• Global 1940 Redesign HouseRules has bad map reference

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    @RogerCooper which repo ? If you mean "Global 1940 Redesign HouseRules" it is essentially abandoned. I did most of the xml work for it while working with BlackElk and baron over at A&A.org. Simon added Canada as a player (which is way cool) and added it to git, which was super cool because my machine had blown up and I had lost all the files. Anyway, I guess if you wanted to, although that's not for me to say, but everything in it is in "Global 40 House Rules". Yes good job on your site : )
  • TripleA 2.0.16244 issues with an unreleased game

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    LaFayetteL
    Create a related bug-report in tracker: https://github.com/triplea-game/triplea/issues/5399 (ideal if we can have bugs land there directly so we do not have the conversations split). None-the-less, I remain quite concerned by this bug; it could be very difficult to find, without a known way to reproduce it, we're going to struggle to know if we've found it, let alone have fixed it. The possible surface area for a fix is several thousand lines of code, the main file that is responsible for this MustFightBattle.java is itself 5k lines. Given the high impact and uncertainties, this is an incredibly bad bug to be confronted with.
  • [Open] Connection Lost

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    RoiEXR
    Unfortunately there's not really a lot we can do about it However if that helps, @LaFayette is currently putting a lot of effort into rewriting parts of the networking code, so maybe that'll fix this problem as a nice side-effect in the future. No guarantees though.
  • More problem with small maps

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    RoiEXR
    This should be fixed in 2.0.15996
  • [Closed] New Version bug 2.0.15781

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    LaFayetteL
    Transferred to bug tracker: https://github.com/triplea-game/triplea/issues/5216
  • [Fixed] Small Maps Not Displaying Correctly in Prerelease

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    @RoiEX heh heh One line changes can blow away hours of work sometimes. Like well f it delete all that other stuff and just do this :beaming_face_with_smiling_eyes: Not saying that was the case here, just an example of the Power of 1 line
  • [Fixed] Menu absent (new bug in old version)

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    @LaFayette All fixed (2.0.15631) (except maybe the report thing, that I don't know).
  • Trying to launch the latest pre-release

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    RoiEXR
    Alright, this setting has to go them
  • [Fixed] unloading bug

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    ubernautU
    @redrum sweet thanks for the update
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    redrumR
    @zlefin Yeah, I've seen this happen as well. Work around is just move all the other trucks/trains out of the territory, make the land transport you want, and then undo moving all the other ones out. @ubernaut Its similar to that. Though I believe that issue is fixed in the pre-release (if you want to test to confirm that would be very helpful).
  • [Fixed] battle calc not accounting for limited bombards

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    Z
    Nice work!
  • [Fixed] Does not open on Raspberry Pi 3

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    Ethan YangE
    @RoiEX Thank you. I am currently downloading an older OS that should work with triple a.
  • [Open/Need More Info] Not able to host games

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  • [Open/Need More Info] non combat showing up in combat history

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  • [Fixed] One Land Unit Must Survive Battle Calculator Issue

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    redrumR
    @ubernaut Ah ok. But yeah, your further calcs demonstrate it working very clearly.
  • [Fixed] Domination 1914 No Mans Land fails to start

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    @redrum said in Domination 1914 No Mans Land fails to start [FIXED]: @Cernel Right. Which I'm sure inconsistent naming exists. I agree that would seem better and I'm not sure why the double folder was done. Either way we are getting off topic and better to open a separate thread if you want to discuss it further. Since we have verified that at least the file name in main folder must be the same as the "mapName" in the xml, that should be right for all old maps (otherwise they would not have started in the past) and also right for all or most new maps, as otherwise the mapmaker would have failed testing his own map before getting it to download list. So, I don't think there is anything to worry about this, as currently either a map has the same main folder name as the one spelled in the xml of the games themselves (they can be more than one per map), or it is already not working anyways. Inconsistent naming should really not exist, since in the first folder (from the download list naming) it would currently cause the map to fail to start and in the second folder it would have already done that when the mapmaker was testing it (likely in its simplest and unzipped format), before getting it to download list. So, I think it would be better at least picking one of download list and repository names (I'd definitely say the repository name), instead of, as I understand it, the current process of having first download list name, then repository name, then the actual "map" folder, that I don't think anybody is going to dream it's working this way, or at least this thing should be documented somewhere, that the mapmakers must be sure to have both equal to the xml "mapName", or issues like this one I'm pretty sure will keep happening overtime, and they are a bit problematic, especially since they would leave wrongly named maps inside users' folders, still adding games to that users' selection lists (either calling another folder or failing to find any, like it was the case here, depending whether you already downloaded this map in the past or not), that most users will fail to get around tracking and deleting manually, since they are not going to be overwritten by the correctly named ones (once available).
  • Camp David 1948 map issue

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    FrostionF
    Moving this thread to the bugs section.
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    PantherP
    @Darren-Brock You can download the rulebooks for Europe1940 and Pacific1940 as well as the related FAQ-sheets from https://avalonhill.wizards.com/rules. The combined rules are included.
  • [Open] Still problems with "Empire"

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    @RogerCooper Yes, but what I'm saying is that needs to be supported (if wanted), because, per correct rules, you are supposed to use Combat Movement to only do combat related movements. So now the ability to do most moves during Combat Movement is actually something that works for lack of support; so it doesn't really make sense to base a game on this (beside the fact that here the problem is the lacking reset movement because of the missing Non Combat Movement phases, that itself could be adressed with steps). So, it is up to the developers if they want to actually support games with a single movement phase, for both Combat and Non Combat Movements together. Otherwise what; do we fix this game based on something that works as it shouldn't? That is the problem when you have the rules that are such and the engine that is such; mapmakers will do games based on the engine behaviour, rather than on the rules. Then maybe someone fixes the engine, and those maps break down.
  • [Fixed] 1st time play - error message

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    You guys are awesome! It is working now, thanks for the incredible fast help.

Recent Posts

  • @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...

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  • @wc_sumpton The production value of 0 is probably confusing the AI.

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  • @Schulz said:

    After the Americans took Rome from the occupying Central Powers, the Americans did not hand over the factory and port, thus preventing the Italians from using them.

    The Americans begin as "Neutral". Even though they are part of the "Allied Powers" alliance, their neutrality mean that they are governed by the "relationship" rules, thus "givesBackOriginalTerritories" will only happen at the end of the Americans politics phase, as stated in the PoS2. Since there are no politics phases, "givesBackOriginalTerritories" never happens.

    Factories and ports have a production value of zero (0). So only the original owner of a territory which is an original factory territory and has a factory can produce units there.

    Cheers...

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  • This beyond my knowledge base to resolve. I have opened an issue at https://github.com/triplea-game/triplea/issues/14843. I hope that someone who knows the inner workings of the AI will take a look at this.

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