• Interesting reddit post Triplea vs 1942 online

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    PantherP
    @ubernaut What I have learned - in almost two decades of assisting people with TripleA - is that problems in many cases are not related to TripleA itself but to a general (not ) understanding of PC, Operating Systems and computer / software procedures.
  • Priority Targets

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    RogerCooperR
    @beelee In Stalingrad it is only a priority. On all other ways it is a normal combat roll and the targeted unit fires back normally.
  • AI Generated Technical Documentation for TripleA (it's not bad!)

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    B
    @lafayette oh yea a bit out of our price range
  • Invalid link in "Developer w/o Merge Rights" part

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    C
    I've opened an issue for this problem. https://github.com/triplea-game/triplea/issues/13244
  • Improving the display of production_tabs.X.properties Purchase Panel

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    TheDogT
    Yes I considered it, but with 30+ Techs and growing its messy, times 8 factions. I tolerate its current way of bolting on units. @frigoref @LaFayette @Myrd Maybe a Dev could take a look?
  • This topic is deleted!

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  • 2.6 Testing (Report 2.6 problems here)

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    B
    @panther then this should be locked please
  • Adding frigoref to have write access

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    ubernautU
    @lafayette woot!
  • What Do We Think About a Regular Dev Chat?

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    frigorefF
    @ubernaut I'm all for such a meeting, even if regularly doesn't mean fix dates, but rather certain intervals for a get together to align directly. We'd need the active developers (@Myrd and @LaFayette?) and I would like to join. For topic discussions everyone else is welcome. Could you assist to find a slot (doodle or something)? PS: My time zone is CET and I would prefer Sa/Su.
  • Linux/System Admins Needed

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    LaFayetteL
    @beelee Kinda heavy news that you slid in there. Let's not dwell, but thank you. Some delay is still kinda welcome. I need some time to get the server stuff in a better state and documentation updated. With luck, the documentation will be relatively complete & self explanatory, but nothing like having another person go through it to really see where the gaps are. Given that you already use linux, you're going to be fine! Some quick googling here to read up on places where you're unsure (and welcome to what is my day-job! Knowing a small bit of stuff, being unsure if you can do something, and researching it and then getting it done - you got it!) On the plus side, the servers usually "just run", the stability of the apps is pretty good. I think the most urgent thing will be something like a server is out of disk space maybe. I'll send you a message and we can keep the dialog open.
  • Handling Bugs & Features Requests with Github Projects

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    LaFayetteL
    @thedog Found it - there was a "link project" option. Should look good now It looks like Github has changed projects a good bit from a couple years ago. Projects in github used to be repository level items (repositories are owned by organizations). Now projects look to be true organization level items with "links" to possibly zero or many repositories. The links create the previous behavior and adds some additional flexibility.
  • Maps page has thumbnails now

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    LaFayetteL
    I don't remember why the 800x500 is ideal. I want to say it was because that is a good fit on the download maps window. To some extent, IIRC, the images there are not scaled on the download maps window - so there is no fixed requirement of a specific size.
  • Algorithm for determining legal fighter/carrier movement?

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    ubernautU
    @aardvarkpepper i think it over allows meaning if u have 1 carrier any number of fighters can be flown to aspace as long as 1 carrier is within range
  • Territory selection algorithm

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    C
    @eqqman In such questions, you should generally specify to which TripleA you are referring, which mainly means whether you are looking at the current release or at the current pre-release. Besides, I'm too unsure about the current release (because changes were made over the years, and unfortunately it has been years since the latest release), but I believe that the current pre-release prioritizes enclaves, which should be the only case in which this matter should have any relevance beside bad map-making.
  • North Africa A&A Game Question?

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    J
    @rogercooper That's awesome Roger. I am hoping the new game is balanced and playable. All Good Things, James
  • Submarine economic warfare implemented?

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    wc_sumptonW
    @eqqman I think there is a miss understanding here. convoy.txt and blockade.txt have nothing to do with the convoy or blockade territories. These files, like decorations.txt, capitals.txt, etc... only deal with placing graphic icon on the map. To get convoy/blockade to work the information must be placed inside the game xml, corresponding to the affected territories territoryAttachment. Also, as @TheDog pointed out there is also a 'property' flag that also effects how convoy/blockade work. Hope this is helpful! Cheers...
  • Old versions of IDEA archived?

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    wc_sumptonW
    @eqqman The "IntelliJ IDEA Community Edition" is still free from jetbrains web site Hope this is helpful! Cheers...
  • Does Java support relative paths?

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    TheDogT
    @eqqman Not what you are after, but if you want to share a unit.png across all factions you can put the unit icon in the unit folder and not in the faction folder like below, one named icon is shared across all factions, so no duplicated icons. All the Industries, Bunkers & Oil Field are shared. [image: 1704706352438-e8305a6f-34bc-48ff-8f23-b6851e14329b-image.png] . As an aside, map makers have done clever things with misc images, like making another tile layer to cover the whole of the map using one really big image layer, again to cover the whole of the map
  • Is there a python API?

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    M
    @kindwind I don't think so. However, the game has some menu options to export game stats. You can inspect the files produced and write some Python code to parse them if they have the info you need...
  • Dice Server Anomalies & Game Implications: Allies' Higher Spread

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Recent Posts

  • This is my interpretation of the rules & what I coded:

    At the very start of the round, if any unit has the attachment canDefensiveRetreat = true, the defender gets a prompt if they want to retreat, and to which territory. They may only retreat to friendly/neutral territories, not an enemy territory, and they can't retreat to a territory with enemy units in it, unless only enemy air is present, which is non-blocking.

    If the defender chooses not to retreat, then the battle proceeds as normal. If the defender chooses a territory to retreat to, then that territory is saved and stored for later. The attackers fire at all of the defending units. Any units that are doing a defensive retreat do not fire back. Casualties are removed, and then any retreating units retreat to the destination we stored earlier. Any defender units not capable of retreating remain and must fight to the end/get captured/get removed, whatever happens normally

    EDIT: I was originally going to have a property that applies to all land units, but it turns out that in A&A North Africa not all land units can defensive retreat (the truck and the supply token can't) so it pretty much needs to be a unit attachment. This offers some variation as the mapmaker can select what units they want to be able to do a defender retreat

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  • @iratoric which North Africa game? AFAIK some of the variations are mutually exclusive. I think the first task it is to identify which variations should be plausibly supported. Once done, I would like a full spec identified. Following, we can then look at the plan for how that would be encoded into XML. Doing so iteratively and not all-at-once is perfectly fine. Though, I think we should know beforehand which retreat variations we are likely to want (and also in which maps).

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  • @iratoric said:

    Thanks everyone for your opinions. I have thought about this a lot, and it is probably best if we start with implementing one set of rules and branch out from there. Otherwise there are simply too many possible combinations to do all at once. Since the North Africa game is the “official” ruleset and an already existing game that needs this rule, I think that whatever I implement should support that first. I will code it in such a way that it still leaves room for more variations later. Thoughts?

    I instead think that the baseline should be some version of what you/we can devise as the simplest retreat system, have that done and tested, then adding properties and/or options for each element adding complexity.

    For example, in the basic system you retreat to the same zone. Next step, with property, is retreating to an other zone. Next step, with property, is limiting retreat only to zones not under attack by land units. And so on.

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