• Reimbursement of Unplaced Units

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    Since in some games the rules are actually that you should get the refund and there is an issue opened in GitHub about this matter (link in previous @Panther post), I'm moving this topic to Bug Reports.
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    ElreighE
    @redrum I had "Ignore Sub In Movement" set to "true" and yet ships wouldn't ignore subs unless "Sub Control Sea Zone Restricted" was also set to "true." Then I tested it again and got the opposite result. Maybe it was a glitch on my end, I don't know, but it's all working as intended now. Thanks for your help.
  • Canal Bug

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    General_ZodG
    @cernel Yes I was referring to attachment names. I've noticed that certain features do not even acknowledge the attachment if formatted badly.
  • Bug Or Error During Game Help Question?

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    redrumR
    @tony Can you post the entire error message from that popup? Are you able to reproduce this error?
  • Map Creator- Automatic Placement Finder

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    General_ZodG
    Yeah I had some difficulties recently with auto placement picker as well. It required a zip version of the map files in the end. This and other zipping requirements are really cumbersome for mapmakers. Anyways I'm glad to see the other zip/load deal resolved.
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  • Tutorial: don't understand naval movement

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    GH issue
  • Automatic Placement Finder Doesn't Work

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    @redrum Yeah it's working now. Thanks for replying so quickly and fixing it, really
  • Bombards in Big World v3

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    RavilleR
    Thanks wc_sumpton, is it possible that map could have been fixed as default to all? Thanks
  • Stealth bomber and other weirdness in new version

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    @rookiebatman On the other hand, if you haven't installed anything manually, then this means that in the repository there is a game with the same info name as Classic, that may take precedence over it. If it is so, that mod (likely) should be deleted or renamed otherwise. First place to look would be in the Classic variants.
  • Java issue.

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    General_ZodG
    @j-k Try newest game engine. https://github.com/triplea-game/triplea/releases Also confirm if other maps do same or just one map. If same repost.
  • Weird Behavior

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  • A couple issues with zombieland map

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    General_ZodG
    @zlefin Yeah zombies making repairs seems even stranger than zombies existing.
  • Bug

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    General_ZodG
    @adamf Not sure, but updating game engine to most recent is always a good idea when strange errors pop up. Here's a link to latest version. https://github.com/triplea-game/triplea/releases If that doesn't help, post the save game file too.
  • Map Creator Part 1- Center Picker

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    Awesome! Thank you guys! @redrum @ssoloff
  • Alliances Broken?

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    prastleP
    @redrum yup i tested already works fine again ty
  • battle calc bug with retreat

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    redrumR
    @zlefin this should be fixed in the latest pre-release.
  • Possible Bug with Battlecalc since 0.8304 at least.

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    redrumR
    @zjelcop @Ondis This bug is now fixed with PR: https://github.com/triplea-game/triplea/pull/2970. Please try the latest pre-release and let me know if you still see any issues.
  • Global 1940 mod 3 UK Pacific last NO bugged?

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    @constrainer Hi constrainer : ) You can go to the A&A site ( they have a stickied thread for it ) and recommend they clarify "when at war with Japan" or something on their next update
  • Triplea crashing bug with alt-tabbing that affects the screen

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    ssoloffS
    @zlefin If you're using 7621 or later, you can run TripleA from a Command Prompt and have all the console logs output to that window: Open a new Command Prompt window, e.g. via the UI or press Windows+R to bring up the Run dialog and enter cmd. Change to the directory where you installed TripleA, e.g. cd "C:\Program Files\TripleA_1.9.0.0.8304". Start TripleA using the following command: TripleA.exe -console. Then all the output that normally goes to the console will be duplicated in your Command Prompt window and should survive after TripleA crashes. If there's a lot of output, you may have to change the screen buffer size. You can do this by right-clicking the title bar of the Command Prompt window and selecting Properties. When the Properties dialog appears, select the Layout tab. In the Screen Buffer Size group, change Height to a large number like 1,000 or even 10,000.

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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