• TripleA console pop up windows

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    PantherP
    @mario-rafael-herrera-vaca It looks like your TripleA tries to load an old and/or incompatible map. When the maps were updated the wrong spelling "attatchment" had been corrected to the correct "attachment". Now maps including "attatchment" in their XML cause errors.
  • Java Error

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    P
    @prastle That's working, thanks for the link.
  • PBEM/PBF Combat Move check box.

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    ssoloffS
    @scousemart The initial state of this checkbox has apparently been broken since it was first introduced in 2012 (however, as you observed, PBF works fine). A fix has been submitted in https://github.com/triplea-game/triplea/pull/3774 .
  • Some help me please.

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    LaFayetteL
    @Lsg123 that message is saying that TripleA cannot connect to internet. You should not be able to connect to lobby, and map downloads etc.. would not work. I opened this ticket to improve the messaging there so it's more clear, this message is meant to be helpful so you don't get a "ConnectionUnavailableException" when you actually try to connect to lobby or download maps: https://github.com/triplea-game/triplea/issues/3608
  • Error code (or maybe a bug?)

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    scousemartS
    @panther @RoiEX Great stuff. :smiling_face:
  • Paratroops doesn't work at all...

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    HeppsH
    @comr What Engine version are you running on? PS I tested some games you mentioned and the paratroopers and Air transports are working as intended.
  • AI ignores destructible factories

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    RogerCooperR
    @comr said in AI ignores destructible factories: Hi, Is there any trick known to force AI to consider buying certain resources or units? For example units that are producing resources? I'm playing with Dragon War official and my little conversion of it (units eat and need to be paid every turn, towns are producing resources; food, PU's, metal, wood). AI just doesn't care, so I'm trying to force it to buy at last from time to time village or town. I'm considering make some "trick units", so AI can think "it's a good idea!" and buy something as something different. For example, super cheap unit, super defending or super attacking unit (based on simple stats), but in fact being something different? Let's say AI buys free unit, but can place it only on high value place and it's in fact village or factory? All the best, ComR You could just use triggers to give the AI-played nations the needed resources automatically. It is a bit much to expect that the AI be able to handle arbitrary sets if resources.Or rather than using 'trick' units give resource creation to units that the AI already has like factories.
  • Some bugs...

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    @comr loading trprts 1 at time works best. You can also load all of your 1 trprt only units, tanks and stuff, then all the inf. Doesn't always work but usually a little faster
  • Damage not repairable

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    redrumR
    @rogercooper No idea. I've never heard of or played the map. But pretty much has to be an XML problem unless you are seeing repair issues on other maps.
  • Bug or error(Iron War)

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    forthebirdsF
    @redrum I'm sorry to say that the problem doesn't seem to be resolved. I saved the game at the beginning of South Africa's turn & started from there. South Africa's turn was computer operated. I then took my turn again & the same error message popped up that I needed to finish a battle first which I didn't even try to do this time. Just thought that you would like to know.
  • Large Middle Earth queries

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    @mattbarnes I believe queries should be rather moved to the linked official thread. You can also open new specific topics (like Bug Reports), about the same map. Locking this as duplicate.
  • Newest Pre-release Bug?

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    HeppsH
    @roiex Clearly I am at the low end of the bell curve. Awesome thanks.
  • Game freezes when AI attacks neutrals :/

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    redrumR
    @eveningtsar Glad to hear that. If you have any other issues or questions just let me know.
  • Game Crashes if Computer has no internet conection

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    RoiEXR
    @RmcDud I think I know how to fix your issue (although I don't know what might've caused it): Could you post the content of your /etc/hosts file (or execute cat /etc/hosts in the terminal depending on what you prefer) and post the content here? Adding or modifying a single line in this file could already fix your issue.
  • Mac Cannot start

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    S
    Want to thank you both for responding - got it working by reverting Java to previous version.
  • Classic map USA as a bot ineffective

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    R
    Much appreciated. I will try another setting.
  • New Version TripleA I cant get by this opening

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    RoiEXR
    This is the alpha UI I'm currently working on, it does currently not work. You should be able to go into the settings and disable the "use experimental UI" checkbox and restart triplea to get to the normal screen.
  • Big World 2: balance of power

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    General_ZodG
    @cernel Do you have any idea for it?
  • World At War Variant - vXXX

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    RogerCooperR
    @otthawk1 There is lot of stuff to confuse the AI in that scenario, especially the system of upgrading recruits.
  • "Units Cannot Fight" prompt

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    redrumR
    @general_zod Cool, just tested before the change to see the prompt and then after the change I no longer see it. So once that PR is merged you should be able to test it with the latest pre-release.

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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