• How to fix staging screen alliances button (missing) feedback?

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    LaFayetteL
    One other option I thought of is if we can change the behavior so it always has some sort of UI update. In essence the toast would actually be doing that. I think the options are: (1) have the alliance button cycle through choices (IMO not good) (2) have the alliance button show a toast (3) hide the alliance button when it would be a no-op If there's no feedback suggestions then will give (2) a go as a toast likely will not hurt. (3) is an option, initially I think it's not great to have controls appearing and disappearing.
  • Bots all crashed!

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    prastleP
    @LaFayette cool! I guess we shall see. Either way this was way better than the last crash. Great Stuff!
  • Scaling TripleA - Getting More Done

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    HeppsH
    @LaFayette I can't speak to a lot of what you are proposing as I am a Luddist by nature and ignorance... my contributions or scope of contributions is limited to my even more limited skill-set. But I am eager to help where the axes of time and skill intersect.
  • Future for tripleawarclub.org domain

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    prastleP
    @LaFayette All good hopefully another year will suffice since no one wanted to keep warclub
  • QA Team + TripleA Release Process

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    LaFayetteL
    Perhaps when we get closer to a release (as we happen to be now), the spreadsheet will be useful for coordination to hone in on a stable version
  • PbF/PbEM Changes - Your opinion counts

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    RoiEXR
    The biggest problem with using a "global email" is that if we did that without any authentication, one could use our service to spam another ones email account and create something like a dos attack. So in any case we'd need authentication, which might defeat its purpose already.
  • Website Improvements

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    B
    Thank You Triplea Couldn't find the previous thank you thread so...been a while and just wanted to say I really appreciate what redrum, Roix, Dan Van Atta, ssloff ( haven't seen you in a while hope all is good ). You guys been kicking ass. Thanks to prastle, panther, cernel, hepps and well... there's a whole bunch of you Thanks for making triplea cool. It makes a few people happy and they then make more people happy Peace Out Rock On TripleA
  • Updating Initial Screens and game hosting screen

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    LaFayetteL
    @hepps I would say no on holding off on future re-designs. What I'm proposing is a next step that is almost required before we can do a larger redesign. Most of the changes are in the code. Meanwhile, it's pretty trivial and very easy now to alter the screen and which buttons are where, so I can incorporate feedback on that quite readily : )

Recent Posts

  • @Vendetta Currently using the XML, you can configure this to work exactly in the way you described, except for "Allies retreating to different territories". Currently all units go to one territory.

    The Pull Request is almost merge-ready, it just needs a bit of improvements outlined at the GitHub page.

    @iratoric How are things looking right now? Are you planning to work on the last bits of the PR?

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  • My house rule on defender retreats is that the defender can call a retreat, but only after fighting at least one full round of combat.

    Once a retreat is called, one final round of combat will take place in which the attackers fire again, but the defenders do not return fire. After that, the surviving defenders escape.

    This keeps defensive retreats from being abused to stall the game indefinitely.

    Other caveats:

    Defenders must all retreat together to the same territory (except for any planes that were scrambled into the battle, they go back where they came from) - no splitting them up and dispersing to different territories, no withdrawing some of them and keeping others behind.

    The destination must be adjacent to the battle zone, it must be under the control of the defender or their allies (if it's a land territory), and it must be free of enemy units (no retreating into a contested zone to reinforce another battle that's going to happen in the same turn).

    Retreat cannot be called if there's no eligible territory to escape to.

    The only exception to the splitting rule is if two or more allies have units defending the same territory - they each make their own decisions on whether to fight or retreat. So let's say we're in Tobruk, the British attack, the Germans and Italians are defending. Germany decides to retreat to Libya, but Italy wants to stay and fight. On the next round, only the British and Italians will fire, any hits scored by the British can be taken by either the retreating or the remaining force (whichever the Axis player(s) decide), then the Germans are gone and fighting resumes as normal between the British and Italians on the following round.

    Or if that's too complicated, simply rule that retreat must be mutually agreed upon by all allies taking part in the battle before it's allowed so they all stay or withdraw as one.

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  • @RogerCooper said:

    more sense to have the executive module set a broad plan and then the other modules figure how to execute the plan.

    I was thinking that the plan would be more emergent rather than preset if it was set by local processes, but maybe you're right. I will try both ways. The issue with global plannig i think will be getting the nescessary information to the executive and have it analyze that info appropriately without just simulating all possibilities (which isn't possible.)

    My account is drained of tokens now, so progress is on temporary hiatus.

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  • @husky81 It would make more sense to have the executive module set a broad plan and then the other modules figure how to execute the plan.

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