• NoAirLanding-option request

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    General_ZodG
    @rogercooper I haven't used the feature firsthand as of yet. But I was under the impression that a place marker (typically 48x48+dmz) is still on map. If so ,then in a small territory that space is very valuable real estate. But perhaps I'm mistaken.
  • Request: Income Summary better display

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    There are multiple cases to consider but the relevant code to modify looks like this. final String transcriptText; transcriptText = player.getName() + " collect " + toAdd + MyFormatter.pluralize(" PU", toAdd) + "; end with " + total + MyFormatter.pluralize(" PU", total); bridge.getHistoryWriter().startEvent(transcriptText); endTurnReport.append(transcriptText).append("<br />"); I think adding a variable final String transcriptTextMod; with a modified formatting would be possible.
  • A Solution for stack issue

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    @rogercooper The simplest way to do upkeep (with integer PUs) would be to have a fractionnal rule (ex: 1 for X Infantry units, rounded down) rather than multiplyPUs (x10). Having a german fighter cost ex:105 instead of 100 is unlikely to have a huge impact on the game . Keeping regular PUs and a base cost of 10 and using a higher upkeep of 1:9 instead of 1:10 would achieve a similar result.
  • what are the plans for upcoming Triple updates?

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    LaFayetteL
    Here is a list of current projects: https://github.com/triplea-game/triplea/projects Maybe not as informative as it could be. Roadmap is mostly in my head right now, it's going slow. The list is: 2.6 release, requires 'maps server' to be launched upgrade network technology convert bots from stand-alone game hosts to instead be network relays convert save games to be text based
  • Improving The "Roll Dice" Button

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  • Improving The "Roll Dice" Button

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  • Organizing Sound Options

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    Z
    Hmm, it looks like you're right, and java doesn't support mp3 for some stupid reason. It's hard to be sure, as every google search finds links that are nearly a decade old, and the documentation for the current version of java doesn't say which audio formats are supported. I can't find any clean answer on exactly what formats current java's built-in stuff supports. It's sad that it's so hard to find a straightforward answer to such a basic question; it really seems like the kind of thing that should be straightforward to find in their documentation. How hard is it for them to just clearly say which audio file formats are supported?
  • Lock History option

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    LaFayetteL
    @zlefin Sorry it is confusing, forums is for players, issues is for developers. Use the forums to work out the details of how something should work, use issues to discuss with other developers how to code it. This might be a difficult one to tackle, maybe not. I suspect it might be difficult due to the general cludginess of how the history is rendered. I will commend any effort, though you might be about to get knee deep in the swamp on this one : ) Do feel free to post any coding help/question/discussion items as needed, we will be eager to help you, help the project. Of particular note in terms of behavior is the combat screen - you don't want it repeatedly coming up when you're trying to look at history; but if you're playing one of the nations in the game, and your input is needed, that's a much higher priority than if you're just a spectator. FWIW - There is an option to show combats as an observer. It's somewhat hidden in the settings window and would do well to have a second home (a place to also toggle it) on the battle window itself.
  • request for another dice option

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    S
    @aagamerz13 sounds interesting, do you have any skills to help in this request? i always had problems with dice, even using "low luck".
  • Battle calculator issue

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    ubernautU
    @fatoumas np
  • Battle Score

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  • A way to choose which side's units to swap to in battle calc screen

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    ubernautU
    @zlefin you can actually already do that discovered it recently by accident. the primary defenders (territory owner) will already be selected in the dropdown team menu. if you select one of the other teams instead of the normal behavior (clearing the units) it will swap that team to primary you can then hit swap sides to get the attack setup.
  • Increasing regular dice default run count

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    LaFayetteL
    @cernel Having a proper cancel on the wait dialog would be a benefit. The fact it is modal and not cancellable is very risky and has caused a number of deadlocks (basically if any process it is waiting on crashes, it sits forever). It's not trivial to do that, but would be highly desirable. I agree.
  • AFTERMATH STATISTICS WITH GAME INFO/ACHIEVEMENTS

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    ubernautU
    @djabwana i think the colors and patterns should be made to reflect the actual team colors and the style (solid versus dashes) should represent factions/alliances.
  • Anti-strafing for Low Luck

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    PantherP
    @cernel Just adding that submerging and retreating might happen at a different time during the conduct combat phase / battle sequence, depending on the underlying ruleset.
  • Lobby

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    @cernel yea it should just be private
  • buying after moving

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    C
    @silverbullet said in buying after moving: i would like this option available for all maps as i think less mistakes and thus less time is used during purchase phase when it is after pre-combat moves. Sadly, One Does Not Simply Buy After Moving. As already partially pointed out, there are some outstanding rules changes which you cause in the moment you switch the Purchase Units and the Combat Movement phases, or however they are called. At least by intended v1 rules, the Develop Weapons and Purchase Units phases are actually the same phase, yet you can develop weapons only before you buy any units (so, at all effects, even in v1, it is like they are two separate phases), so, if they are not, you should at least not forget also to move the Develop Weapons phase after the Combat Movement phase. However, doing so is a huge rule change for every game having technology but Revised LHTR (example, you get "Heavy Bombers" and suddenly all your bombers roll 3 dice, yet you know about this only after you have made your moves if you have put the Develop Weapons phase after the Combat Movement phase!). If you are keeping the Develop Weapons phase before the Combat Movement phase and moving the Purchase Units phase after the Combat Movement phase, this doesn't actually cause any rules changes related to developing weapons, yet you are likely making the game harder to play because you separate even more the phases during which you can spend your income (I think it is better thinking about how much to spend on new weapons and on new units at the same time). Since TripleA incorrectly always immediately changes ownership of entered undefended enemy territories, you will be able to use any income captured from undefended enemy-owned enemy capitals to purchase units (and develop weapons). Still, even if TripleA would work by intended rules, in this regard, in v1 only you would still be able to use captured income on the same round if you blitz an undefended enemy-owned enemy capital (this practically never happens in all basic games from v2 onwards because every capital happens to have a factory in it since the start of the game and factories can never be destroyed nor blitzed from v2 onwards). For the same reasons at the previous point, a player starting its turn without owning any capitals each of which is its capital yet having saved income (which it captured from other players while each of its capitals is enemy-owned) which he would not normally be able to spend on that same turn can use it on the turn to purchase units (and develop weapons) by retaking an own capital during Combat Movement. As said at this previous point, this would apply in v1 in case of blitzing even if the behaviour of the program would be as intended. For the same reasons at the previous point, from v3 onwards, you will be able to repair newly conquered factories on the same turn (of course, this is most likely pointless, but it might matter at least in theory if the saved income would risk being captured and if the factory is going to be turned over to an ally). Moves validated by Purchase Units choices (which only means landing on new carriers) cannot be made if the Purchase Units phase is after the Combat Movement phase. In v1 and v2 (in theory except LHTR, but in practice not, since TripleA fails to support such LHTR differentiation) there are AA fly-over shots resolved by the end of the Combat Movement phase which would allow you to know such losses before making the Purchase Units (and Develop Weapons) phase. Rockets attacks are to be resolved during the Combat phase, yet TripleA incorrectly resolves them upon ending the Combat Movement phase, which is per se not a problem as long as the Combat Movement phase is immediately before the Combat phase and such attacks, by intended rules, are to be resolved before any other ones during the Combat phase, but would allow you to know the results of such attacks before making the Purchase Units (and Develop Weapons) phase. Moreover, if you also moved the Develop Weapons phase after Combat Movement and the game is not v2 LHTR, you will fail to be able to make such attacks in the same turn as you develop this weapon (in v1, by intended rules, this even means that you would not be able to move your AA Guns during the Combat Movement phase while you should possibly be able to). There might be other things I'm missing, but I think this should be all. As long as "World War II v3 1941" goes, you can already find in download list a game modification made by me, called "WWIIv3 1941 Move-Buy-Move", which allows both moving before purchasing and moving after purchasing (if you want to move only before purchasing, simply always skip the second movement phase) and, I believe, fully details in its notes all outstanding items for which the players must restrict themselves. So there is at least one basic game for which this option is already available, albeit as a map modification (the map being "WW2v3_Variants").
  • Custom Battle Phases

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    TorpedoAT
    @Trevan said in Custom Battle Phases: The air battle has generally the AA phase and the All other units phase. I guess you talk about air battle in conjuction with AA phase because you imagine AA as a related action to aircraft encounters with AAGun-like units? Because we can have non-isAir, non-aircraft units with canAirBattle, fortunately, and additionally have AA ability. I now tested, just to clarify for myself, that AA is not related to air battle per se. I just want to avoid missunderstanding on my side, which is quite possible. Because i thought i can have AA at the start of air battles too. I try my best to conclude as good as i can. Please correct me: Basicaly AA is after air battle phase and before normal battle phase so to say. So we can state that there are indeed 2 seperated Battles. (ignoring the non-fighting phases) 1. Air Battle (no support) phase 2. Normal Battle (support) Bombardment phase (the only still hard restricted one -> amphibious assault) First Strike phase (v2 vs v3 destroyer) phase In terms of order of phases (at minimum 1) air battle phase aa phase bombard phase first strike phase normal phase The main reason why i lay it out so much, is that i want to be sure about the order of phases in general at the most basic if i use all battle options whether or not i then modify further.
  • Support attachments allowed for air battles

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  • bombard option not restricting to amphibious assaults

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