TripleA 1.6.1 Unstable released

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TripleA 1.6.1 Unstable released

Veqryn
Administrator
TripleA 1.6.1 Unstable has been released, download it here,

http://sourceforge.net/projects/triplea/files/TripleA_Unstable/1_6_1/


(You can install more than 1 version of TripleA at a time, and run them all at the same time.)


The Developers for TripleA 1.6.1: Veqryn



Major Bug fixes since 1.6:
* Fixed issue where fighters moving alone were not asked if they want to escort. (veqryn)
* Fixed null pointer error in triggerSupportChange caused by having a hashmap of an attachment class, inside of another attachment class, then deserializing this (loading a savegame), resulting in the hashmap being resolved before all its keys are, giving the wrong hashcodes to those keys. (veqryn)
* Fixing bug in Battle Calculator where damaged units got turned into healthy units before each battle was calculated. (veqryn)
* Fixed battle calc to make it try to use the territory effect that we select. (veqryn)
* Rewriting build file and including META-INF, hopefully fixing issue with Gmail play-by-email emailer on linux machines. (rain)


Major New Engine Features:
* Added new sounds for air, sea, and land battles, rockets, politics, and tech. (veqryn)
* Changing IDrawable calls to use highest level of graphics rendering available. (veqryn)
* Added a drawing method and menu option to have territory borders drawn a second time on top of the map. (veqryn)
* Added List to Battle Calc so that you can manually select one or more territory effects, hold down shift to select more than one. List will automatically fill with starting territory's effects. (veqryn)
* Changing how Battle Records get added and removed from game data through the Change Factory to be more memory efficient. (veqryn)
* Make savegames for long games, games with many players, and games with many battles, much smaller. (veqryn)
* Created an option in Play-By-Forum and Play-By-Email to send the move summary after the combat move phase, in addition to the summary at the end of the turn. This is to help with OOL and scrambling orders. (veqryn)
* Allowing additional nations to share the cost of technology, and creating a good user interface that dynamically adjusts to show how much is being paid by each nation. (veqryn)
* Created edit option to add technology to a player. (veqryn)
* Created edit option to remove technology from a player, except that shipyards and industrial technology can never be removed, and any technology that uses triggers is pointless to remove and removing will not undo their effect. (veqryn)
* Created edit option to change the amount of unit hitpoint damage on any and all units which can take more than 1 point of hit damage. (veqryn)
* Created edit option to change the amount of unit bombing damage on any and all units which can be damaged by bombing. (veqryn)
* Making scramble dialog non-modal so that the user can move the map around before choosing what to scramble. Note that saving the game while in the middle of scrambling can result in weird effects, so it is not recommended. (veqryn)
* Making kamikaze and interceptor dialogs non-modal so user can move around map while choosing. Again, saving during the dialog then reloading might have odd effects. (veqryn)
* Fixing AIs to no longer use isFactory, and instead use things like canProduceUnits, etc. (veqryn)


Major New Game XML Features:
* Created new game option, "Remove All Tech Tokens At End Of Turn", which will remove tech tokens after each tech roll. (veqryn)
* Adding methods to ensure that any power sharing technology (like British to UK Pacific) will still roll for war bonds even if its capital is taken, so long as the shared power is not able to have the warbonds technologies. (veqryn)
* Created new game option, "Kamikaze Suicide Attacks Only Where Battles Are", and implemented it. (veqryn)
* Created new game option, "Submarines Prevent Unescorted Amphibious Assaults", that prevent unescorted transports from conducting amphibious assaults. (veqryn)
* Deleting unit attachment, "isFactory", but keeping the setter so that old xml's will not break. setting isFactory now just sets: canBeDamaged, isInfrastructure, canProduceUnits, isConstruction, constructionType = "factory", maxConstructionsPerTypePerTerr = 1, constructionsPerTerrPerTypePerTurn = 1. (veqryn)
* Creating a reset method for every single attachment property. These can now be used to return a property to its default value. (veqryn)
* Changing trigger property changes to use "-reset-" instead of clear. Can now be used with any attachment option. (veqryn)


Major Map/Game changes:
Fixing more bugs in Global 1940 and getting it closer to the real thing. (veqryn)
Adding a new 5 player FFA map for Napoleonic Empires. (veqryn)


For a full changelog see here:
https://triplea.svn.sourceforge.net/svnroot/triplea/branches/1_6_1_unstable/changelog.txt



Please report any bugs encountered here:

http://sourceforge.net/tracker/?group_id=44492&atid=439737


If you find bugs, I really can't do much about them unless you upload an autosave.  It will save me tons of time if you give me an autosave / or save game made sometime before the bug occured.  Also mention what map the bug occurred on, and copy and paste the error if there is one.

Your save games are in a folder right next to where the maps are:

(Windows XP)  C:\Documents and Settings\userName\triplea\
(Windows 7)  C:\Users\userName\triplea
(Mac)  /home/user/documents/triplea/
(Linux)  /home/user/triplea/

[They are NOT in program files.  They are in a folder in your user account.]

When you are making a post, click the "More Options" button.  From there click "Upload a file".
Simply upload the autosave, or other save, to your post.

I really really appreciate savegames, it makes my life a lot easier.

Please also describe what happened before the bug occurred, and copy and paste the full error message, and of course say what map and what version of TripleA you were using!

thanks,
veqryn
Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
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Re: TripleA 1.6.1 Unstable released

Veqryn
Administrator
If you would like to support or donate to TripleA, go here: https://sourceforge.net/donate/index.php?group_id=44492


Changes for 1.6.1:
* Rewriting build file and including META-INF, hopefully fixing issue with Gmail play-by-email emailer on linux machines. (rain)

* Changing trigger property changes to use "-reset-" instead of clear. Can now be used with any attachment option. (veqryn)

* Creating a reset method for every single attachment property. These can now be used to return a property to its default value. (veqryn)

* Fixing some bugs introduced into AI with the factory switch. (veqryn)

* Fixing null pointer error in Easy AI purchasing algorithm for getting costs of units. (veqryn)

* Changing maxDamage to default to 2 instead of -1. This is for bombing type damage, and it acts as either a multiplier of territory value or as a hard set number depending on canProduceXUnits. (veqryn)

* Fixing AIs to no longer use isFactory, and instead use things like canProduceUnits, etc. (veqryn)

* Abstracting isFactory setting and matches to use the component parts. (veqryn)

* Deleting unit attachment, "isFactory", but keeping the setter so that old xml's will not break.
    setting isFactory now just sets: canBeDamaged, isInfrastructure, canProduceUnits, isConstruction, constructionType = "factory", maxConstructionsPerTypePerTerr = 1, constructionsPerTerrPerTypePerTurn = 1. (veqryn)

* Created new game option, "Submarines Prevent Unescorted Amphibious Assaults", that prevent unescorted transports from conducting amphibious assaults. (veqryn)

* Created new game option, "Kamikaze Suicide Attacks Only Where Battles Are", and implemented it. (veqryn)

* Fixed bug where land units would disappear when conquering a sea zone. (veqryn)

* Making kamikaze and interceptor dialogs non-modal so user can move around map while choosing. Again, saving during the dialog then reloading might have odd effects. (veqryn)

* Making scramble dialog non-modal so that the user can move the map around before choosing what to scramble. Note that saving the game while in the middle of scrambling can result in weird effects, so it is not recommended. (veqryn)

* Undoing update to java Substance 7.1, in order to maintain compatibility with Java 5. (veqryn)

* Created edit option to change the amount of unit bombing damage on any and all units which can be damaged by bombing. (veqryn)

* Created edit option to change the amount of unit hitpoint damage on any and all units which can take more than 1 point of hit damage. (veqryn)

* Created edit option to remove technology from a player, except that shipyards and industrial technology can never be removed, and any technology that uses triggers is pointless to remove and removing will not undo their effect. (veqryn)

* Created edit option to add technology to a player. (veqryn)

* Adding methods to ensure that any power sharing technology (like British to UK Pacific) will still roll for war bonds even if its capital is taken, so long as the shared power is not able to have the warbonds technologies. (veqryn)

* Allowing additional nations to share the cost of technology, and creating a good user interface that dynamically adjusts to show how much is being paid by each nation. (veqryn)

* Created an option in Play-By-Forum and Play-By-Email to send the move summary after the combat move phase, in addition to the summary at the end of the turn. This is to help with OOL and scrambling orders. (veqryn)

* Abstracted EndTurnPanel into AbstractForumPosterPanel, then created MoveForumPosterPanel. (veqryn)

* Created new game option, "Remove All Tech Tokens At End Of Turn", which will remove tech tokens after each tech roll. (veqryn)

* Make savegames for long games, games with many players, and games with many battles, much smaller. (veqryn)

* Changing how Battle Records get added and removed from game data through the Change Factory to be more memory efficient. (veqryn)

* Adding an option for "None" to the list of territory effects. (veqryn)

* Added List to Battle Calc so that you can manually select one or more territory effects, hold down shift to select more than one. List will automatically fill with starting territory's effects. (veqryn)

* Fixed battle calc to make it try to use the territory that we select. (veqryn)

* Fixing bug in Battle Calculator where damaged units got turned into healthy units before each battle was calculated. (veqryn)

* Fixed null pointer error in triggerSupportChange caused by having a hashmap of an attachment class, inside of another attachment class, then deserializing this (loading a savegame), resulting in the hashmap being resolved before all its keys are, giving the wrong hashcodes to those keys. (veqryn)

* Updating java Substance to 7.1, and adding 14 more skins. (veqryn)

* Updated embedded Java JRE for windows executable version to Java 6 update 33. (veqryn)

* Added a drawing method and menu option to have territory borders drawn a second time on top of the map. (veqryn)

* Changing IDrawable calls to use highest level of graphics rendering available. (veqryn)

* Fixing game selector model to no longer return to default game if we have trouble loading the uri of previous xml, and will instead try to pick by name first. (veqryn)

* Added new sounds for air, sea, and land battles, rockets, politics, and tech. (veqryn)

* Fixed issue where fighters moving alone were not asked if they want to escort. (veqryn)

* Made DefaultAttachment extend GameDataComponent. (veqryn)



Changes for 1.6:
* Fixed the problems with Edit Mode, by fixing a previous refactoring that switched two variables up. (veqryn)
* Fixed issue with battles showing who won twice in the history panel. (veqryn)
* Fixed bug preventing Moore AI from placing Transport type sea units whenever it did not buy non-transport sea units. (veqryn)
* Fixed Economy panel so that it would change when you click back through history. (tao nie)
* Fixed Null pointer errors in Turn Summary Poster, and also fixed up Politics to display better in the turn summary with indents. Also stopped the poster from showing certain things like: game loaded, recording battle statistics, and giving bonus movement. (veqryn)
* Fixing comparison method in weak ai. (veqryn)
* Fixed issue with "Scramble To Any Amphibious Assault" not working at all. (veqryn)
* Fixed issue with unloaded ground units not dying or being removed, even if their transports die from a scrambled air defense. (veqryn)
* Semi-Fixed issue with not being able to retreat from a scrambled air defense. You can now retreat anywhere that does not have enemies. User should know where they came from and make legal move. (veqryn)
* Fixed issue with maxScrambleCount not keeping track of scrambles for different sea zones by the same land territory. (veqryn)
* Fixed issue with not being able to move through submarines during noncombat if they were on top of convoy zones. (veqryn)
* Fixed error with Low Luck AA guns when the dice side is different than 6. Was trying to roll zero random dice. (veqryn)
* Fixed error with "Should not be adding battle record for player ...", which was caused by creating a battle using edit mode for a player who's turn has passed already. (veqryn)
* Fixed blockade zones so that they never do more damage than the combined total of their neighboring territories, even if there are multiple sea zones blockading a single or set of territories. (veqryn)
* Fixed error preventing AI Flat Income Bonus from happening unless the Percentage Bonus was also set. (veqryn)
* Fixed issue with having multiple support attachment affecting the same group of units. The order of preference is now: highest bonus support first, then lowest number of supported types to highest number of types. (veqryn)
* Fixed issue with loading transports in the same sea zone where a transport was previously unload in a previous phase. (veqryn)
* Fixed issue with not being able to blitz through units owned by a power to which you were neutral with. (veqryn)
* Fixed null pointer exception when not selecting the target for a bomber after an air battle is finished. (veqryn)
* Fixed error from trying to undo a battle move created using another player's units, using edit mode. (veqryn)
* Fixed fatal error in HistoryLog, caused by clearing an array that potentially gets accessed later at a specific index number, from doing an edit during a movement phase then doing an undo later. (veqryn)
* Fixed parsing error in player attachment options: placementLimit, movementLimit, attackingLimit. (veqryn)
* Fixed bug where dependents of an air transport were not dying when the air transport was hit by AA fire, in the case where the air transports could fly deep into enemy territory and flew over an AA gun. (veqryn)
* Clearing all cached data for AIs once a game has been left. (veqryn)
* Disallowed any unloading of ground units to a friendly territory, during combat move, if we have scrambling or kamikazes turned on. (veqryn)
* Allowed all defending or attacking units to die, when there are none left who are capable of throwing dice. (veqryn)
* Allowed defenseless attackers to be able to retreat if they can, instead of being forced to die. (veqryn)
* Allowed multiple airbases in a single territory to stack for their max scrambling number total. (veqryn)
* Changed priority of AA casualty choosing system to: chooseAACasualties -> isRollAAIndividually -> isRandomAACasualties. This means that "choose aa" overrides all, while "roll aa individually" will only override "random aa". (veqryn)
* Disallowed Bombardment from any sea zone that had a kamikaze suicide attack. (veqryn)
* Allowed createsResourcesList to have negative values as well as positive values. (veqryn)
* Fixing error message for when a game xml is not correctly formed. Also preventing errors from being thrown until we check the version number. (veqryn)
* Forcing all unit types to have attachments, or else an error will be thrown during parsing. Also forcing canals to be properly done in xml. (veqryn)
* Allowed loading of transports in Sea Zones where all enemies just became hostile this turn due to politics. (veqryn)
* Allowed interceptors and escorts to benefit from attackRolls and defenseRolls and their bonuses. (veqryn)
* Added information on which units are doing the bomber to the question about what should each bomber bomb. (veqryn)
* Allowed downloading of multiple maps/games in one go, by holding down CTRL while selecting maps in the "Download Games" dialog screen, and out of date maps will show up in bold, and maps up-to-date will show in italics. (ddurham)
* Created new type of attachment, TechAbilityAttachment, which will control how all technologies work. (veqryn)
* Created new techAbilityAttachment, "movementBonus", which controls the bonus to movement that is received from any technology. Also created default attachment for Long Range Air, which will now be set to give +2 movement to all air units, that are air units at the start of the game. (veqryn)
* Stopped "Low Luck for Bombing and Territory Damage" from controlling "bombingMaxDieSides" and "bombingBonus", and made it create a Low Luck situation on top of whatever dice sides and bonus the map uses. (veqryn)
* Created new game option, "Use Bombing Max Dice Sides And Bonus", which will control the unit attachment options: "bombingMaxDieSides" and "bombingBonus". (veqryn)
* Created new game option, "Convoy Blockades Roll Dice For Cost", which will now allow dice to be thrown for all blockade damage. (veqryn)
* Created new techAbilityAttachment, "attackBonus", which controls the attack bonus given by any technology. (veqryn)
* Created new techAbilityAttachment, "defenseBonus", which controls the defense bonus given by any technology. (veqryn)
* Created new techAbilityAttachment, "radarBonus", which controls the bonus to radar AA attack given by any technology. (veqryn)
* Created new techAbilityAttachment, "airAttackBonus", which controls the bonus given to escorts attack by any technology. (veqryn)
* Created new techAbilityAttachment, "airDefenseBonus", which controls the bonus given to interceptors defense by any technology. (veqryn)
* Created new techAbilityAttachment, "productionBonus", which controls the bonus given to production by any technology. (veqryn)
* Created new techAbilityAttachment, "minimumTerritoryValueForProductionBonus", which controls the minimum value of a territory that a factory units must be in to receive the production bonus. (veqryn)
* Created new techAbilityAttachment, "repairDiscount", which controls the discount to repairing given by any technology. (veqryn)
* Created new techAbilityAttachment, "warBondDiceSides", which controls how large the dice are which are rolled to determine the war bonds bonus. (veqryn)
* Created new techAbilityAttachment, "warBondDiceNumber", which controls how many dice get rolled for war bonds. (veqryn)
* Created new RelationshipTypeAttachment option, "rocketsCanFlyOver", which allows rockets to fly over by default. (veqryn)
* Created new techAbilityAttachment, "rocketDiceNumber", which controls the number of dice each rocket rolls. (veqryn)
* Created new techAbilityAttachment, "rocketDistance", which controls the maximum distance rockets can travel. (veqryn)
* Created new techAbilityAttachment, "rocketNumberPerTerritory", which controls the maximum number of dice to be rolled per territory. (veqryn)
* Created new techAbilityAttachment, "unitAbilitiesGained", which allows units to gain abilities when technology is discovered. Allowed "unitAbilitiesGained" to give "canBlitz" and "canBombard". (veqryn)
* Created new PlayerAttachment option, "shareTechnology", which will automatically give all technology to other players during tech activation phase. (veqryn)
* Created new PlayerAttachment option, "helpPayTechCost", which will allow other players to help pay the cost of technology. (veqryn)
* Created new Unit Attachment option, "bombingTargets", which allows the unit to only target specific other units for rockets and strategic bombing. (veqryn)
* Created new game option, "Airborne Attacks Only In Existing Battles", to help control different behavior for airborne tech. (veqryn)
* Created new game option, "Airborne Attacks Only In Enemy Territories", to help control different behavior for airborne tech. (veqryn)
* Created new techAbilityAttachment, "airborneForces", which turns on the new airborne tech. (veqryn)
* Created new techAbilityAttachment, "airborneCapacity", which turns on the new airborne tech. (veqryn)
* Created new techAbilityAttachment, "airborneTypes", which turns on the new airborne tech. (veqryn)
* Created new techAbilityAttachment, "airborneDistance", which turns on the new airborne tech. (veqryn)
* Created new techAbilityAttachment, "airborneBases", which turns on the new airborne tech. (veqryn)
* Deleted "GivesPUsDelegate". (veqryn)
* Created new techAbilityAttachment, "airborneTargettedByAA", which is set by the attacker, controlling which airborne units are subject to AA gun fire and by what AA gun types. (veqryn)
* Created new UnitAttachment option, "attackRolls", which controls the number of attack rolls a unit has, so long as their attack is greater than zero. (veqryn)
* Created new UnitAttachment option, "defenseRolls", which controls the number of defense rolls a unit has, so long as their defense is greater than zero. (veqryn)
* Created new UnitAttachment option, "chooseBestRoll", which controls whether we select the best dice or use all the dice rolled, when there is more than one die rolled. (veqryn)
* Created new techAbilityAttachment option, "attackRollsBonus", which adds additional attack rolls. (veqryn)
* Created new techAbilityAttachment option, "defenseRollsBonus", which adds additional defense rolls. (veqryn)
* Created new techAbilityAttachment option, "bombingBonus", which will add additional damage after all dice are rolled, per unit. (veqryn)
* Created new delegate, NoAirCheckPlaceDelegate, which does everything the normal "PlaceDelegate" does, but does not kill any aircraft at the end of the phase. (veqryn)
* Created new game option, "Subs Can End NonCombat Move With Enemies", which allows submarines to end their noncombat movement in a sea zone containing any enemy units. (veqryn)
* Created new rules attachment option, "switch", which allows either "true" or "false", thereby giving all conditions a memory function. (veqryn)
* Fixing all Global 1940 Alpha bugs and problems. (veqryn)
* Getting Global 1940 Alpha to use Technology completely. (veqryn)
Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
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Re: TripleA 1.6.1 Unstable released

hepster
Many Thanks Veq,  the improvements you have made on this release are outstanding.

And while many of these make T.W.W. a greatly improved game from a playability stand-point, I believe that many new games and mods will come out of these huge leaps ahead for Triple A.

As always, fantastic work!

Sincerely, Hepster
“A man can never have too much red wine, too many books, or too much ammunition”― Rudyard Kipling
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Re: TripleA 1.6.1 Unstable released

Zim Xero
In reply to this post by Veqryn
Haven't had time to play first hand yet.  Just ran a simulation of Greyhawk Cataclysm using MoorNable and EZfodder AIs.  The game is at round 202 and still going.... Zero java errors, and the AI is running about twice as fast as in 1.6.0.0.  Very nice.
'thats the way it is' makes it neither desireable nor inevitable
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Re: TripleA 1.6.1 Unstable released

Rolf Larsson
In reply to this post by Veqryn
Awesome work!!! Many thanks for the BC adjusting especially and all other features, bug fixing and improvements.
We now have custom dice!
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Re: TripleA 1.6.1 non-air AA units bug

Zim Xero
This post was updated on .
In reply to this post by Veqryn
Not sure if this is intentional, a bug, or just a limitation.  The chance trigger function does not appear to respond to the Uses limitation.  Tried using it in both triggers and conditions tied to the triggers and the chance trigger still fires every round. (example below:)


<attatchment name="conditionAttachmentGmonumentCheck" attatchTo="Great_Kingdom" javaClass="games.strategy.triplea.attatchments.RulesAttachment" type="player">
<option name="directPresenceTerritories" value="map" count="1"/>
<option name="unitPresence" value="Monument" count="1"/><option name="uses" value="1"/></attatchment>

<attatchment name="triggerAttachmentGunlock10" attatchTo="Great_Kingdom" javaClass="games.strategy.triplea.attatchments.TriggerAttachment" type="player">
<option name="trigger" value="conditionAttachmentGmonumentCheck"/>
<option name="availableTech" value="VC1:Forgotten_Ways"/>
<option name="uses" value="1"/><option name="chance" value="2:6"/></attatchment>

------------------------------------------------------------------------

I think a bug exists for non-air AA units.  It seems to happen when all attackers are killed by defensive AA fire.  The territory never resets ownership to the defender.  The defending land and units become invincible for the remainder of a game.  I dont have a savegame to reproduce this but it should be able to test using Total War in edit mode by sending a single tank versus a stack of 50 defending anti-tank units.
'thats the way it is' makes it neither desireable nor inevitable
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Re: TripleA 1.6.1 Unstable released

Veqryn
Administrator
In reply to this post by Veqryn
Diffsky and Pulicat are not responding to my requests for them to make and upload the Mac OS version of TripleA 1.6.1

Does anyone have a Mac computer, and would be willing to do the following easy steps for me?

1. Download the sourcecode only zip, and unzip it
http://sourceforge.net/projects/triplea/files/TripleA_Unstable/1_6_1/triplea_1_6_1_0_source_code_only.zip

2. open up Terminal, so that you can write a few command line commands.

3. change directory to where you unzipped the source code, and type:
ant run

4. if ant run works then triplea will start running.  close triplea, then type these two commands:
ant clean
ant macRelease

5. the dmg app will be in the release folder, please upload it here:
http://www.sendspace.com/

give me the link to where you uploaded it, and we will all have the mac release :)
Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
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Re: TripleA 1.6.1 non-air AA units bug

Veqryn
Administrator
In reply to this post by Zim Xero
@zim,
the trigger will keep rolling each round until the player gets it.  
uses only counts for successful triggers.
also, uses for conditions does nothing at all (it is only there for conditions that give PUs)

I also tested the second thing, about non air aa.  I tried both sea and land, and both worked perfectly fine.
Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
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Re: TripleA 1.6.1 non-air AA units bug

Stian
Hi,

here is link to mac download of 1.6.1. It works well for me, but perhaps other mac users could test it as well?
http://www.sendspace.com/file/xj7z0y

Stian
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Re: TripleA 1.6.1 non-air AA units bug

Bung
In reply to this post by Veqryn
you truly are the f*&@in man! nice work :)
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Re: TripleA 1.6.1 non-air AA units bug

Veqryn
Administrator
In reply to this post by Stian
hi Stian,

the .dmg should be in the "release" folder

the file you have given us is more than 2x bigger than it should be, and it is not a .dmg, and it does not contain what a .dmg should have in it.

could you do it again then look for the .dmg file?

it should be named: triplea_1_6_1_0_mac.dmg
Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
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Re: TripleA 1.6.1 non-air AA units bug

SomeMacUser
I tried building it, too. This is what happened:

BUILD FAILED
/Users/USERNAME/Downloads/triplea_1_6_1_0/build.xml:304: The following error occurred while executing this line:
/Users/USERNAME/Downloads/triplea_1_6_1_0/build.xml:266: Execute failed: java.io.IOException: Cannot run program "/Developer/Tools/SetFile": error=2, No such file or directory

I'm guessing one needs XCode or some other developer tools installed to build the .dmg file. The .app gets built just fine.
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Re: TripleA 1.6.1 non-air AA units bug

Veqryn
Administrator
diffsky gave me a mac dmg that works, it is uploaded now
Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
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Re: TripleA 1.6.1 Unstable released

Veqryn
Administrator
In reply to this post by Veqryn
if no huge changes need to be made for the next version,
then the next version will be a stable release (1.6.1.1) and will be able to play all 1.6.1 savegames

i hope to release the stable in ~3 weeks, that should give us enough time to find and fix any bugs in 1.6.1

so players,.... get cracking!

Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
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Re: TripleA 1.6.1 Unstable released

David G.
In reply to this post by Veqryn
I'm new to triplea, but I'm a long time Axis and Allies player. Veqryn amazing work here, pretty mind blowing really the amount of effort to get this working properly.

 While playing a match I was noticing that strategic bombing is not adding the +2 portion of the 1d6+2, it just calculates the damage as a single dice role. Perhaps there is a game option that I don't fully understand, but this is a pretty critical part of the Alpha +3 rule set.

Thanks
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Re: TripleA 1.6.1 Unstable released

Veqryn
Administrator
you must update your map

current version is 3.1 for global

what you are speaking of was fixed around 2.5 or 2.6 or so.... anyway just update to 3.1 already
Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
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Re: TripleA 1.6.1 Unstable released

beelee
In reply to this post by David G.
just tried it on global 3.1 and it worked for me David G
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Re: TripleA 1.6.1 Unstable released

David G.
Working now! Thanks guys. I'll keep an eye out for anything else.
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Re: TripleA 1.6.1 Unstable released

_EZell_
In reply to this post by Veqryn
any idea when the stable version is gonna be released?

are there still bugs being worked out?

tks!
veq
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Re: TripleA 1.6.1 Unstable released

veq
No bugs that i know of,

i'm waiting another 2 weeks so that people can find more bugs

then i will release a stable
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