• [Open/Need More Info] Graphics Problems?

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    @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.
  • [Open] Panama Canal broken.

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    CrazyIvanC
    Sort of like an industrial complex is not usable until a turn owned at the start of the turn kind of thing? Gotcha. Welp, so much for going all out USN hunting, lol.
  • [Open] waw1940 game is letting destroyers defend at 5

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    avsharA
    @Cernel Oooohhhh....ok I see. Thanks for letting me know this. It would have been helpful to have that in notes or something as that changes everything. Thank you too beelee for your reply.
  • [Fixed] Could be bug

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    avsharA
    @RoiEX Actually I seem to have found the problem. I had this game on a different system and forgot that system was a 32 bit system and this is a 64. So when I copied it over it seemed to conflict. As soon as I erased it and downloaded the 64 bit version its not happening. Thank you all for your input.
  • Bizzare issue - unable to roll dice

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    Panther, Thanks for pointing that folder out. I simply renamed it, and then installed the Java 8 211. Everything appears to be working now!
  • Graphical errors

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    Hi RoiEX I always use latest drivers I have no Java folder, I am using the Java that comes with the installer I think this solved my problem, played all day with no problems Again many thanks for your help
  • strange bug with the latest triple version on a new windows

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    redrumR
    @Gully Ah. I'm guessing its just not cooperating well with Java given its that old.
  • [Fixed] Error 301 on tripleA

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    C
    @Enigma It is good to tell what version of TripleA you are using, upon reporting a problem. Moving this to Bug Reports.
  • 1 Votes
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    @Roybot just fixed the Long Range Heavy Bomber Attack 0 Cost 5 for ANZAC. It wasn't showing up either. Had it misnamed with a "g" instead of a "5". Another 2 hour github burn, but hey, just keep headbutting till git backs up a bit and two straight lefts followed by a right cross and git will do what it's supposed to. : ) It is frustrating, especially for uneducated people as myself, but it does do a lot of cool stuff. Anyway, it's 2.63 for the latest now. Going back to my previous numbering program and am gonna only update maps yaml after the first decimal point changes so i don't spam out git and the guys. You can re DL though and have the latest. Yaml just tells you there's an update when you fire up triplea. I guess I'll post a few notes on the House Rule thread, or summaries, since I keep them anyway. Peace Out
  • [Fixed] Error in Bug Reporting & User Action Attachment

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    RogerCooperR
    @redrum Thanks for the help. I will update the scenarios.
  • [Fixed] xml problem

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    B
    Right on, got it fixed. I like it when things work :beaming_face_with_smiling_eyes: Ended up having to change the condition. Wasn't really sure what the _false did. Nothing, I assume, other than just being a condition. Don't really understand it, but...anyway this is the fix in case anyone comes across this and is interested. ![0_1550970991669_Screenshot from 2019-02-23 19-09-00.png](Uploading 100%)![0_1550971136245_Screenshot from 2019-02-23 19-09-00.png](Uploading 100%) ![0_1550971160786_Screenshot from 2019-02-23 19-09-00.png](Uploading 100%) well I guess it won't let me post a screenshot. I'll try again later Thanks again for everyone's help on this
  • [Fixed] 2 Battle results workers aborted by exception

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    RoiEXR
    I created a PR with a fix for this https://github.com/triplea-game/triplea/pull/4706
  • [Open] Map:Big World Paratrooper Bug

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  • [Open] 2 bugs in Civil War map

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    O
    Hmm. I've received nothing, including no rolls from you. Edit! ah its considering it spam now! Just so we don't forget for future list: edit: Similar bug near MIssissippi Lowe 5 as at the Fort earlier mentioned, cannot move from the water 2 steps north, instead it takes a 3 step long path. Probably not fixable.
  • [Fixed] global_40_house_rules Units Image Problem

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    @Cernel Thanks for catching that. Updated at The Hub. Yea I try to stay consistent with upper and lower. Doesn't always work though : )
  • [Open/Need More Info] Not all Defending Units Rolled

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    C
    Moving to Bug Reports, anyways.
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    PantherP
    @Monster said in allowed to scramble against subs without a destroyer.: I noticed this is the global 1942 Axis and Allies. You are given an option to scramble when the sz is attacked only with subs, without destroyers, resulting in an infinite standoff (especially against the AI) Should not be allowed to scramble against subs, without a destroyer. What rules are you referring to? In the Global 1940 2nd edition OOB ruleset there is nothing preventing from scrambling against attacking subs. However the planes cannot hit the subs unless there is a defending destroyer present in that seazone. There isn't a rule that forces the attacking sub(s) to be accompanied by an attacking destroyer, either. So while there appears to be no rule issue, an "infinite standoff" should not be the expected result of a battle, as once the combattants have no valid targets left, the battle is over. In my testing scenario TripleA handles this correctly. So please specify the scenario that occurred to you and provide a savegame. Also: Which TripleA-version are you running? Thank you
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    redrumR
    @navymule Can you attach your save game? You can also load it up with all human players and do the same strat bomb as the AI to see if it prompts you in that case. Whether the AI or human player makes the bombing attack shouldn't matter.

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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