• Windows Tester for Docker

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    @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

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    PantherP
    @frigoref @LaFayette I'm in, of course.
  • Fast Battle Calculator

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    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 :-)

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    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

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    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

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    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

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    @1infvs2 perfect :smiling_face:
  • Issues with "missing unit icon/image (won't be displayed)"

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    @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?

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    @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

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    @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

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    @butterw Can you launch a 2.6 pull request with your improvements?
  • TripleA 3.0 - Design Proposal & Discussion

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    To be continued in Topic 3077 - fast-battle-calculator
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    @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

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  • How test UI elements / get ServiceLoader working?

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    @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

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    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

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    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

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    @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

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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