• Windows Tester for Docker

    5
    0 Votes
    5 Posts
    1k Views
    B
    @lafayette said in Windows Tester for Docker: Perhaps @jdimeo on github (not sure of his forum name offhand) or @redrum might be able to. Think it's @djabwana
  • Staying 3digit with open issues

    44
    1 Votes
    44 Posts
    15k Views
    PantherP
    @frigoref @LaFayette I'm in, of course.
  • Fast Battle Calculator

    44
    0 Votes
    44 Posts
    14k Views
    LaFayetteL
    @RaiNova , I added you to the 'community' team that has 'triage' permissions (can add labels). #9350 might be a good first issue. It requires running a local game and loading in a variety of maps. It could be difficult given all the different permutations, but overall it's not a bad first issue. #3178 might not be a good first issue. The 10k run limit is to avoid the battle calculator from running an infinite number of times (no battle is expected to require 10k rounds to complete). The difficulty with this issue would be to reproduce it, we've had reports about the problem in the past but reproducing the problem has been troublesome. Without a good reproduction case, it's hard to build any kind of tests, verify a fix, and what perhaps adds a nail to the good-first-issue coffin is the battle logic is exceedingly complex. @RaiNova , perhaps we should spawn a thread to identify good first issues? Or simply label them and we'll learn from experience if they start getting picked up.
  • TripleA-2.6.632 some praise :-)

    4
    2 Votes
    4 Posts
    1k Views
    LaFayetteL
    @thedog The generation of map.yml is really meant to be one-time and just a stop-gap to avoid having to re-download all maps. If we are still seeing problems, let's create a dedicated thread or use the issue #9252 so we do not hijack this thread. I'm a bit concerned that if we keep hacking around an issue, there might be a deeper problem that users would run into.
  • TripleA Strategy for Dealing with (Github Issues) Problem Reports

    9
    4 Votes
    9 Posts
    2k Views
    TheDogT
    @LaFayette I was being a bit like a devil's advocate, but with good intentions of not wishing to waste peoples time. So your proposal for a Problem Tracker still stands, good.
  • Most needed bug fixes

    10
    2 Votes
    10 Posts
    2k Views
    LaFayetteL
    Sorry @Panther for throwing a lot of content at ya, this topic is not trivial. Though I have hijacked this thread into a bigger issue of "how do we manage our problem queue"? If we had a clear problem queue, an effective one, the answer to this question would be readily maintained and visible. I've created a new thread to discuss in detail (rather than further hijack this thread more than I already have) : https://forums.triplea-game.org/topic/3168/triplea-strategy-for-dealing-with-github-issues-problem-reports
  • Development documentation

    11
    3 Votes
    11 Posts
    3k Views
    R
    @1infvs2 perfect :smiling_face:
  • Issues with "missing unit icon/image (won't be displayed)"

    7
    1 Votes
    7 Posts
    2k Views
    B
    @frigoref another one just popped up https://github.com/triplea-game/triplea/issues/10124 It has the latest stable and the image is present. I ran through a round and it works for me. I tried purchasing a submarine for the Americans and placing it and that also worked. Is there a solution for this yet ? Or at least combine these issues into a single issue ? I can start going through them once there is a plan. Maybe there's a better way than manually doing that ? W/e it'd be a good time killing exercise if nothing else lol
  • Add Kotlin as an additional programming language next to Java?

    5
    0 Votes
    5 Posts
    1k Views
    M
    @redrum I'm in agreement. Multiple languages increases the complexity especially with future development. It's been a challenge enough learning this code base to understand what can be changed to avoid major impacts.
  • Taking your suggestions for a new UI

    Moved
    183
    1
    7 Votes
    183 Posts
    170k Views
    R
    @stohrm A sphere would be very helpful for any scenario that takes the north pole into serious consideration, i.e. any global scenario past WWII IMHO. I agree with you about the tabs. I believe any data details should be in tabe, including diplomacy, game stats, and the battle calculator. Those are currently in popups to be opened from the context menu or by hotkey. I‘d like to unify those UI concepts, i.e. you can popup a tab if you like. And yes, I can imagine more data detail views.
  • Achievable improvements to the Triplea User Interface

    130
    1 Votes
    130 Posts
    75k Views
    R
    @butterw Can you launch a 2.6 pull request with your improvements?
  • TripleA 3.0 - Design Proposal & Discussion

    52
    4 Votes
    52 Posts
    19k Views
    R
    To be continued in Topic 3077 - fast-battle-calculator
  • 2 Votes
    85 Posts
    43k Views
    T
    @rainova There's an option that controls that functionality. I think most games have the option off by default and most don't allow editing the option. But I know a few do. The option is "Choose AA Casualties". You can look at the map xml and see if it is value="true" or editable="true". If you are in edit mode, it should also show the dialog.
  • RFC: Map IDs

    1
    2 Votes
    1 Posts
    535 Views
    No one has replied
  • How test UI elements / get ServiceLoader working?

    25
    1 Votes
    25 Posts
    8k Views
    R
    @lafayette, @ssoloff, @trevan, all other developers: What are your thoughts about attracting developers? What made developers join in the past? What made them leave? Would you see making Triple A attractive for developers as an objective? Would you consider this achievable? (In that case I might start a discussion thread.)
  • Main Screen Logo Needed

    93
    1
    1 Votes
    93 Posts
    50k Views
    ubernautU
    @mirkobruner @Frostion both of these are under the umbrella of rebranding which needs further discussion if any further action would be taken in this direction current consensus here is to replace the current start screen logo with the previous thing (current logo/icon)and discuss any branding changes for future releases.
  • Storing Map Index in Database - Deprecating triplea_maps.yaml

    Moved
    20
    3 Votes
    20 Posts
    2k Views
    LaFayetteL
    @cernel I was tempted to create a 'pull' list of maps that should be pulled. It is easier to instead to remove those maps. We do have categories after all though to mark which maps are still works in progress.
  • Fontsize and dpi scaling

    37
    1 Votes
    37 Posts
    11k Views
    B
    @cernel said in Fontsize and dpi scaling: If it is feasible, the program should always enforce a pixel-per-pixel rendering as default (assuming vectorial graphic will never be supported). Vector graphics require fundamentally different software tools from png and svg isn't natively supported in java swing. Vectorizing the existing maps and artwork would be a lot of work. Then the map handling engine is based on pixel coordinates. Vector graphics would make more sense for interface icons (ex: icons on buttons, menuitems), which TripleA makes very limited use of currently. Icon Fonts would likely be the right solution as they allow scaling and theming.
  • Triple A 3.0 Gameplay Proposals & Discussion

    4
    0 Votes
    4 Posts
    1k Views
    LaFayetteL
    With the above said, we can certainly discuss what would be more or less equal to rope in.
  • General 2.6 Discussion

    31
    1 Votes
    31 Posts
    8k Views
    LaFayetteL
    @cernel A single file for game notes could be difficult because then you have to encode the HTML in some way. You no longer could open the notes file in an web browser to get a preview of how it would render. With 2.6, if you want to organize games into folders with generic names, AFAIK you can do that now. You could not previously to 2.6

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

    read more

  • read more

  • @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).

    read more

  • @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.

    read more