• Fontsize and dpi scaling

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    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

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    LaFayetteL
    With the above said, we can certainly discuss what would be more or less equal to rope in.
  • General 2.6 Discussion

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    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
  • 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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  • 0 Votes
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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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    @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.

Recent Posts

  • @VictoryFirst You need to keep in mind that A&A combat consists of a number of interlocking pieces and that changing one can throw the balance off. It is unrealistic that a small force of infantry can stop a tank blitz but is even more unrealistic that battles run an unlimited number of rounds, that there is no retreat and the lack of supply rules. Making blitzing easier makes things hard for the Russians on the Eastern Front.

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  • Update:

    i worked on some more of @Karl Roderick(Discord) suggestions and extended the Game Info Tab.

    You now have a diplomatic info screen and you get a diplomatic matrix shown instead of a big wall of Text You now have a info screen for aviable Units You now have a info tab for all aviable tech Diplomatic actions and tech rolls got improved selection screens. the ingame menu got sorted (i moved bug report and how to play out of the menu) Game Notes got renamed Game Info and now includes the mentioned changes. transporters now use the least amount of ships possible to transport a given amount of troops -> Example if the player has 2 transports in a zone and has 2 inf and 1 tank. The move of 2 Inf no longer fills 2 Transports on default. improved yes/no Dialogs (strategic bombing, shore shelling, etc.)

    All of this is part of the new release. Thank you guys 🙂
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  • @Vendetta Very interesting. I also always have disliked that you could block an advance by just putting one infantry in the territory. On the smaller maps this is not a big deal, but on the bigger ones it makes advancements very slow, so then it would be very interesting to have a sort of blitz ability.

    Have you ever heard of Global War 1936? There they also have an interesting blitz rule. If I can recall correctly, if the terrain was plain and the combat lasted for three rounds or less, the attacker can blitz with tanks, mechanized infantry, fighters and/or tactical bombers that still have remaining movement and attack another territory. Makes a theater like the Eastern Front much more interesting.

    Currently, you need some XML hackery to get this to work. You'd need to add two CM and NCM phases for every player - a regular CM phase, then a NCM phase to reset movement, then another CM phase for the blitzes, and one more NCM phase for regular non-combat movement. Then, use triggers to prevent movement of non-blitz units in the second CM phase (e.g. infantry, artillery, etc.). The blitz conditions need to be player-enforced though.

    Expanding the TripleA engine to better support such a "blitz" feature is definitely possible but requires some work. I currently don't have time for this but maybe in the future some developer will tackle this.

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  • @Vendetta TripleA has no way of supporting this. You might be able to create something like a mechanized movement phase with an additional combat phase and have combats limited to one round, but it would be awkward and confuse the AI.

    Infantry screening it not the only way to play. Sometimes, you need to know when to put your forces on the front line.

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