• Question about the way things work.

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    redrumR
    @Hepps There shouldn't have been. If you notice issues please report them.
  • Units Specific Placed Sounds

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    C
    If this gets made, I'll see if I can get and remake (free) sounds for "armour" and "halftrack" (same for both) and "artillery" and "aaGun" (same for both) and "submarine" (so total 3 new sounds), in the basic "TripleA/assets/sounds/ww2", so to give a good immediate justification to this feature, that would apply to the default assets part of the main installation (thus to over 90% played maps). This is dependent from me finding good free sounds to start with, but I guess it shouldn't be hard.
  • Map Scenario Categories In Download Windows

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    redrumR
    @LaFayette Ideally, both in the download (more important) and the select map (less important) screens would have various tags such as map category (others could be things like number of players, average duration, average complexity, etc). Main purpose would be providing users a better way of searching for maps they would be interested in playing. I think the best example I can think of is something like https://boardgamegeek.com/boardgame/35052/axis-allies-anniversary-edition. Essentially high level meta data info that could then be used for sorting/filtering maps.
  • Welcome Screen Images Needed

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    HeppsH
    @LaFayette I'm on it like a fat kid on Smarties.... can we do a barter system? Graphics for say... oh I don't know.... a unit that permits movement only if it is present. Just off the top of my head.
  • Beta Map Creator - Useful?

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    LaFayetteL
    Thanks! As a data point that should be linked here, Frostion did an interesting write up on the beta map creator: https://github.com/triplea-game/triplea/files/1099902/BetaMapCreatorTesting.docx
  • Player Bonus Settings Revamp

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    @Zim-Xero Actually, here I wasn't saying give flat instead of percentage, and, actually, I was suggesting to change nothing but how the info is worded. That is still percentage, just that "Giving RomanRepublic 150% income for 10 PUs" definitely reads like the 150% income is total 10 PUs. Tho probably it would be better reading as: Giving RomanRepublic +50% income for +10 PUs; end with 30 PUs
  • Add Ability to Set Player Type for All Players

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    Just to be sure, "Set All To" does not influence hidden players at all, right? Of course it should not; I didn't test. Nice addition the Default, but it is going to be redundant for over 90% of the games, having all default to Human, and this is how TripleA games are supposed normally to work. I suggest when all the players in the game, but the hidden ones, are of a same Type, then that type is not availabe in "Set All To", but you have "Default (Type)". For example, in over 90% maps you would not see "Default" and "Human" (doing the same), but a single "Default (Human)" choice. Not a big deal, but I just don't like to see multiple options doing the same thing, especially when this is going to be the standard.
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    C
    @butterw Agree as well, but be sure to call it "Combat Round" or "CR", not just "Round". If a map has battles lasting for more than 2 rounds, but less than infinite, it is really annoying to remember or check at which point you are, especially to be sure to retreat 1 round before the last one. I suggest, for example: (Combat Round 4/5)
  • Can the Forum be Improved

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    prastleP
    @RogerCooper Have you checked your settings in your profile? A lot of it is user selective example paginate / skins etc. https://forums.triplea-game.org/user/rogercooper/settings
  • TripleA for Mobile (Android, iOS)

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    RogerCooperR
    Check out the game 1941 World War Strategy. Not as good as TripleA, but it does work for the Android.
  • can set isDestroyer to affect less than all subs

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    C
    Pretty much everything that is 1 to infinite would be good having the option for 1 to something. Units giving bonus movement to other units comes to mind immediately.
  • AA gun only attacking once on offence … Help!

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    redrumR
    @Frostion The AI doesn't really value AA attributes and only buys them to guard factories. So it looks at HP/attack/defense for choosing what units to buy.
  • possible feature requests

    Moved gui github enhancements
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    redrumR
    @butterw I believe the EndTurnDelegate is the one that triggers income and can be in theory placed earlier in the order (not sure if there are any maps out there that have done it). @Cernel Would probably know
  • This topic is deleted!

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  • 0 Votes
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    HeppsH
    @LaFayette Looks good. Having a simplified main screen and drawing up options once a choice has been made is much more logical. Thumbs up
  • AI Bid Rules

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    prastleP
    @redrum an Ultimate talibush pant ffa moded by zod 0_1496103257161_Zods ai Nightmare rnd 9.tsvg We are minors vs the world
  • Idea for the relaunch

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    prastleP
    GREAT STUFF!

Recent Posts

  • I get the appeal of having manual rolls in history. For quick out-of-game rolls, I’ve been using https://dice.onl for its simple interface and custom sides – it’s handy when I just need a fast result without syncing concerns. For in-game integration, LaFayette’s points about the upcoming ledger system make sense, but I’d still love to see this feature added eventually.

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  • This is a good suggestion and I would like to see it too. The current manual roller is local only, so logging it will need the upcoming network and history overhauls first.

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  • Never-mind.

    I remapped the <menu> key to execute <shift+tab><space><tab><space> sequence, which does a MAX and OK.

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  • Yes, some maps have a factory in every territory that is hidden and max placement limited to territory value. Maps with factory-units for purchase also have placement limits. And some dont.

    Currently, placement requires a CLICK on the territory and a unit placement menu pops-up in the center of the screen. Then a CLICK on MAX button (or other selections), then CLICK on OK. The focus of the selection menu is on the OK button (thus, pressing SPACEBAR selects the OK button and menu goes away).

    When dealing with many units and territory placement limits, this is BRUTAL. Instead, have the selection menu's focus be on the MAX button (make it an option). This way dumping MANY units would require a SPACEBAR to select MAX, then a TAB to move the focus onto the OK button, then SPACEBAR to select OK.

    It leave one hand on the mouse, while the other SPACE/TAB/SPACEs through the territory CLICKs. Thus no mouse movement and FAST.

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