Broken Air battles with 2.6
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Hello!
Sorry, I am not sure how to submit a bug report and if this is one. But with the new release, I noticed a problem with the air battles before normal battles.
With 2.5 (I checked again), the engine forces you to solve the air battle before the regular one. But with 2.6, if this is the only battle, then the regular battle pops up automatically, and the air battle can only be selected afterwards (with remaining planes if any).
I don't know any maps that use this feature, and I was only doing a test on mine, so not a big deal for me. But I thought I should report.
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yea there are maps that use that feature and it should work as intended regardless I will test on the mod I have but, rarely use it, so I may have missed it.
Can you post a saved game showing the incorrect behavior ?
Best place for 2.6 bugs are to make a github issue https://github.com/triplea-game/triplea/issues
and on the forum here
https://forums.triplea-game.org/topic/2999/2-6-release-getting-close-need-volunteers-to-help-beta-test-2-6 -
so if there is more than one battle it works correctly ? If there's only one it doesn't and does as you described ?
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@beelee Sorry for not having posted at the right place. GitHub is too cryptic for me at this stage, I should give it some time some day
I reproduced the bug yesterday with the Global 1940 Redesign HouseRules map (which is the only one I found using the feature), setting the global property "battles may be preceded by air battles" and attacking France with Germany (with a mix of land and air units). The full scale battle with all units is popping up before the air battle. Did exactly the same with 2.5 and it worked as intended.
And indeed, if there is another battle, then it gives the choice and the regular battle cannot be chosen before the air one.
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Right arm No worries. i don't where to post half the time myself
OK I'll check it out on redesign. I need to update it to use the UHD map anyway. Have started on it but ...
Also "Global 40 Expansion UHD Boxes" uses them.
Been my kick the last 3 years along with UHD
https://github.com/triplea-maps/global_40_expansion_uhd_boxesI need to update Redesign though. I'll test it out and make a report if, as it looks like, is needed.
I can walk you throught he process if you want
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@beelee Thanks!
By the way, is there a way to check which map (and how) use a specific feature/xml code?
That would definitely raise my interest for GitHub
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you can check map options, think it's game options in 2.6, before game start and it'll show what's activated
heh heh git is a nightmare for most Was for me anyway and still is from time to time ha ha ha
As is with most things, it's not too bad once you get the hang of it
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@azimuth Since 2.6 is arguably close to being released, you can also report in this topic (which should get the problem fixed if it is impactful enough to block the release).
https://forums.triplea-game.org/topic/2999/2-6-release-getting-close-need-volunteers-to-help-beta-test-2-6Otherwise, reporting in forum is discouraged, and the "Map Making" section is certainly not the right place for such things.
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@cernel well, this is not a bug in the public game, just a feature used (?) by (some?) modders which is partially broken, that's why I posted in the map making part. But good copy for next time
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hey at least it got a reply lol
I more concerned about this right now
https://github.com/triplea-game/triplea/issues/12488
selfishly so
Think its applicable to more than just my mod It's good to have as many options as one can have.
Edit
I posted in wrong spot too. But since you got some traction I'm gonna jump on board lol -
Interesting comment :
For example, there are units that get a +1 on 1st rd of attack or defense and then revert totheretheir normal combat modes. The only way I can make it work, is to play the battle in edit and pick the casualties manually. They still show as a hit or not according totheretheir combat values but don't auto hit.Could I ask what the circumstances are for only one round of support?
Cheers...
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yea so if they only attack by themselves, the get A+1 for first rd
Paratroopers and U-boats
They also get D+2 for U-boats and D+1 for Paratroopers for first rd
Normal is A2 D1 for U-boats and A1 D2 for Paras
Full rules are here https://www.axisandallies.org/forums/topic/36945/axis-allies-global-1940-house-rules-expansion
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Oh i had already forgotten this. I'll right it down on mlist of todos
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@beelee I think I am lost in this discussion
But I tried some time ago a trick that seems to work for units that have special bonus for first round only:
Make them isSuicideOnAttack and then whenHitPointsDamagedChangesInto to switch to another unit with the lower attack rolls. And they join the second round.
Give it a try!
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hey Great Idea ! Will do
Hopefully myrd just busts out a support attachment for us
But yea, that seems as if it should totally work Have to add a few extra dudes but better than doing it in edit lol
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@Azimuth is correct in this assumption that air battles are broken and I have created an issue within GitHub so that it may be reviewed.
As to @beelee discussion about subs and paratroopers in Axis & Allies Global 1940 House Rules Expansion, this should be moved to the Feature Request & Ideas topic.
Cheers...
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yea already got asvitikine aware of it on git. I shouldn't have hitchhiked on this thread though.
But I'm glad I did, as azimuth gave me a solution wether it gets coded or not lol
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yea cernel pointed out on git that there'd be no way to take it as a hit though. It auto dies and changes to the new unit. How do we make it take a hit ? Multiple hit points maybe ?
but then if you didn't get a hit that wouldn't be right either
hmm ... seems as if there'd be some way to make it work
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@beelee True...
Sorry, I used it for something else and didn't think of the invulnerability stuff...
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no worries I still think it has possibillities
hmmm ... dont think i spelled that right lol