Recent Posts

  • @johnnycat
    The above is mainly about the TripleA 2.7 engine released as a stable.
    TripleA operates on just a few hundred dollars for server use, each year.

    Depending on your time available, testing this version
    https://github.com/triplea-game/triplea/releases/tag/2.7.15364
    would be worthwhile as serious time/effort by the Devs has gone into fixing the issues above.

    There are about a dozen people, who regularly support/test/develop and we always need more.

    The real meat of what happens to the TripleA engine happens on GitHub
    see here
    https://github.com/triplea-game/triplea/issues?q=is%3Aissue state%3Aopen label%3A2.7 label%3A"Major"

    and new Devs could pick from here
    https://github.com/triplea-game/triplea/issues?q=is%3Aissue state%3Aopen label%3A2.7 label%3A"Good First Issue"

    These two lists are a small snapshot of what the Devs are/could be working on.

    As the Devs are volunteers, that is skilled coders who do it for free, every time they post on this forum is less time they are developing, so please bear that in mind when they post.

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  • @lafayette I'm new to all this. Like really really new. So please excuse the question but: what do y'all need to get these games and the TripleA engine (those are two different things, right?) to work better?

    Is the answer time and programmers? Or just programmers or just time?
    Or management ?
    Does it come down to Money? If the answers are: yes, no, maybe, and only on weekends, how could I and others help?

    And what is the scope of the problem? How much is the games themselves not working (like the game I am currently playing seems to use the computer as a sort of digital version of the board game really and not a fully functional computer-game at all with the players not even needing functionality.

    Then there seem to me many actual games that contain various numbers of bugs.

    Or are you guys talking about the TripleA "engine". and is that what one of you guys said you would proudly be releasing a version 2.7 of?

    What might help here it to expand the discussion between current parties so that new parties might feel like they could come in and help.

    For example, I don't really know but I get the feeling that some expert gamers are complaining to a part-time volunteer group of programmers in these recent pages.

    But wouldn't it be nice to being having a different argument with the same goal? Such as how to justify the $2M we need to raise to blah blah blah and do do do.

    In other words: It feels to me like all might be better if people here correctly articulate the bigger problem for us new people and people here to just "play games" and whoever and whatever the other side is here: maybe volunteer programmers.

    Then talk about what to do to FULLY and CORRECTLY IDENTIFY the problems, then discuss HOW to get the resources needed to solve those problems. I Assume just hire them.

    I'm a PhD in C.S. that has done much game development but nowadays would rather focus on finding ways to get money to funnel into the problem while others (who are getting the money) do the actual solution implementation.

    I could see myself doing some programming if the correct structure for that is in place, but I get all hot and excited when I think about buying my game to improve via a programmer to fix the 12 bugs I am seeing in the game I love to play. So I then start thinking about money-raising ventures and even Crowd-Sourcing... coupled with some products often works very well by the way.

    So what would it take for a random new guy like me to get the big picture on what is going on here and see if I, or many others, might be able to just brute force solve the issue with cash.

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  • @wc_sumpton & @beelee , cut it out with the insults. To fully respond would require quite an essay, which I'm not going to do. Suffice it to say, a number of things you said are wrong, I don't think maliciously so, just a misunderstanding of unrelated things feeling related.

    Why was the game not showing the proper amount of PUs for the AI player? No one can answer this question. So instead of trying to figure out the real problem, the message caused by this problem is remove.

    I'll respond to this. The reason seems to be because the AI-only trigger that grants PUs to the AI player is bugged and is not working. Why that is so, is not known. If it were, it would likely be fixed. I spent 4 hours on a Saturday looking at that issue instead of doing anything else in my life. It's heartening to now be told that clearly IDGF.

    there were many errors, but all these errors could be traced back to the failure of the xml not loading correctly.

    @wc_sumpton please clearly communicate your evidence for this. I suspect the XML was loaded correctly, but the conditions for firing the bugged trigger were not evaluated correctly. I believe it would be much more helpful to present why you think that was the case, in a clear and simple manner, compared to spending effort venting.

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  • @wc_sumpton what is your desired goal here? Are you simply venting, or is there something you want to be done differently? I have trouble seeing how this thread is going to be productive, particularly when you have several misunderstandings.

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