Total World War: December 1941 3.0.0.6
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@redrum not sure if it's intended or not but if an air transport gets hit in the first round of aa the paratroopers also land. just thought id mention it since it could be related to 3rd item in your list.

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I had an issue where I tried to place materials in a factory in Calcutta but it said there was no factory there. All of India was conquered and then liberated, in case that may have something to do with it
The save is here, I didn't think to save it before the end of the turn unfortunately:
https://forums.triplea-game.org/topic/1392/tww-3-0-0-4-ubernaut-ax-vs-colin-al/1067 -
got a strange error on a save file it doesnt seem to effect the same but it reoccurs whenever you quit a live game the host sees this error:
good one
bad one
Jul 21, 2019 10:45:44 AM games.strategy.engine.framework.startup.launcher.ServerLauncher lambda$launchInNewThread$2
SEVERE: Unrecognized error occurred: Exception on remote, if this is a repeatable error please make a copy of this savegame and report to:
https://github.com/triplea-game/triplea/issues/new
java.lang.RuntimeException: Exception on remote
at games.strategy.engine.message.UnifiedInvocationHandler.invoke(UnifiedInvocationHandler.java:54)
at games.strategy.engine.framework.$Proxy23.startPlayerStep(Unknown Source)
at games.strategy.engine.framework.ServerGame.waitForPlayerToFinishStep(ServerGame.java:535)
at games.strategy.engine.framework.ServerGame.runStep(ServerGame.java:423)
at games.strategy.engine.framework.ServerGame.startGame(ServerGame.java:281)
at games.strategy.engine.framework.startup.launcher.ServerLauncher.lambda$launchInNewThread$2(ServerLauncher.java:176)
at java.lang.Thread.run(Thread.java:748)
Caused by: games.strategy.engine.message.ConnectionLostException: Connection to colin lost
at games.strategy.engine.message.UnifiedMessengerHub.connectionRemoved(UnifiedMessengerHub.java:176)
at games.strategy.net.AbstractServerMessenger.notifyConnectionsChanged(AbstractServerMessenger.java:493)
at games.strategy.net.AbstractServerMessenger.removeConnection(AbstractServerMessenger.java:655)
at games.strategy.net.AbstractServerMessenger.socketError(AbstractServerMessenger.java:672)
at games.strategy.net.nio.NioSocket.error(NioSocket.java:91)
at games.strategy.net.nio.NioReader.loop(NioReader.java:122)
... 1 more -
@colin As I see you realized and edited, the issue is that the flagpoles didn't change back to India and stayed UK which blocks production. I'll have to look at the XML to see if we can add checks for when India is liberated to change the flagpoles back. I wouldn't be surprised if there are other minors that have the same issue when liberated.
@ubernaut Save game seems fine. The error just looks like a disconnection or someone leaving a lobby game.
And wow, turn 44, probably the longest TWW game I've seen.
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@redrum its strange tho i only get the error when disconnecting after that point earlier save files do not generate the error when the other player disconnects.
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Trying to figure out how Lend Lease works. Looking at POS I thought I'd need to do something like this:
<!-- allows a player to give units to another player if true. units must have canBeGivenByTerritory and territories must have changeUnitOwners and the players must have the player attachment giveUnitControl -->
<property name="Give Units By Territory" value="true" editable="false">
<boolean/>When I look at territoryAttachments it looks fine. When I go to unitAttachments though only some countries have the "canBeGivenByTerritoryTo" and Russia and US aren't one of them and the only thing I could find on "giveUnitControl" was something that looked as if it had to do with capitals.
What I'm mostly wondering is how russia has only 1 unit per unit type turn into russian per turn. Can that be adjusted to whatever number one wants ? And can different TTys have different amounts ? Say 2 of a specific unit type in 1 TTy and 3 in another per turn ?
Anyway, if anybody wants to clue me in when they get time, I'd appreciate it.
Thanks -
@beelee No, that player property and territory property are used for the minor nation system so minor nation units are given to their major. L&L works just with triggers which add/remove units in specific territories. Here is an example for Russian L&L to China where it gives a tank in Altay.
<attachment name="conditionAttachmentLLrTA" attachTo="Russia" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="directPresenceTerritories" value="Altay" count="1"/> <option name="unitPresence" value="russianTank" count="1"/> </attachment> <attachment name="triggerAttachmentLLrTA" attachTo="China" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentLLrTA"/> <option name="placement" value="Altay:chineseTank"/> <option name="when" value="before:russiaEndTurn"/> </attachment> <attachment name="triggerAttachmentLLrTA" attachTo="Russia" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentLLrTA"/> <option name="removeUnits" value="Altay:russianTank"/> <option name="when" value="before:russiaEndTurn"/> </attachment> -
Great Thank You
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@redrum fingers crossed


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got a new one here:
Jul 22, 2019 1:38:00 PM games.strategy.triplea.ui.BattleStepsPanel setStep
WARNING: Could not find step name:Italy withdraw? -
@ubernaut That's just a warning that happens sometimes when a battle step that is in the battle pop up is no longer valid based on casualties. Unfortunately, its not easy to fix.
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@redrum ok thanks.

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I noticed in the game notes it says that heavy tanks can blitz but they don't seem to be able to. Is that a new change that isn't reflected in the notes or should they be able to?
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@colin Heavy Tanks can't blitz. Page 5 of the notes is incorrect but page 6 clearly states that they don't have blitz.
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@redrum thanks, I guess I should have looked more closely
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bug report:
marines aren't getting the +1 def in coast/island for having advanced special warfare tech.save:
edit: deleting link to save, since it appears to be the wrong save.
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@wirkey starting to come around to your point of view on this one, at least for allies.

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@zlefin said in Total World War: December 1941 3.0.0.6:
bug report:
marines aren't getting the +1 def in coast/island for having advanced special warfare tech.save:
no one got adv sw in that game
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Quite sure USA tecched that their last turn. Or so I saw in-game.
If the Save shows otherwise... it's worrying!
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