• Read First!

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    prastleP
    @prastle bump link fixed in first post
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  • Bugs in World War I

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    wc_sumptonW
    @VictoryFirst said: So if I understand correctly, you can use Place with NoAirCheckPlaceDelegate and this would solve the problem of the AI not purchasing anything and it would prevent fighters that cannot land from being killed by the engine in the placement phase? The problem is not the delegate, NoAirCheckPlaceDelegate, but what the AI is coded for when doing purchasing, that being 'place' or 'endStep'. Because there is no 'place' the AI disregards the purchase. <delegate name="place" javaClass="games.strategy.triplea.delegate.NoAirCheckPlaceDelegate" display="Place Units"/> Works with <step name="AustroHungariansPlace" delegate="place" player="AustroHungarians"/> And fighters can stay 'isAir'. Cheers...
  • IllegalStateException

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    @Cernel yes there's a temporary workaround which is to go to "show current game". i say it is attached to being online because it's ok with a local game.
  • 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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    @rogercooper Nice, thanks.
  • Unarchiving Bug Reports in TripleA Forums?

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

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    @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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    @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.
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    I like happy endings

Recent Posts

  • @VictoryFirst said:

    So if I understand correctly, you can use Place with NoAirCheckPlaceDelegate and this would solve the problem of the AI not purchasing anything and it would prevent fighters that cannot land from being killed by the engine in the placement phase?

    The problem is not the delegate, NoAirCheckPlaceDelegate, but what the AI is coded for when doing purchasing, that being 'place' or 'endStep'. Because there is no 'place' the AI disregards the purchase.
    <delegate name="place" javaClass="games.strategy.triplea.delegate.NoAirCheckPlaceDelegate" display="Place Units"/>
    Works with
    <step name="AustroHungariansPlace" delegate="place" player="AustroHungarians"/>
    And fighters can stay 'isAir'.

    Cheers...

    read more

  • @wc_sumpton So if I understand correctly, you can use Place with NoAirCheckPlaceDelegate and this would solve the problem of the AI not purchasing anything and it would prevent fighters that cannot land from being killed by the engine in the placement phase?

    read more

  • @rogercooper

    @victoryfirst has closed issues 14843, but his closing:

    Changing PlaceNoAirCheck to Place wouldn't help as the fighter in the three modules with the problem are classified as air units. They will be eliminated by the engine in contested zones without PlaceNoAirCheck. In World War I 1914, the fighters are land units which means there is no need for PlaceNoAirCheck, but there air units cannot fly over water

    Make no sense, as using "place" or "PlaceNoAirCheck" does not matter as long as the called delegate is still "NoAirCheckPlaceDelegate". In fact he uses a step name with "Place". And there was no mention of changing the "fighters".
    @schulz I am sorry, I cannot make changes to a map I do not own. If you know how to change the xml, then you can make changes to your copy.

    Cheers...

    read more

  • @RogerCooper said:

    The only obvious difference between the xml files is the "placeNoAirCheck". But changing that to "place" did not solve the problem.

    This change does work. As long as the step name is "place" the delegate can still be "NoAirCheckPlaceDelegate".

    <delegate name="place" javaClass="games.strategy.triplea.delegate.NoAirCheckPlaceDelegate" display="Place Units"/> ... ... ... <step name="austrohungariansPlace" delegate="place" player="AustroHungarians"/>

    This is because the AI looks for "place" or "endStep" when determining its purchases. "placeNoAirCheck" and even "noAirCheckPlace" do not work.
    AustroHungarians and Russians both may, using HardvAI, start the game without making any purchases.
    The reason for the non-purchase is more an AI problem. The first step in the AI's purchase routine is to determine how many fodder units it needs to defend high-value targets. Since both Vienna and Moscow are safe from attacks no defensive fodder units are purchased. During gameplay Germans, French and Ottomans can also feel 'safe' and not purchase fodder units.
    Once the AI determines its defensive fodder purchases it then tries to purchase factories and high-value units. What PUs that are not spent are carried over. Because the AI does not try to repurchase fodder units with this left over PUs, it ends up purchasing very few or nothing.

    Because the fighter is a 2 attack/2 defend it is considered very weak when compared to infantry and artillery and is almost never purchased. Also, only the Americans purchase navel units.

    If the combat move is switched with the purchase step the non-combat step can be removed.

    <step name="austrohungariansUserActions" delegate="userAction" player="AustroHungarians"/> <!-- Combat Move is before Purchase --> <step name="austrohungariansCombatMove" delegate="move" player="AustroHungarians"/> <step name="austrohungariansPurchase" delegate="purchase" player="AustroHungarians"/> <step name="austrohungariansBattle" delegate="battle" player="AustroHungarians"/> <!-- NonCombat Move is removed --> <!-- "place" is "NoAirCheckPlaceDelegate" --> <step name="austrohungariansPlace" delegate="place" player="AustroHungarians"/> <step name="austrohungariansEndTurn" delegate="endTurn" player="AustroHungarians"/>

    The AI will first preform a normal combat move, this includes moving air units, and because there is not a noncombat move step, the AI will perform a normal noncombat move with the exception of air units in combat, which cannot be moved. Even though the AI can simulate a combat move without the noncombat move it confuses which territories it can do battle in.

    Cheers...

    read more