2.6 Release Getting Close - Need Volunteers to Help Beta Test 2.6
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Idk if this matters but some units you are able to buy 3 of with 1 purchase
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@beelee
I have checked, 1941 GCD also has the same problem, that is all the purchases are wiped, when one of the purchases exceeds the maxBuiltPerPlayer, just like 2.5 used to do. Also 1941 GCD only has 1 for 1 purchases.Shame 2.6 has regressed.
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@zlefin said in 2.6 Release Getting Close - Need Volunteers to Help Beta Test 2.6:
Is there a setting to change the battle calcs default nation selection? I couldn't find anything in engine settings or in the battle calc screen itself
It used to be that it would default to the first hostile nation, but now it defaults to the nation who's current turn it is. That means that when I select one of my own provinces and open the battle calc it defaults to having my units as both the attacker and defender, which means I have to clear it in order to see what my units actual defenses are like (because a lot of units in the Arda map have modifiers that reduce hostile unit stats). I want to change the default so it's like it used to be, or at least defaults to something empty.
I think this was just an oversight, I guess the case of someone doing a battle calc on another player's turn wasn't considered... I can check if we can revert that part of the logic.
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@myrd said in 2.6 Release Getting Close - Need Volunteers to Help Beta Test 2.6:
@zlefin said in 2.6 Release Getting Close - Need Volunteers to Help Beta Test 2.6:
Is there a setting to change the battle calcs default nation selection? I couldn't find anything in engine settings or in the battle calc screen itself
It used to be that it would default to the first hostile nation, but now it defaults to the nation who's current turn it is. That means that when I select one of my own provinces and open the battle calc it defaults to having my units as both the attacker and defender, which means I have to clear it in order to see what my units actual defenses are like (because a lot of units in the Arda map have modifiers that reduce hostile unit stats). I want to change the default so it's like it used to be, or at least defaults to something empty.
I think this was just an oversight, I guess the case of someone doing a battle calc on another player's turn wasn't considered... I can check if we can revert that part of the logic.
@Myrd Defaulting to "the first hostile nation" or whatever other deterministic way seems to me so simplistic that I would leave it empty.
If it has to default to something (and we are not using some sort of artificial intelligence somehow to calculate the most likely player against which it can be assumed one would want to calculate), I would have it being purely randomized but excluding the "Neutral" player and every player assigned as default to "Does Nothing".
For example, if, in "270BC Wars", I open the battle-calculator on "Carthage", the other side would be given as either "Rome", "FreeGreece", "Egypt" or "Parthia" with a chance of 25% for each of them (the random selection happening every time it is opened).
Alternatively, it would make sense to base it on simple statistical values, like opening on the enemy player having the highest current production amongst them all (the "biggest" one).
(The eligible players should be either them all or based on the alliances of
playerList
, not on the relationships (because there are and may be games in which you want to battle-calculate now against players having an allied relationship with you with which you may be at war in the future)) -
@Myrd / asvitkine
Thanks for fixing the purchase panel persisting on max built error.Here is the release that fixes it.
https://github.com/triplea-game/triplea/releases/tag/2.6.14766 -
I don't understand why you mention doing a battle calc on another player's turn not being considered, as my issue was occurring when i did battle calc on my own turn, which caused my own nation to be the attacker and defender
at any rate, ty for the work on fixing it, which ever path is chosen.
Personally I'd revert it to the behavior it used to have: which iirc is that of the first hostile nation in the list.
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@zlefin The code for choosing attacker/defender is reasonably well commented: https://github.com/triplea-game/triplea/blob/master/game-app/game-core/src/main/java/games/strategy/triplea/odds/calculator/AttackerAndDefenderSelector.java
In your game, is the current player not at war with anyone? In this case, it looks like you could see the behavior of same attacker/defender. Namely due to this logic:
// Add the territory owner add the end of the priority list. This way, when attacking an // empty territory, the owner gets preferred even though they have no units in their land. In // case the owner has units in the land, then they are already in the list but adding a second // entry to the list doesn't impact the algorithm.
If there are no hostile nations, and you own the territory, and you are already the attacker, it looks like we could wind up with same attacker/defender.
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the nation in question was at war with some nations. It's a map with two fixed sides that are at war with each other from the start.
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I guess the "attacker == current player" logic was implemented and discussed here: https://github.com/triplea-game/triplea/pull/9602
I agree it doesn't make sense if the current player is clicking on their own territory, though.
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Attacker == current player is consistent; predictable, usually desired since the current player is attacking and not defending.
When clicking own territory, it is essentially the same as selecting the attacking units first rather than using the territory that is to be attacked. This is common in multiplayer games. In multiplayer games you do not want to plop units into the territories you are thinking of attacking, it's shows exactly which battles you are considering.
The odd thing is that the defender should not be the same player, any of the opposing factions would be fine. Ideally it would be the next at-war faction based on the turn order of the game. For example, in Revised, as Russia, if you ctrl+b click your own territory, it should be setting up an attack (russia is on offense) and the next opposing faction is Germany. When Germany does similar, it would be UK on defense.
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I suppose that makes sense; personally when I'm attacking I just use the ctrl-a to add the relevant units.
When I open battle calc on my own territories its for checking the defensibility vs counterattacks or future turn hostile attacks.As long as there's an easy way to do that as well I guess I can get used to the new system; since adding ssettings to let people choose how they want that behavior to be done would be too much work, at least given the numerous other work demands at present.
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@zlefin Roger. Having options/variations might over-complicate things from both a code & user perspective. At the same time, it's not fun to constantly redo various clicks (which speaks to a poor UX).
Interestingly enough, it's surprisingly detailed how we expect the calc to work. The way I think it would ideally work (cc: @Myrd ) :
"ctrl+a" -> units owned by the current player from the given territory are selected as attackers. If no units are owned by the current player, then whomever owns the most units in the territory is chosen as the attacker. If the territory is empty, then the attacker is selected to be the territory owner (which could be "the neutral" player).
"ctrl+d" -> similar to 'ctrl+a' but operates with defense & ignores the current player (current player should be selected as the attacker)
"ctrl+b" -> same as "ctrl+a"
If the above sounds wrong/unreasonable - please speak up - but please add your comments here: https://github.com/triplea-game/triplea/issues/12688
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That sounds like you'd be changing the existing system so that ctrl-a and ctrl-d are opening battle calc windows of their own, rather than adding units to the existing battle calc window. I don't see how that would work with adding multiple locations worth of units together, which is one of the major purposes of those commands.
Since multiple calc windows can be open at once I don't think that would work at all.
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@zlefin I see your point. I failed to mention that is a description of only initial behavior if no window is open. If there is an existing window, then 'ctrl+a' and 'ctrl+d' would work as they do now.
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This is big: 2.6 lobby is up with some bots
There's some more to do, but the current 2.6 lobby and its 4 bots should stay running. Please give it a thorough vetting.
To access the 2.6 lobby, just use the 2.6 version of the game. 2.5 will continue to connect to the 2.5 lobby.
cc: / @Myrd
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Couple Known problems:
- Admin toolbox is still broken in 2.6..
- bot info log needed needs attention. Looks like more things are printed in chat than before
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Gave it a couple quick test runs last night and then just now.
Tested "Global 40 Expansion UHD Boxes" and "UHD World War II Global" on bot 101
Got the same errors in the chat box. Couldn't find a test map in the yaml or something. I will post them in full below.
G 40 wouldn't fire up but UHD did, so maybe I need to update the yaml on triplea and try it ? I just updated the repo last time.
I will try a different bot as well as a yaml update.
In case you need a saved game. UHD only one to fire.
2024-7-10-UHD-World-War-II-Global 2.6 Lobby.tsvg -
Tried bot 104 and got EXP to fire up. Wasn't able to get it to fire on 101 though. This is after updating the mapyaml at git.
I will try 101 again.
Also got this error
I think they need time to switch to the other map maybe.
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Is this where you want these reported ? I can't edit my posts.