2.6 Testing (Report 2.6 problems here)
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Looks like the fix for the BB problem is in with pre-release 2.6.14642.
Thanks @asvitkine for your prompt help!
Cheers...
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@wc_sumpton thanks! any word on the badge bug?
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@ubernaut said in 2.6 Testing (Report 2.6 problems here):
@wc_sumpton thanks! any word on the badge bug?
Was removed due to non-use issue #9825.
Cheers...
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@wc_sumpton ah i see u have mentioned that the removal was in error surprised @LaFayette wasn't aware of that, fingers crossed!
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@wc_sumpton was noticing these errors in lobby play with the new prerelease
i reported as bug as well
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@ubernaut looks as if Myrd fixed it.
https://github.com/triplea-game/triplea/pull/12363 -
@beelee thanks @Nothingtoseehere
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Myrd/asvitkine has been working this past week to fix TripleA 2.6 Bid & Bid Placement, you can now;
- buy units upto the maxBuiltPerPlayer limit
- place infinite or stacking/placementLimit units per territory or sea zone
- place land units in any territory you own (no 'factory' required)
- place ship units in any friendly sea zone with ship(s) of the same owner already in it
- Construction/immobile units placed obeys upgrade rules and canOnlyBePlacedInTerritoryValuedAtX
- Units can only be placed if territoryEffect unitsNotAllowed allows them
Note this is probably different to the way that 2.5 Bid & Bid Placement works and the 2.6 manual should reflect the above.
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I don't think this issue occurred in 2.5, though I don't recall for sure;
using 2.6.14762
The casualty selection validation has an error with certain damage distributions.This uses the current version of the Battle for Arda map (that was recently updated)
The default casualty selection is generating an error for 3hp units when you try to take them damage as one to each unit rather than putting as many units as possible down to 1hp remaining.
To see: load attached save, advance through phases to get to combat then to casualty selection. It's generating an error for "wrong number of casualties selected" even though the correct number is selected. If you change it from 2 getting 1 wound and 1 getting 2 wounds (total 4) TO 2 getting 2 wounds (total 4) then it works.
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This seems to happen in 2.5 as well.The casualty selection is showing dragon x 3, dragon x 1 and dragon x 0. It does not matter how the 4 hits are divided, the system removes one dragon, sets one dragon as damaged, and 1 is unharmed.I think that you are changing dragon, because I see the commented-out line about dragon_hit2.
Still, you are right this display of multi-hit units is very confusing and should be looked at.
Cheers...
P.S. After further checking, this does not happen in 2.5, as it takes 3 hits from non-hit units, and another from a 1 hit unit. As 2.6 will not take the 3 hits from the non-hit units. This will need a bug report with the regression label.
Cheers...
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Lately I get the error:
Connection Lobby Closed:
!Connection closed: Connection Idle timeoutIs this newly implemented intended behaviour or is it a bug?
If intended it seems to come pretty fast. Not even after 1 minute or so. -
@nothingtoseehere
IIRC the 2.6 lobby is deprecated and shut down.
Use a current 2.7 prerelease instead. -
@panther strange there is no stable lobby
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yea i think it happens after 30 seconds. If you get the game launched before that, it works.
It is known about but probably won't get fixed till Dan is back
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2.7 related reports go to
https://forums.triplea-game.org/topic/3864/2-7-release-testing-megathread
please. -