its “Special Abilities”/unit characteristics as described by the rulebook(s) and (partly) outlined by @WindowWasher above.
Those are:
An enemy destroyer cancels those unit characteristics marked with an (X).
@Moller said in Battleship/cruiser with destroyer vs submarine:
I tought without a destroyer you can’t detect a submarine so you can’t attacked the submarine.
This is not part of the rules, sorry.
@Adam514 said in League General Discussion Thread:
@Panther said in League General Discussion Thread:
@Adam514 said in League General Discussion Thread:
If a nation that lost its cap plunders a cap, can they use the plundered money?
No, as the player skips all but the Combat Move, Conduct Combat, and Noncombat Move phases until the capital is liberated.
Do they keep the money or is it destroyed?
You collect these IPCs even if your own capital is in enemy hands.
@CrazyIvan Great. Now enjoy gaming. In case you experience any issues or need help, just ask. :slightly_smiling_face:
Thanks to everyone helping to raise awareness of this issue.
And of course to @redrum for fixing it.
@barnee No, submarines do not have to submerge. It is one of the glitches of TripleA just in order to keep them out of the battle.
We have a Github issue addressing this:
https://github.com/triplea-game/triplea/issues/6101
As air units (without friendly destroyer) cannnot hit subs and subs cannot hit air units there is no need to submerge.
In your case the CA is the only unit that can be hit by the enemy air units. So your subs may only watch the scenery.
@ All
Please use the TripleA support category
https://www.axisandallies.org/forums/category/28/triplea-support
to further discuss TripleA related topics.
I just wanted to inform the league players about the new version and did not intend to distract from league topics.
Thank you.
I have added a paragraph to the initital posting to inform about the current situation.
@djensen
Done - as a golden “Thank You”
Yes, see page 11 of the 1940.2 Europe Rulebook:
“If the attack upon the formerly neutral territory is
unsuccessful (the territory is not captured), any remaining
defending units stay in the territory but can’t move. The
territory remains uncontrolled (place a national control
marker on it face down to indicate its new status) but is
considered friendly to powers on the side it’s now allied
with. Units belonging to those powers can move into it and
take control of it and its remaining units in the same way as
if it were a friendly neutral.”
So with the German attack on Yugoslavia, the territory Yugoslavia immediately became friendly to the Allies. Yugoslavia is part of the Alliance.
So UK can land there.
Note that Yugoslavia, after the attack, is no longer considered (pro) neutral, but Allied, just not controlled by any power.
@Stucifer said in League General Discussion Thread:
With Edit mode enabled for smoother resolution of naval battles with subs involved, it would not prompt for Retreat and just goes immediately to the next round of rolling dice.
This appears to be the culprit here: Edit Mode has never been supposed to be active during gameplay. In the past there have always been warnings about using Edit Mode even during phases. Edit Mode should be activated (and after action deactivated) at the very beginning or at the very end of a phase.
And likely never during conduct combat phase.
FWIW I cannot reproduce the issue either.