• Read First!

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    prastleP
    @prastle bump link fixed in first post
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  • IllegalStateException

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    C
    @EyesWideShut Is this the same thing as this other "IllegalStateException"? https://github.com/triplea-game/triplea/issues/14743
  • Bugs in World War I

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    RogerCooperR
    The only obvious difference between the xml files is the "placeNoAirCheck". But changing that to "place" did not solve the problem. The AI log offered no clues.
  • Lobby Slaps are Not Working

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    @EyesWideShut https://github.com/triplea-game/triplea/issues/14614
  • I Cant Get Into Online Play After Downloading 2.7 Version

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    @Panther Not sure where to post this, so I'll put it here for now [image: 1781534549177-screenshot-from-2026-06-15-09-39-34.png] Edit Git issue https://github.com/triplea-game/triplea/issues/14614
  • Production Order

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    TheDogT
    @GREGOREK What I think you are after and I too, is more control over the production_tabs.XXX.properties Here is an example from 1888a_steam_and_steel production_tabs.Autocrats.properties If only the tech researched units would appear in the order defined in the production_tabs file and just added to the end. Also the Edit Mode unit display should be consistent, with no production_tabs with production_tabs
  • AI difficulties

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    RogerCooperR
    @futsal Given the complexity of the game, the AI is actually reasonable. It is generally better than in other wargames. The TripleA is superior to the AI for Axis & Allies Online, which only plays one version of the game. The type of AI algorithm used in Chess (Alpha-Beta) would not work in TripleA because of the vast number of legal moves and the random elements. There are some people working on using neural net AI's like Alpha Zero but I have not seen any results yet. I have doubts about their effectiveness. I do expect future improvements in the AI, but they are likely to be piecemeal resolutions of specific issues . To have fun with the AI, I suggest playing only one country, so you need to deal with AI allies. Giving handicaps to your opponents can be useful as well.
  • Quick connection fix needed in ww2v2

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    PantherP
    @rogercooper Nice, thanks.
  • Unarchiving Bug Reports in TripleA Forums?

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    ubernautU
    @lafayette maybe i’m mistaken i figured u needed to create GitHub account in order to use the bug report forms
  • [Fixed] Global 1940 Declaration of war and loading of transports

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    @beelee Well, I assume a diligent renegade researcher wouldn't leave this site out of his study.
  • [Open/Need More Info] Guests joining games in progress crash them

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    @LaFayette said in [Open/Need More Info] Guests joining games in progress crash them: I suspect this could be people with the latest pre-release joining the latest release. IMO we should probably update it so that 1.10 clients do not join the 1.9 lobby. Sadly, I have to inform that this (rather major) problem is all the same with TripleA 2.1 (I'm hosting a game with the 20613 development version of it). It happened to me the exact same way less than half a hour ago, and I reported the two main issues (frozen game and inability to save) here: https://github.com/triplea-game/triplea/issues/7199 https://github.com/triplea-game/triplea/issues/7200 All or most complaints of lost games in automated hosts happening on the lobby may be caused by this problem.
  • Triplea won't run

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    Captain CrunchC
    yo my old comp died so I was away but I got a new computer and now I'm sure TripleA will run on this new computer since the latest pre-release stopped working on my old comp ... so I can finally battle the AI again! I will submit a win vs the Allies AI and Axis AI eventually but I'm tweaking this new comp right now and got stuff to do but I'll tell you when I'm gonna test the latest AI. Honest! I know the AI could take me a few tries to beat but it won't be until maybe next week when I get to it and I'll tell yous when I'm ready to battle!
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  • TripleA gets stuck in combat

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    Captain CrunchC
    darn back to square one
  • Computer Freezes when joining Lobby on 16920 Pre

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    LaFayetteL
    @beelee Cool, the reports are important. The 'bug report' handling here needs a refresh.
  • Error on 17301

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    @LaFayette yea I tried to do everything the same to reproduce it but can't swear it was 100% the same. Over 90 easily fwtiw. I'll try some more while saving before combat.
  • costPU not working in politicalActionAttachment

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    RogerCooperR
    @Cernel said in costPU not working in politicalActionAttachment: @redrum This would rise the question, when something is added, maybe just a rewording, to pos (the map), for purely mapmaking purposes, should the download version updated, prompting all users to overwrite it, even if that is actually totally pointless for regular users, as the game or the map didn't change at all (just updating the mapmaking guide within it)? And should the pos2 game version be increased if the file change is merely on the mapmaking guide part? The map did not work at all, it was not just incomplete documentation. But yes, changes in properties should result in updates in POS2 even if the scenario is not directly affected.
  • Bug in 2.0.16742

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    Ok, well if it happens again then please post a save game or screenshots otherwise nothing I can do to fix it.
  • Can no longer download any maps

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    I like happy endings

Recent Posts

  • @EyesWideShut Is this the same thing as this other "IllegalStateException"?

    https://github.com/triplea-game/triplea/issues/14743

    read more

  • @EyesWideShut This looks like a great report, but can you please move it to GitHub (to increase the chance a developer fixing the problem)?

    https://github.com/triplea-game/triplea/issues

    read more

  • With the newest update, which appears to have fixed the “slap” problem, we are now encountering an IllegalStateException after navigating through the game history.

    The two problems may be unrelated, but this history error did not occur in the previous release.

    The issue seems to happen when a player scrolls or moves through entries in the History panel. After the exception occurs, the map freezes and the game cannot be continued normally. Players have been leaving the bot and then re-entering the game as a temporary workaround.

    Here is the stack trace:

    Exception: java.lang.IllegalStateException
    java.lang.Exception
    at com.google.common.base.Preconditions.checkState(Preconditions.java:518)
    at games.strategy.engine.history.History.getDeltaTo(History.java:111)
    at games.strategy.engine.history.History.gotoNode(History.java:127)
    at games.strategy.triplea.ui.history.HistoryPanel.gotoNode(HistoryPanel.java:269)
    at games.strategy.triplea.ui.history.HistoryPanel.treeSelectionChanged(HistoryPanel.java:257)
    at java.desktop/javax.swing.JTree.fireValueChanged(JTree.java:3019)
    at java.desktop/javax.swing.JTree$TreeSelectionRedirector.valueChanged(JTree.java:3520)
    at java.desktop/javax.swing.tree.DefaultTreeSelectionModel.fireValueChanged(DefaultTreeSelectionModel.java:650)
    at java.desktop/javax.swing.tree.DefaultTreeSelectionModel.notifyPathChange(DefaultTreeSelectionModel.java:1120)
    at java.desktop/javax.swing.tree.DefaultTreeSelectionModel.setSelectionPaths(DefaultTreeSelectionModel.java:306)
    at java.desktop/javax.swing.JTree.setSelectionInterval(JTree.java:2636)
    at java.desktop/javax.swing.plaf.basic.BasicTreeUI$Actions.increment(BasicTreeUI.java:4909)
    at java.desktop/javax.swing.plaf.basic.BasicTreeUI$Actions.actionPerformed(BasicTreeUI.java:4590)
    at java.desktop/javax.swing.SwingUtilities.notifyAction(SwingUtilities.java:1804)
    at java.desktop/javax.swing.JComponent.processKeyBinding(JComponent.java:2962)
    at java.desktop/javax.swing.JComponent.processKeyBindings(JComponent.java:3010)
    at java.desktop/javax.swing.JComponent.processKeyEvent(JComponent.java:2924)
    at java.desktop/java.awt.Component.processEvent(Component.java:6353)
    at java.desktop/java.awt.Container.processEvent(Container.java:2260)
    at java.desktop/java.awt.Component.dispatchEventImpl(Component.java:4958)
    at java.desktop/java.awt.Container.dispatchEventImpl(Container.java:2318)
    at java.desktop/java.awt.Component.dispatchEvent(Component.java:4790)
    at java.desktop/java.awt.KeyboardFocusManager.redispatchEvent(KeyboardFocusManager.java:1829)
    at java.desktop/java.awt.DefaultKeyboardFocusManager.dispatchKeyEvent(DefaultKeyboardFocusManager.java:874)
    at java.desktop/java.awt.DefaultKeyboardFocusManager.preDispatchKeyEvent(DefaultKeyboardFocusManager.java:1136)
    at java.desktop/java.awt.DefaultKeyboardFocusManager.typeAheadAssertions(DefaultKeyboardFocusManager.java:1011)
    at java.desktop/java.awt.DefaultKeyboardFocusManager.dispatchEvent(DefaultKeyboardFocusManager.java:839)
    at java.desktop/java.awt.Component.dispatchEventImpl(Component.java:4839)
    at java.desktop/java.awt.Container.dispatchEventImpl(Container.java:2318)
    at java.desktop/java.awt.Window.dispatchEventImpl(Window.java:2671)
    at java.desktop/java.awt.Component.dispatchEvent(Component.java:4790)
    at java.desktop/java.awt.EventQueue.dispatchEventImpl(EventQueue.java:725)
    at java.desktop/java.awt.EventQueue.dispatchEvent(EventQueue.java:702)
    at java.desktop/java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:203)
    at java.desktop/java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:124)
    at java.desktop/java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:113)
    at java.desktop/java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:109)
    at java.desktop/java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:101)
    at java.desktop/java.awt.EventDispatchThread.run(EventDispatchThread.java:90)
    Interpretation

    The important part is:

    History.getDeltaTo
    History.gotoNode
    HistoryPanel.gotoNode
    HistoryPanel.treeSelectionChanged

    This indicates that the crash is happening when TripleA tries to move from the current game state to another point in the History tree.

    History.getDeltaTo() is likely attempting to calculate which game-state changes must be applied or reversed in order to display the selected historical position. The Preconditions.checkState() failure means that an internal assumption about the history structure is not true.

    In practical terms, TripleA may be encountering one of these situations:

    the selected history node is no longer connected properly to the current node;
    the history index contains an unexpected or invalid state;
    the client receives a game update while the user is viewing an earlier history entry;
    navigating quickly with the keyboard causes the History panel and game state to become temporarily out of sync.

    The lines involving:

    JTree.setSelectionInterval
    BasicTreeUI$Actions.increment
    processKeyBinding

    strongly suggest that the user was moving through the History tree with the keyboard, probably using the arrow keys.

    The map freezes because the exception occurs on Java’s Swing event-dispatch thread, which controls the interface. Once that thread fails during the history transition, the UI may remain stuck even though the bot-hosted game itself is still running. That would explain why leaving and re-entering restores access: the player reconnects with a fresh client state.

    I would describe this as a client-side history-navigation synchronization bug, possibly triggered when viewing history during a live bot game. It does not necessarily mean that the saved game itself is corrupted.

    read more

  • The only obvious difference between the xml files is the "placeNoAirCheck". But changing that to "place" did not solve the problem. The AI log offered no clues.

    read more