• [Fixed] TWW 2.8.04 Beta question

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    wirkeyW
    @forthebirds fyi, this also works for planes, if you want to avoid AAs
  • [Open] Revised Map Engine Error -- please assist

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    DeltiumD
    Hi Redrum - thanks so much for the fix and swift reply !!
  • [Fixed] Fighters having 5 moves, World War 2 v6 1941

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    PantherP
    @Simon-Håkansson Indeed it is sometimes irritating that the red arrow does not necessarily show the path the unit actually will take/has taken. I would recommend to take a look at the plane's movement counter that indicates the movements taken, then (here: 2/4): [image: 1544703825427-count.png]
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    RoiEXR
    Hi, Before being able to help you we need more information about what exactly you're doing. Are you playing online using one of the bots? Which map are you playing? Which version of TripleA are you using?
  • [Maybe Fixed] Typos on Mac download page on web site.

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    RoiEXR
    Will be fixed soon :thumbs_up_medium-light_skin_tone: Thanks for the heads up
  • [Fixed] URGENT: Major Marti dice error occurring with users.

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    DeltiumD
    Devs - thanks to all for solving this issue !! Numerous other users have now indicated that it is working OK. Thanks as well for the very swift responses, which is super helpful at the start of a new tournament !! Cheers, Deltium
  • [Fixed] Error in Purchase Units Phase

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    RogerCooperR
    @ssoloff Thanks for the help
  • [Fixed] Summary Text: Unknown error

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    PantherP
    @mavhunter Just send the savegames by mail until the issue will be fixed.
  • [Open/Need More Info] GUI gamebreaking bug.

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    RoiEXR
    So this is definitely not a bug on our side, we don't deal with graphics that deeply into the system. Because I don't know what exactly resolved the issue for you the last time, I can just guide you into the right direction. TripleA is written in java, so any solution for another java program could potentially work. I googled for "" and found flags like -Dsun.java2d.noddraw=true which seem to resolve some issues for some people. (Source for reference) Once you found your flags, you paste them into the TripleA.vmoptions file, one flag per line, save it and try it out. This file is located inside the folder you installed triplea to.
  • [Fixed] Global 1942 victory condition bug

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    C
    @jonpfl Open your savegame and look at history. If you got it anytime, it should be recorded at that point.
  • [Open] Battle Calc does not account for bombard limits

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    No one has replied
  • [Open] SBR bombers in Global 1940 2nd Ed

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    C
    Moving to Bug Reports (no matter if valid).
  • [Open] Global 1940 Balanced Mod3

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    scousemartS
    Just noticed that the map name in the zip file is ww2global40_balanced2_0, whereas the mod shown in the game as Balanced Mod3. I know it's not that important but I think the xml should have the same names. I thought someone should know. :winking_face:
  • 0 Votes
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    ssoloffS
    @gogmosis Using pre-release 1.9.0.0.12035, I tried to reproduce this issue by running several majority Hard-AI games using the World War II v5 1942 SE TR map. I ran these tests using both Java 9.0.4 and Java 10.0.2. The exception you reported above was never raised, so it's possible that the recent Java 9+ fixes also addressed this symptom. Would appreciate it if you could try 1.9.0.0.12035 on your machine (using the same version of Java you used above). It's possible that the issue still exists, but I simply can't reproduce it on my machine. Thanks!
  • Is this the official place to report bugs?

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    LaFayetteL
    Good news and a bit of a conversation pivot. How bug reports make it into the tracker will soon be a problem for just admin/dev. We're introducing an http server to the mix and that let's us build a few things pretty quickly. The first feature to make use of this is a 'error report' feature for the client that is in progress.: https://github.com/triplea-game/triplea/projects/4 The original idea was to upload stack traces to the server, with a little bit more we can add a text field on to it to get a free-form input so we can submit bug reports directly from in the game. Hence, it'll be up to dev/admin how the reports are processed after they are entered, they will in a DB and we could potentially do things like automatically create bug tracker tickets when new items show up. A logical add-on to this would be to add the capability to capture and upload a save-game while uploading the error-report. The http-server/client components are looking far enough along that we can potentially start thinking about how that process would look.
  • Red Sun Over China - Possible Bugs (RESOLVED)

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    redrumR
    @cernel Fair point. I added the link to the official thread in the first post and I'll lock this now.
  • Mod Works when extracted but not when zipped

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    PantherP
    @rogercooper Never mind. I'm glad it's been resolved.
  • Dice Roller Error

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    ssoloffS
    FYI... As of build 11550, you are now required to enter a username and password when using PBEM with either Gmail or Hotmail. Hopefully, that will prevent this rather mysterious error message from confusing someone in the future.
  • Iron War - parse:jar error

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    FrostionF
    Thanks guys for helping an Iron War player out @peachypie If you have any feedback, suggestions or whatever concerning the map, then please visit the official map thread here: https://forums.triplea-game.org/topic/73/iron-war-official-thread It is very interesting to hear about first time experiences, as it would be a new fresh set of eyes on the map.
  • Anyone having trouble with 11440 ?

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    HeppsH
    @frostion Yes this happens on my system as well... the tooltip shows through on my screen even though a different application is in the foreground. I am on .11131

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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