• Visualization for Bombing runs

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    General_ZodG
    Is it possible to see SBR damage in territory tab too?
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  • Remaining Requests from Hepster

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    HeppsH
    @frostion Yah that is the idea. In my example the BB would actually change twice... Unit starts as a BB Turns into BBdamaged Then turns into BBhvydamaged This idea could be used in other ways as well for something like a production facilities which could have far more hit points... like 16 HP changes to a lower producing version with 8 or more damage.
  • This topic is deleted!

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  • UnitAttachment Which Allows/Requires Another Unit To Move

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    C
    @hepps I saw that, due to the purchase limits of the old Fodder AI", with the triggers bringing back the stuff, when it is going to be assigned to the players. But this is another matter yet. As I said, the two "requiresUnits" here are just useless. You could remove them both, and nothing would change, for those units. As I said, this is really a marginal matter, we/you can solve any ways you prefer (most likely, what is wanted is removing the first occurrence only), doesn't really matter and it's no problem; it was really not the focus of my post. As a matter of my proposal, if you want just to keep it as it is, the change would be this one (but this would equal not having it): <option name="requiresUnits" value="spanishEntrenchment:spanishCombatEngineer" count="1"/>
  • Diplomacy Extensions

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    RoiEXR
    @cernel I agree we should increase the major version number, but for a different reason: The work and infrastructure changes that are required for such a change would be massive, that's why the version would be completely incompatible.
  • Improve the default casualty selection of the last combat round

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    redrumR
    @frostion Yeah, this has come up before and is probably a good idea. I think the AI actually already does this (you might want to test that out) so it would probably be pretty easy to add the same logic to default selection provided to the player.
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    prastleP
    Yes keep it.
  • Remove Space Bar for casualties confirmation

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    LaFayetteL
    @cernel said in Remove Space Bar for casualties confirmation: If that doesn't happen for you, it has to be either a bug or something is not clear about that option's description. Well, I posted the screenshot of the setting and tried the alternative. The two variables I can think of are: OS, I'm running Ubuntu 16 Look and feel, currently set to system default instead of substance. I'll need to check if either of those two are the reason. Thank you for confirming that @Cernel and @prastle For combat, you need to hit space bar twice for a mis-confirmation, and politics once. I would suggest it's a majority use case where two players are spamming space bar to get through a combat phase rather than either one chatting. If you play multplayer games instead of 1v1, you may have a different experience, but looking at lobby games at any time less than 25% to less than 10% of games are more than 2 players. So, we need to be sure: we keep combat fast, players need to be able to confirm casualties with keyboard shortcuts quickly. We need to keep in mind that space bar is an OS default to activate the currently selected control. Getting the UX correct here may be tricky. we need to keep in mind there are cases where players are chatting, single click confirmations are effectively broken, double space bar confirmations not as bad but still can lead to accidental confirmations. Summarizing that, I cut a tracking ticket so we don't forget this: https://github.com/triplea-game/triplea/issues/2293 Please add any 'requirements' to the list if any are missing, the problem at least is well defined, the task I documented is mainly to investigate possible fixes and to propose something that fits the listed requirements.
  • Drop old jar functionality

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    LaFayetteL
    But as long as it is possibe to always install a legacy version, there should be no need to keep old jars with the latest release and pre-releases @panther I think that is a very good point. Our new website, installer, and that we print the engine version in the game UI makes this all a lot easier compared to the SVN days. will the next major release affect all the maps the same as the last one? Likely not. We're in a better position to avoid a number of those problems now. We can still and always could introduce non-backward compatible XML changes. The last iteration required a re-download since we unbundled every map with from the game engine and we re-hosted. We took that opportunity to add in some non-backward compatible changes since all the maps needed to be updated anyways. I think soon we will introduce an XML schema versioning system directly into the XML . That would allow us to start upadting XMLs in non-backwards compatible ways, but still play 'old' map XMLs that had not been updated. Today the game engine and XML code need to stay in pretty much lock step, doing that we could let the game engine code move forward but still 'remember' how to parse the old XML spec. @RoiEX I would check on the live lobby a few times to get more player input on this one. I think the question at the moment is whether everyone agrees with "But as long as it is possibe to always install a legacy version, there should be no need to keep old jars with the latest release and pre-releases"
  • Version for Raspberry Pi

    raspberrypi new version triplea raspbian
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    RoiEXR
    Now I'm inclined to blow the dust of my raspberry and try it myself ^^
  • Forum Recent Active Topics Widget

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  • Handling of AI players not meant to be played - Github request.

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    redrumR
    @Frostion Hoping to release in the next week. We are going through some testing and fixing a few bugs that were found. You should be able to make a PR in github or make the changes local and not upload them then wait til its released.
  • Ideas for a 'show combat' button?

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    C
    @LaFayette said in Ideas for a 'show combat' button?: @redrum Always on-top could be an option, yes. IIRC there was an issue where multiple always on top windows competed, so long as that is not the case that is a good alternative. It was me that reported that issue relatively to the "Game Notes" window. The case is different here, and I suggest having the on top and, then, see if it causes any issues or not. I think that if the window closes automatically when the battle is over, then there should be no issues at all for sure. But, we also should consider the spectator case, an always on top combat window would be really annoying, so some conditional logic would seem called for to always on-top only if you are involved in the battle. As long as you can still click to minimise the window, I believe that is not a problem. Anyways, if it is feasible, I agree to limit the always on top for the two referring players of the battle only, of course.
  • Moderate luck option?

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    redrumR
    @David_VanDyke I don't believe anyone is currently working on it but I think we have a general consensus on the 2 main ways to implement it from this post: https://forums.triplea-game.org/topic/212/moderate-luck-option/20 Its hard to say if/when someone will pick it up to work on it but it is on the unprioritized feature list: https://forums.triplea-game.org/topic/182/guidelines-and-feature-request-list I'm currently working on: https://forums.triplea-game.org/topic/159/tuv-for-units-that-have-consumesunits-property I may eventually make a poll for folks to vote on feature requests they'd like to see prioritized.
  • Drop: Substance UI "Look and Feel"?

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    redrumR
    @LaFayette You can customize the color scheme of any L&F and making nimbus darker is described here: https://stackoverflow.com/questions/36128291/how-to-make-a-swing-application-have-dark-nimbus-theme-netbeans https://docs.oracle.com/javase/tutorial/uiswing/lookandfeel/color.html
  • Missing Image Crashes

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    CrazyGC
    @Cernel Bingo. I got an error when viewing the history, the top line was about the image not being available, but what actually caused the error is something else
  • 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.

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