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    ff03k64

    @ff03k64

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    Best posts made by ff03k64

    • RE: Map Making Q&A

      @Hepps I had a convoluted thought on a way to do it. If there is a fight, the enemies change into experience (i think i saw a map where castles turned into castle rubble), which would behave like a capturable material, and then you would consume that and a unit to make a more advanced unit. But that seems a bit to complicated for me, if it is even possible. Plus my goal would be to have it also have it die at the end of your turn so it could only get used by units in the fight.

      posted in Map Making
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      ff03k64
    • RE: Iron War - Official Thread

      @Frostion

      So I think i am about to 1944 in game. My thoughts so far. I am playing the allies against the hard AI.

      Not sure if you can do anything about this, but the AI seems to not be particularly aggressive towards neutrals. Germany has yet to attack unoccupied Denmark, so what they have of a fleet is stuck behind that 'canal' in the Baltic. They also never attacked Turkey (true neutral) or the Middle East (pro allied neutral).

      From being on the receiving end of it, strategic bombing seems very powerful. I never really properly defended against it, so it hurt a lot, but it looks like it doesn't take too much of an investment for it either, in return for the damage you can do. I think i never saw more than one plane at a time, but they could easily do anywhere from 5-25 PUs worth of damage in exchange for a 1/10 chance of getting shot down.

      I can't decide what i think about the number of nations. It seems like the real advantage of it is to can opener places? It does make for some interesting strategic choices for the Allies, but i would guess only if they are played by a human.

      I don't think the AI has built any synthetic fuel. Can you give them some via triggers or anything?

      Had the apparently new with 2.0 issue of them not building any factories. That might be killing Germany. Might be hurting Japan, though i would guess less than Germany because they have their transports. Speaking of which, they left transports unescorted a couple of times for me.

      It would be worth putting something in the notes about the financial support options.

      I can't figure out what i think of the free air transports.

      I will try to play the Axis next for some other thoughts

      edit: The italians are placing all of their free subs in the Red Sea, right where i have a battleship and a couple other ships, constantly killing the sub.

      posted in Maps & Mods
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      ff03k64
    • RE: I would like to start helping out with tripleadevelopment but don't know where to start

      @Nothingtoseehere I started by looking for simple issues related to maps, since i had the ability to fix them, and some documentation. I used them to learn how to do Pull Requests, branches, commits, etc. If you are comfortable with those things just look for issues that you think you can fix to start with. Use that to learn the program some more.

      posted in Development
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      ff03k64
    • RE: How can I change unit properties with game options?

      @Jason-Green-Lowe Good luck with the rest of it!

      posted in Map Making
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      ff03k64
    • Development documentation

      Not sure if documentation really counts as development, but it is as close as I can get for now! And it could be useful for others.

      There are a few documents that I feel can be better or clearer for newbs like I am. I was thinking about updating some of them, and was looking for advice on layout, formatting, hierarchy, etc.

      First one that I would like thoughts on - typical git workflow.

      I know that it is probably faster, but CLI is kind of intimidating to me as a newb. I was thinking about making something like this for the IntelliJ GUI (maybe Eclipse later on). Would I want to make a new document for this? Somehow edit it into this document? Something else entirely?

      I was thinking about updating the first readme file as well. A little more beginner friendly step by step. And since I have just set it up for the first time ever a few weeks ago, maybe a few more steps. Showing how you do things like connecting to Github from in IntelliJ, and can then create local clones there.

      I think there was something else I was thinking of as well, but can't find it now.

      Thoughts?
      Suggestions?
      Any other documents that could do with a beginner friendly once over?

      posted in Development
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      ff03k64
    • RE: Development documentation

      @TheDog https://github.com/triplea-game/triplea/blob/master/docs/development/ide-setup/intellij-setup.md

      I haven't gotten to running and compiling the code myself yet. I would start here though https://github.com/triplea-game/triplea/tree/master/docs

      posted in Development
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      ff03k64
    • RE: Where should TripleA focus efforts and improvements?

      AI improvements. Generically single player, specifically handling new resources and being able to change settings to get different behaviors.

      posted in The War Club
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      ff03k64
    • RE: Map Making Q&A

      @Hepps Sounds like a good way to find issues!
      Mainly just wanted to make sure it wasn't a huge thing that would keep me from wanting to use anything besides d6. I want to do lots of upgrades, and it is hard to do upgrades with only d6.

      posted in Map Making
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      ff03k64
    • More info for error log

      I got this error (tldr i misspelled a territory)

      Oct 06, 2019 1:12:59 PM games.strategy.engine.framework.ui.GameChooserEntry fullyParseGameData
      SEVERE: Could not parse:file:/C:/Users/ckimb/triplea/downloadedMaps/XCOM-master/map/games/XCOM.xml
      games.strategy.engine.data.GameParseException: map name: 'file:/C:/Users/ckimb/triplea/downloadedMaps/XCOM-master/map/games/XCOM.xml', game name: 'XCOM', Unexpected Exception while setting values for attachmentRulesAttachment attached to:PlayerID named:Europeans with name:rulesAttachment
      	at games.strategy.engine.data.GameParser.newGameParseException(GameParser.java:108)
      	at games.strategy.engine.data.GameParser.setValues(GameParser.java:1269)
      	at games.strategy.engine.data.GameParser.parseAttachments(GameParser.java:1219)
      	at games.strategy.engine.data.GameParser.parseMapDetails(GameParser.java:200)
      	at games.strategy.engine.data.GameParser.parse(GameParser.java:97)
      	at games.strategy.engine.data.GameParser.parse(GameParser.java:91)
      	at games.strategy.engine.framework.ui.GameChooserEntry.fullyParseGameData(GameChooserEntry.java:52)
      	at games.strategy.engine.framework.startup.ui.panels.main.game.selector.GameSelectorPanel.lambda$selectGameFile$7(GameSelectorPanel.java:271)
      	at games.strategy.engine.framework.ui.background.BackgroundTaskRunner.lambda$runInBackground$0(BackgroundTaskRunner.java:50)
      	at games.strategy.engine.framework.ui.background.BackgroundTaskRunner$1.doInBackground(BackgroundTaskRunner.java:121)
      	at javax.swing.SwingWorker$1.call(Unknown Source)
      	at java.util.concurrent.FutureTask.run(Unknown Source)
      	at javax.swing.SwingWorker.run(Unknown Source)
      	at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
      	at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
      	at java.lang.Thread.run(Unknown Source)
      Caused by: java.lang.IllegalStateException: No territory called:Hungary-Romanians   for: RulesAttachment attached to:PlayerID named:Europeans with name:rulesAttachment
      	at games.strategy.triplea.attachments.AbstractRulesAttachment.getListedTerritories(AbstractRulesAttachment.java:408)
      	at games.strategy.triplea.attachments.AbstractRulesAttachment.validateNames(AbstractRulesAttachment.java:358)
      	at games.strategy.triplea.attachments.AbstractPlayerRulesAttachment.setMovementRestrictionTerritories(AbstractPlayerRulesAttachment.java:115)
      	at games.strategy.engine.data.MutableProperty.setStringValue(MutableProperty.java:60)
      	at games.strategy.engine.data.MutableProperty.setValue(MutableProperty.java:88)
      	at games.strategy.engine.data.GameParser.setValues(GameParser.java:1265)
      	... 14 more
      
      

      That is at least the fourth territory that I have misspelt. It would be nice if it showed them all at once, instead of having to fix that one, load the map again, fix the next, etc. I had a similar issue with another error, though that one was missing a >, so that might actually break the game's ability to parse it properly.

      posted in Feature Requests & Ideas
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      ff03k64
    • RE: Forming a "Maps Team"

      I had been kind of trying to do map stuff, but I am easily distracted with other projects, and just playing the game. This issue has a few PRs that can probably be merged into their maps.
      https://github.com/triplea-game/triplea/issues/8245
      I didn't have permission for some of them (which was kind of weird), and a few were mine so i feel like someone else should merge them. And a few i am not sure how to test currently.

      posted in Announcements
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      ff03k64

    Latest posts made by ff03k64

    • RE: Magic Files for Map Indexing

      @LaFayette currently the yaml file also has a category. That could maybe go in the map.yml file?
      For future proofing, we could maybe allow multiple categories but only use the first one in a list for now, or just look for certain categories.

      Something else that i have been thinking about with different map versions is that it would be nice to only download files that have changed instead of a whole map. Could this use the map version number as a kind of benchmark, and just download the files that are different between those versions? In my limited programming experience, that seems like something that would use some of the same files, so it might involve less work if it were to be done at the same time. I don't know if it is worth doing, but downloading the warcraft map in its entirety takes a while now (i think it is 500mb) and is kind of admitting if it is just for a few xml edits.

      posted in Map Engine Development
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      ff03k64
    • RE: AI simulate multiple rounds

      @Trevan Some AI turns already take a couple of minutes. This would only make that worse wouldn't it?

      posted in AI
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      ff03k64
    • Can someone make/find a few icons for me?

      https://triplea-game.org/map/domination-1914-weltpolitik/ If I am reading it right, this map needs the carrier_hit icon. If not, please tell me so I can delete/close this.

      Does someone know another map that has similar carrier_hit icon as this map? Either that or can someone make some? If made, feel free to post them here and I will get them in the map.

      These countries need it.
      Germany, France, Japan, Austria, Italy, Ottoman, UK, Russia, USA, Bolshevik

      Thanks!

      posted in Maps & Mods
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      ff03k64
    • RE: Does anyone have a folder with the old Canadians unit images?

      @LaFayette at the moment this one, and one that i put on the github discussion page. I think that after a few days, stuff just gets forgotten.

      posted in Map Making
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      ff03k64
    • RE: Forming a "Maps Team"

      You don't even need to clone the repo to update an image. You can just add an image to the units folder, and it will make a commit and a PR. At least i am 90% sure of that.

      posted in Announcements
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      ff03k64
    • RE: Unable to Load Polygons.txt Error

      Not time to extensively test at the moment, but When i unzip it it works.

      posted in Map Making
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      ff03k64
    • RE: Does anyone have a folder with the old Canadians unit images?

      @LaFayette Can i get some thoughts on this? And is there a better way to get the correct person's attention? And is that actually you in this case?

      posted in Map Making
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      ff03k64
    • RE: Unable to Load Polygons.txt Error

      @Contango I am not sure if this will fix it, but i would try to make the master the default branch, instead of main.

      posted in Map Making
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      ff03k64
    • RE: Idea: Change LL - Neutralized Subs Roll With Main Combat Roll

      @LaFayette said in Idea: Change LL - Neutralized Subs Roll With Main Combat Roll:

      @ff03k64 said in Idea: Change LL - Neutralized Subs Roll With Main Combat Roll:

      If i know that the destroyer or expensive boat hit in this situation

      ... (defenders always roll last).

      Oh, that would make a difference. My brain can't think my next though through right now. What if it was defenders with subs and the attacker is trying to decide on which casualties to take between destroyers and expensive ships?

      I just can't even think of how that battle would go right now.

      posted in Feature Requests & Ideas
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      ff03k64
    • RE: Idea: Change LL - Neutralized Subs Roll With Main Combat Roll

      @LaFayette said in Idea: Change LL - Neutralized Subs Roll With Main Combat Roll:

      Then you are left with a sub vs dd and expensive boat, in which case you are faced with the same dilemna again and the 'early information' is moot.

      If the sub hits, this is when early information is relevant. If i know that the destroyer or expensive boat hit in this situation, i take the destroyer as a casualty. If i don't know that my destroyer or expensive boat hit, i might take the expensive boat so that the destroyer can negate the first strike again, and make it more likely to kill the sub next turn. especially if the expensive boat happens to be a low attack or defense boat (carrier).

      posted in Feature Requests & Ideas
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      ff03k64