Total World War: December 1941 (BETA) 2.8.0.5
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@prastle heh heh just wondered what people were voting on : )
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@beelee No body gets to savor my succulent 11 herbs & spices til the chicken is done.
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I dont understand the poll. The "No" is just, please dont change anything. And the "Yes" is what? DDs lose the ability to detect subs?
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@gully I have developed a new system where the "is destroyer" property is abandoned all together and removed from the game.
What happens is nothing can ever stop a sub from submerging... however... the "Improved Destroyer" and "Advanced Destroyer" techs gives destroyers the ability to try and depth charge subs when they try to submerge. As a trade of I have also changed how subs operate to compensate for the fact that Subs can survive (with a little luck) without the prospect of being slaughtered outright. These changes include making them effective on attack but at the same time utterly useless when paired with fleets as defensive cover.
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I'd probably agree with @CrazyG on this. Given how well 2.8 has gone, I'd say retire 2.7 XML and if you want to test out new sub/destroyer mechanics then make it 2.9.
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Well after a couple of pretty intensive days of revisions I think we are there...
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Icons on units to identify tech upgrades. (You can see Germany has SW and Imp. AT Guns)
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A much improved mini map that is far more useful to gameplay. (individual unit locations are much easier to see)
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Territory extension bars that go left instead of right for problematic territories. (Still in the works... but territories like Western Egypt will extend away from Cairo, and Malta's overflow will go the opposite direction)
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Unit stack numbers with outlines for better clarity. (Huge improvement already in the latest pre-release)
In addition to that I am also...
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Adding a subtle texture to the oceans.
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Reformatted Options Island to space out the placements.
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Making a new Chinese Combat Engineer that matches the other units better..
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Redid 40 territories worth of placements to make better use of the space and eliminate overlapping stack extension bars.
And last but certainly not least...
- Put in the feature that allows the Neutral Nations to be excluded from the game so that they do not have to be "played" by a player in the Lobby Bots. (Happy Birthday @prastle )
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So did a little testing... and I get this when I bomb a factory with Production Tech.
Looks like the error is related to the game looking for an icon... guessing I have to add the damaged units into the Icon Properties list.
TripleA engine version 1.9.0.0.10506
Loading map: total_world_war, from: C:\Users\Hepster\triplea\downloadedMaps\total_world_war-master\map
Loading resources from the following paths: [C:\Users\Hepster\triplea\downloadedMaps\total_world_war-master\map, C:\Program Files\TripleA\assets]
Loading map: total_world_war, from: C:\Users\Hepster\triplea\downloadedMaps\total_world_war-master\map
Loading resources from the following paths: [C:\Users\Hepster\triplea\downloadedMaps\total_world_war-master\map, C:\Program Files\TripleA\assets]
Error: java.lang.NullPointerException
java.lang.NullPointerException
at javax.swing.ImageIcon.<init>(Unknown Source)
at games.strategy.triplea.image.DiceImageFactory.getDieIcon(DiceImageFactory.java:168)
at games.strategy.triplea.ui.DicePanel.create(DicePanel.java:68)
at games.strategy.triplea.ui.DicePanel.setDiceRollForBombing(DicePanel.java:37)
at games.strategy.triplea.ui.BattleDisplay.bombingResults(BattleDisplay.java:165)
at games.strategy.triplea.ui.BattlePanel.lambda$bombingResults$17(BattlePanel.java:428)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$500(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Error: java.lang.NullPointerException
java.lang.NullPointerException
at javax.swing.ImageIcon.<init>(Unknown Source)
at games.strategy.triplea.image.DiceImageFactory.getDieIcon(DiceImageFactory.java:168)
at games.strategy.triplea.ui.DicePanel.create(DicePanel.java:68)
at games.strategy.triplea.ui.DicePanel.setDiceRollForBombing(DicePanel.java:37)
at games.strategy.triplea.ui.BattleDisplay.bombingResults(BattleDisplay.java:165)
at games.strategy.triplea.ui.BattlePanel.lambda$bombingResults$17(BattlePanel.java:428)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$500(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source) -
@hepps That error actually looks like you are missing dice images and probably the "0" dice image.
That being said, you should probably have entries for damaged units in the unit icon properties as otherwise they won't show the unit icons but you shouldn't get an error.
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@redrum Yah but the zero is in the map folder.... with all the other D12.
No idea why it would have thrown an error. First time I've ever seen that.
So most of the damaged units are straight forward.
But for the BB, ACC and Hvy Tanks which of the 4 unit images need to be included into the properties folder?
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@hepps Well, that's what the error says. If you can reproduce it with a save then upload it so I can take a look.
For damaged units unit icons, I believe you just need to specify the regular and damaged (not the _hit ones) as its based on unit types (those defined in the XML not the unit images). But no one has ever tested that so not 100% positive
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Just working on the last little details for this release...
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Adding the missing icons in for all the damaged units.
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Doing full revisions to the game notes to ensure all the changes to the game are included in all pages of the manual.
Here's a little preview of how I am dealing with the tech chart...
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@Hepps
Here is the updated unit_icons.properties: 0_1533414237710_unit_icons.propertiesTODO
- Rename the following images to lowercase: Prod -> prod, ImpProd -> impProd, AdvProd -> advProd
- BB star looks off center
- Adv DD star overlaps "A"
Should train have 2 logistics upgrades (added see below)?Should damaged units show icons (added see below)?Should "Infantry" do a single green circle instead of 3 pie pieces as it doesn't get bonuses from imp or adv SWF?- Any reason "Alpines" don't get the ability to paradrop with Adv SWF?
- Anything look missing from below screenshots?
Fixes
- PR to fix unit types with periods in name (germanMech.Infantry): https://github.com/triplea-game/triplea/pull/3721
The following is with all techs researched based on this save game: 0_1533414546488_test.tsvg
Land Units
Air Units
Sea Units
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@redrum Great!
- Awesome. Consistency would be nice.
- Yes I will have to make a new left facing star for all the left facing units that is just a hair bigger.
- I'll have to ponder that one. It is going to be an issue for right and left.
- Yes trains need 2 pluses
- Would be nice.
- I simply made all the Infantry types 3 slices for visual clarity. So no matter where you are on the map... regardless of what Inf type is present... you know which SWF tier your opponent is at.
- Combat Paradrop with Alpine is with Improved SWF.
- Will study. Looks good so far other than some of the changes identified.
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Just out of curiosity, why are technical indicators not all just round and cake-slice like? Would that not lead to most consistency and also make the player not have to learn too many icons and symbols?
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@frostion I had all the icons the same in my first draft and it was very difficult to distinguish or differentiate between different units and which had been improved. There were just to many circles on the map.
So what I did was I simply made the indicator system the same format... just using different shapes for each branch of the military... Land, Sea and Air being Circles, Pentagons and Triangles.