• 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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    B
    @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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    C
    @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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    A
    You guys are awesome! It is working now, thanks for the incredible fast help.
  • [Open/Need More Info] Graphics Problems?

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    Joseph KamalJ
    @RoiEX said in Graphics Problems?: Java is sometimes weird with graphics. There's not anything we can really do about it. Maybe when we migrate to JavaFX the problems will go away, but this is still a far future goal Understood, thanks for the reply! Its not that big a deal once I found the workaround. I was very happy to find this game!!
  • [Open] JAVA heap error

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    https://drive.google.com/file/d/1G0KNlUGWN56hAwUrdu7M7gFvzxS7lCE6/view?usp=sharing
  • [Open/Need More Info] Need help: Error: GC overhead limit exceeded

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    vicvictoryV
    @Cernel Thank you very much, Cernel. I'll try and check if it's working that way.

Recent Posts

  • @Panther

    Not sure where to post this, so I'll put it here for now

    Screenshot from 2026-06-15 09-39-34.png

    Edit
    Git issue https://github.com/triplea-game/triplea/issues/14614

    read more

  • Resolved with the new release and unpinned.

    read more

  • @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

    read more

  • There seems to be much frustration with the Production Menu. Maps are getting very complex with technology advancements requiring productionFrontier changes, via trigger remove/add frontier/productionRule which annoyingly, but understandably, add to the end.

    To keep tripleA a versatile toolbox for advanced map development, the Production Menu needs three changes.

    column/row initialization. productionNote column/row replacement.

    The productionNote vs Rule, provides a cell image to describe techs, advancement progress, ... whatever the map designer requires. It starts off as a frontier of blanks for the initializer. With column/row table access, the exact look and operation can be easily controlled by the map designer.

    read more