• Unit Scroller Issues & RFC on Changes

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    TheDogT
    @LaFayette Before I was guessing what happened, but here is a little bit more detail; where letters = Territories and numbers = units in those territories. D2 = Territory "D" with 2 units in it. A1, B1, C1, D2, E2, F1, G1 Say I move the 1st unit in E2, it should return to E2, but it actually goes to D2. If I move the 2nd unit in E2, it should return to F1, but it actually goes to G1.
  • A little help setting up eclipse

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    LaFayetteL
    @squid_daddy Please take the liberty to update the docs to get them more up to date, fill in any missing details, and generally make them more useful for someone getting started
  • pacific and europe triggered victory

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  • Calling Graphic Designers! Need a 'Star' Graphic For Map Quality Rating

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    LaFayetteL
    @hepps I would love for the ratings to be sorted out and refined. There is an open need for Map Admins to go through and do curation of maps, volunteers needed: https://forums.triplea-game.org/topic/2707/map-curation-rating-maps-categories/1
  • Lock Map Icon on Map

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    ubernautU
    @lafayette well i think having some kind of directional arrows behind the lock or maybe a map grid under the lock 3d style would have the same effect.
  • Downloaded Maps

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    LaFayetteL
    FWIW, the places that would need a fix are largely in code that will be deleted pretty imminently. That is why the fixes are in queue.
  • Warning for those upgrading to v2.6+

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  • RFC: merging skins with maps

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    C
    @LaFayette The alternative skin for 270BC is an example of changing also the units. There may be others. Here you can find a map-skin for RSoC that is actually about making the map bigger: https://github.com/Cernelius/red_sun_over_china-big_skin The current map-skin feature allows changing everything in the skin, and that is good. What is not very good is that it obliges you changing everything, so forcing duplication if you don't actually want to change everything. It is true that most map-skins are only about changing the map details, but I think this is beside the point (Of course, some things are more used or useful than others.).
  • TripleA Rules Sets

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    LaFayetteL
    @LaFayette said in TripleA Rules Sets: What would be ideal is to have a table describing different behaviors by rule set. We are actually on our way there. We have example maps that follow each rule set, all we need to do is to start teasing apart the behaviors that are different and then answer for each map, "does this follow that behavior, yes or no?" If we find that some rule sets are only very slightly different, simpler is better. The 'v3' moniker will be difficult to drop, if we can keep it simple and say "old edition", "revised edition" and "new edition", it could be easier to adopt. At this point though, without knowing what the rule sets actually are, it seems to be a first priority to know which rules are in each rule set before we do much of anything else.
  • Storing Maps as Folders only rather than as either Zip or Folder

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    djabwanaD
    @Cernel As we unzip a file, we will be doing a lot of checks (are all the required folders there? is there a centers.txt, etc.?) and as part of that process, we could enforce a casing convention. I have a tool that fixes capitalization. When I got image assets from @GenerationKILL sometimes the casing was a bit off, so I would just run this tool and it would conform every unit to a convention like this: Unit-Name.png regardless of the OS and regardless of the original naming. We could implement a similar normalization process at the map parsing level (though it might be hard to get map makers on the same page about which casing convention should be used). https://github.com/jdimeo/triplea-map-tools/blob/master/src/main/java/jdimeo/triplea/util/FixFileNames.java
  • GameData.acquireReadLock usage?

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    T
    So, would you be ok with removing some locks if it can be shown that the data is actually read only? I'm currently looking at ResourceList which is what GameData#getResourceList returns. The class has only one setter and it is only called during the game parse process and a test method. The data that ResourceList stores is a map of Strings and Resources. And Resource is a value object. ResourceList doesn't appear to need any sort of read lock since I don't see any way for it to change. If I see locks around GameData#getResourceList, can I just remove them? Would you like me to tag Resource and ResourceList somehow (such as @Value) to indicate that they are read-only objects?
  • Replace Console Logging with a File

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    TheDogT
    @LaFayette Dont forget to add triplea.log to the list of files to uninstall.
  • Questions from a know-nothing beginning programmer/developer

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    LaFayetteL
    That said, is there a particular reason (other than a chunk of code not really necessary to functionality) that save game files don't work that way? Java serialization was once popular, it was an initial design decision to use it, it was somewhat easy. We would actually like for save games to work more like you have described. It's a very large project, that is all, and we have a large backlog of small and large projects that we are working on and collectively there is not that much development labor available. Re: performance requirements These are the wrong things to focus on. First focus on functionality, what are you going to built? What value will it provide, how will it be used? You need a good product for anything else to matter. Then I'd encourage to stop worrying about specs. Simple and well done architectures are fast and perform well. Simple code is usually fast code. Once you have a reasonable design in place and functioning, then you can start analyzing where the performance bottlenecks are and where to go to optimize. It's a ways to get to that point, and once you are there the process is to measure, change, repeat. Humans have generally very bad intuitions for where performance problems will arise. It's also easy to try and fix all performance problems as optimization problems when they are really design problems. One can look at a block of code and wonder "how can I make this faster", and sometimes the right answer is, "how can I avoid needing to execute this in the first place?" That is why keeping things simple and working is very important, it lets you reason about what your code is doing. For example TripleA does a lot of calculations twice, why? Because there are 15 layers of call indirection separating the two which creates several thousands of lines of code in between the duplication. Bottom line OUr time is short in just about every way imaginable. I'm pretty sure and somewhat regrettfully going to say, if you want something that interoperates with TripleA, it's potentially one of and likely all of: untractable and/or a truly huge project We have wanted to for example to allow TripleA to run on web browsers, or phones. That project is probably 3-8 years away from being completed if it were started today.
  • Combine casualty selection dialogs?

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    TheDogT
    Its a good idea, I like it.
  • AA Auto Casualty documentation?

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  • AA and targets with multiple hit points, how many dice?

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    LaFayetteL
    I think you may have to look at which maps have the combination of properties set to see how it is used. I can imagine a few different variations of how such behavior would be used. Generally, if the intent were to be able to shoot down a multi-hit-point air unit, it would make more sense to me for the AA to do more than 1 damage.
  • When should support be allocated?

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    LaFayetteL
    Sounds right, though I think this is a simpler way to think about it: before a unit rolls, it looks to see if there is an available support, if so, it consumes that support.
  • Why does all aa attack values must divide into attackAAmaxDieSides?

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    T
    @alkexr , thanks for those forum posts. It does look like this warning is no longer valid.
  • 2 Votes
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    N
    @LaFayette said in I would like to start helping out with tripleadevelopment but don't know where to start: Are you familiar with doing feature branches in git? Were you able to compile and run the game from scratch? No to both of those. I guess I need help.
  • Implementing UI Visual

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    MirkoBrunerM
    @RoiEX I have read your specs, Issue seems to be closed at least for now. How do we proceed from that? Any Idea? I have already my questions about your navigations and other annotations. Regards @RoiEX .

Recent Posts

  • @VictoryFirst

    I don't think Properties are desired from a Engine coding standpoint. That is my understanding anyway. Dan addressed it above I believe.

    Edit
    So would want to limit their use

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  • @RogerCooper Thanks. IIRC, I think WWI 1914 also has defending submarines that can retreat.

    @Cernel I think it's probably possible to implement a more customizable defensive retreat feature in TripleA, with a bunch of Game properties. Map-makers could decide themselves if they want to implement A&A-based retreat rules or come up with their own. It could be easily expanded by creating more properties.

    The A&A retreat system might be silly, but I think it's even more silly to ignore it completely and make it not supported. Players that want to play A&A, want to play A&A, and not with altered/changed rules that might make more sense (not speaking for everyone here, of course there are people who like to play with house rules. But at least, the original rules should be supported).

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  • @VictoryFirst said:

    Have read quickly through this thread, noticed something about "units should not be able to use retreat to move more quickly". I am not sure what's exactly meant by this, but if we look at G40 where Germany can attack Yugoslavia using units in Romania and Greater Southern Germany, and retreats after one round of combat to Romania, the infantry in GSG also retreat to Romania and have technically moved two spaces. This should not be disallowed but is a feature of the rules. So the defensive retreat should also allow this (again, not sure if I understood this correctly).

    I pointed that out firstly. Obviously, that (as well as indeed moving faster via retreat, which could be addressed with a better retreat system or with units having greater non-combat movement) makes no sense and is silly.

    You might have missed that this whole thing started (by @iratoric) as an advanced rule for TripleA games in general (not as a port of any particular existing game).

    Eventually, @iratoric changed his (assuming gender) mind, and now instead he is going for supporting North Africa, thereby of course implementing existing rules. At this point, of course, it does not matter how good or bad such rules are, so you are indeed right that it is nonsense to discuss whether or not rules make sense.

    I think it's unfortunate that North Africa or any such games with a retreat system exist. If they did not, this could have been a very interesting community effort to have some very good retreat rules rather than implementing and supporting this or that more or less flawed retreat system of this or that game.

    However, I still hope that properties or somesuch may be made to have alternative versions of such rules rather than hardcoding it all mandatorily working as per North Africa rules or whatever. The more the system is customizabile by map-makers and game-makers, the better.

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  • @VictoryFirst East & West has the ability for tanks to withdraw from a captured are in non-combat but no retreat. Axis & Allies & Zombies has no defender retreat (except for subs)

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