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    Total World War: December 1941 3.0.0.6

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    • redrumR Offline
      redrum Admin @colin
      last edited by

      @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.

      TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

      ubernautU 1 Reply Last reply Reply Quote 1
      • ubernautU Offline
        ubernaut Moderators @redrum
        last edited by

        @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.

        "You should never have told me horses sleep standing up, it gave me a mental block." - Mister Ed

        1 Reply Last reply Reply Quote 0
        • B Offline
          beelee
          last edited by

          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

          redrumR 1 Reply Last reply Reply Quote 0
          • redrumR Offline
            redrum Admin @beelee
            last edited by

            @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>
            

            TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

            B 1 Reply Last reply Reply Quote 4
            • B Offline
              beelee @redrum
              last edited by

              @redrum

              Great Thank You

              1 Reply Last reply Reply Quote 0
              • ubernautU Offline
                ubernaut Moderators
                last edited by

                @redrum fingers crossed 😛Screen Shot 2019-07-22 at 10.22.59 AM.png

                "You should never have told me horses sleep standing up, it gave me a mental block." - Mister Ed

                1 Reply Last reply Reply Quote 0
                • ubernautU Offline
                  ubernaut Moderators
                  last edited by

                  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?

                  error.tsvg

                  "You should never have told me horses sleep standing up, it gave me a mental block." - Mister Ed

                  redrumR 1 Reply Last reply Reply Quote 0
                  • redrumR Offline
                    redrum Admin @ubernaut
                    last edited by

                    @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.

                    TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                    ubernautU 1 Reply Last reply Reply Quote 3
                    • ubernautU Offline
                      ubernaut Moderators @redrum
                      last edited by

                      @redrum ok thanks. 🙂

                      "You should never have told me horses sleep standing up, it gave me a mental block." - Mister Ed

                      1 Reply Last reply Reply Quote 0
                      • C Offline
                        colin
                        last edited by

                        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?

                        redrumR 1 Reply Last reply Reply Quote 0
                        • redrumR Offline
                          redrum Admin @colin
                          last edited by

                          @colin Heavy Tanks can't blitz. Page 5 of the notes is incorrect but page 6 clearly states that they don't have blitz.

                          TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                          C 1 Reply Last reply Reply Quote 1
                          • C Offline
                            colin @redrum
                            last edited by

                            @redrum thanks, I guess I should have looked more closely

                            ubernautU 1 Reply Last reply Reply Quote 0
                            • Z Offline
                              zlefin Moderators
                              last edited by zlefin

                              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.

                              wirkeyW 1 Reply Last reply Reply Quote 0
                              • ubernautU Offline
                                ubernaut Moderators @wirkey
                                last edited by

                                @wirkey starting to come around to your point of view on this one, at least for allies. 🙂

                                "You should never have told me horses sleep standing up, it gave me a mental block." - Mister Ed

                                1 Reply Last reply Reply Quote 0
                                • ubernautU Offline
                                  ubernaut Moderators @colin
                                  last edited by

                                  @colin @hepps @redrum really more than happy to help out with docs if i can. 🙂

                                  "You should never have told me horses sleep standing up, it gave me a mental block." - Mister Ed

                                  1 Reply Last reply Reply Quote 1
                                  • wirkeyW Offline
                                    wirkey Moderators @zlefin
                                    last edited by

                                    @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:

                                    Tww_vs_Cohen.tsvg

                                    no one got adv sw in that game

                                    1 Reply Last reply Reply Quote 0
                                    • S Offline
                                      Shonn
                                      last edited by

                                      Quite sure USA tecched that their last turn. Or so I saw in-game.
                                      If the Save shows otherwise... it's worrying!

                                      wirkeyW 1 Reply Last reply Reply Quote 0
                                      • wirkeyW Offline
                                        wirkey Moderators @Shonn
                                        last edited by

                                        @Shonn US got imp sw in rnd 6 and missed in rnd 7

                                        1 Reply Last reply Reply Quote 0
                                        • Z Offline
                                          zlefin Moderators
                                          last edited by zlefin

                                          The US currently has the tech; they got it in round 8, so it should have been active for round 9. also it's listed as active in the tech tab.
                                          I'll run some more tests and see what I can find.
                                          maybe tech activation isn't when I thought it was; I thought it happened at end of the players' turn.

                                          wirkeyW 1 Reply Last reply Reply Quote 0
                                          • wirkeyW Offline
                                            wirkey Moderators @zlefin
                                            last edited by

                                            @zlefin in that case you guys posted the wrong save

                                            1 Reply Last reply Reply Quote 1

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