TripleA 1.7.0.3 Stable has been released

classic Classic list List threaded Threaded
8 messages Options
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

TripleA 1.7.0.3 Stable has been released

Veqryn
Administrator
This post was updated on .
TripleA 1.7.0.3 Stable has been released, download it here,

https://sourceforge.net/projects/triplea/files/TripleA/1_7_0_3_extra_maps/
or: https://sourceforge.net/projects/tripleamaps/files/TripleA/stable/

Play Axis and Allies online with TripleA!

This version is completely backwards compatible with 1.6.1.4 savegames and 1.7.0.1 savegames.  It will also run all savegames from 1.5.2.1 onward.
(You can install more than 1 version of TripleA at a time, and run them all at the same time.)


The Developers for TripleA 1.7.0.3: Veqryn


Main Updates:
1.7.0.3:
- Automated Game Host Server:
TripleA now includes a fully automated server which can run from a terminal with no ui, or optionally a small ui.
People can setup multiple of these, allow anyone who can not host themselves to join the game room and set which map they want to play, and then play without port forwarding.

- Fixed Issue with not being able to Join or Host games:
Some user's Java jvm's were only allowing a max of 1g memory for TripleA, while TripleA 1.7.0.1 was requiring 1.2g for Join/Host online, causing it to fail or not start at all.  1.7.0.3 has a max limit of under 1g, and also allows customizable max memory in the 'engine preferences' button and also in its 'system.ini' file.

- Some Bug Fixes:
Territory Effects were not being applied, National Objectives for multiple territories were not working properly, Paratroopers hit by AA were not dying, Notifications were not localized for clients online, and several other bugs.

1.7.0.1
 - New Games: 
'Chess', 'Checkers' (English Draughts), 'GO' (also called Igo), and a major overhaul of 'Great War' (a World War 1 game).

 - New features for the Battle Calculator: 
More information is shown such as starting power, TUV swing, total hp, avg units left when winning.
Can now specify to retreat after X rounds, retreat when Y units left, and/or retreat when losing.
Default Casualty selection now takes Territory Effects into account, and you can also specify an Order Of Losses for casualties.

 - New User Interface features: 
New Keyboard Shortcut: press "F" for 'Find Units', which will highlight all units you have with movement left.
When selecting units for moving, their movement left is shown in Blue by your mouse.
New report given at end of turn detailing income collected, any national objectives, and any blockade actions.
Can now change the font size and color of map text such as unit counters.

 - New Edit Mode Options: 
Can now use edit mode to change political relations between players, move units around, add units that nations can't normally produce, add land units to sea zones, remove units belonging to multiple nations.

 - Sounds now play for Clients in online games 

 - Many new features for future maps: 
Image files for game notes can now be included with the map zip, allowing faster loading and offline loading.
New Phase: User Actions, which is similar to politics except that it is specifically to allow a nation to activate triggers of their choosing.
New Phase: Random Start, which allows players to choose territories one by one, similar to Risk, or have them allocated randomly.
Air battles can now occur before normal battles, and can now scramble into an air battle, and retreat from air battles.
Normal and air battles can have custom number of rounds set.
Anti-Air type units can now fire offensively, can fire multiple rounds, can damage or kill, and can have custom sounds.
Support Attachments can now affect rolls or strength, and can affect enemy or allied units.
New condition for 'gameProperty' allows custom game options, and new options for condition 'chance' allow incrementing if failed and decrementing if successful.
A ton more new features for map and game makers!

 - Lots of Bug Fixes: 
Some small fixes for movement validation.
Some fixes for rare crashes.
Lot of other small bug fixes, see changelog for details.

 - Others:
When in History Mode, you can Right Click on any history node and make a savegame at that point in this history.
TripleA now checks if it is out of date, or if your maps are out of date, once per month.
Maximum memory bumped up to 1gb, meaning that you need at least 1.5gb of free unused ram (or you could crash).
New AI, "Does Nothing AI", for use with multiplayer Free-For-All games.
Other keyboard shortcuts: "N" will cycle through territories highlighting units with movement left. "I" shows a popup containing unit/territory information. WASD/ArrowKeys will move the map around (can also right click and drag your mouse).




Detailed List:
Major Bug fixes since 1.6.1.4:
* Fixed bug where having a tech token but not having enough money to buy a new one, would cause you to skip rolling for the existing token. (veqryn)
* Fixed bug where units being transported or otherwise dependent were being counted towards unit presence and unit exclusion objectives. (veqryn)
* Fixed movement validation bug that prevent loading of land units onto a transport during noncombat if the transport was in an enemy 'owned' sea zone. (veqryn)
* Possibly fixing bug where the game host process does not end, even though all windows close. (veqryn)
* Fixed serious bug with process runner util that prevented a new classpath from being used, most notably preventing the 'old jars' from getting run. (veqryn)
* Fixing several memory leaks related to game notes staying in memory multiple times. (veqryn)
* Fixing bug in air movement validation for complex movement cases. (veqryn)
* Fixed bug where you could move a destroyer after it had killed a sub, during noncombat move. (veqryn)
* Fixed bug where having sea units begin the turn on top of an enemy sub, and then not moving them but also not attacking, caused them to lose their movement anyway. (veqryn)
* Fixed bug where AA shots on 2 hitpoint units with Choose AA Casualties on was resulting in no damage or killed unit. Also changed battle display to show "typeAA" for each AA Fire phase, instead of a generic identifier. (veqryn)
* Fixed bug that caused a rare skipping of a battle involving transports and air vs undefended transports. (veqryn)
* Fixed battle screen null pointer errors caused by maps with artillery units but no supportable units. Also fixed bug where maps without notes could not be closed. (veqryn)
* Changing defending submarines to fire after all attacking units under classic rules, where property Defending Subs Sneak Attack is false. (veqryn)
* Fixed null pointer error in Strong AI (Moore AI) purchase method. (veqryn)
* Fixed issue with Marine amphibious attackers showing a bonus on the battle screen even when attacking via land. (veqryn)
* Minor adjustment to retain capital produce number methods to allow a value of zero. (flaaargle)
* Fixed null pointer error in signalGameOver when called by a trigger for a game that has never reached the end round step. (veqryn)
* Fixed problem where territory names that were parseable integers could not allow any territory based conditions. I still recommend territories have a non integer character in them though. (veqryn)
* Fixing fuelCost to not be charged for units in transports. (veqryn)


Major Bug fixes since 1.7.0.1:
* Fixed possible null pointer in color chooser for color property, which occurred when chosing the color for map text. (veqryn)
* Fixed bug causing paratrooping land units who's air transports were hit by AA fire to not be removed from the battle. (veqryn)
* Fixed bug causing national objectives which rewarded players on a per-territory basis using the "each" modifier to not work. (veqryn)
* Fixed bug causing Territory Effects to not be applied at all, ever. Also fixed possible issue with 'choose best roll' in low luck. (veqryn)
* Not allowing scrambling question when only and SBR raid is in a territory and scramble to SBR is turned off. (veqryn)
* Fixed bug causing triggered notifications to not use local images when shown on a client computer. (veqryn)
* Figuring out some user's Java jvm's and/or the JRE included with triplea, only allow up to xmx 1024mb of memory maximum, and that the program completely fails when going over this limit, often causing the user to be unable to join or host games online. (veqryn & diaz)
* Reducing maximum memory to 896mb, down from 1024mb, in order to stop these errors from happening, and not allowing engine to add 20% to this when joining online games or hosting. (veqryn)
* Fixed bug causing Random Territory Start delegate to fail in online games due to requesting dice too quickly. (veqryn)
* Preventing AA units with maxRoundsAA from getting removed early from battle. (veqryn)


Major New Engine Features:
* Added ability to Right Click on any node in the History panel, and save a game at that point in history [could still be buggy, do not use for tournament games]. (veqryn)
* Added the default map downloader xml web link to the download maps feature, if the user does not already have any. (veqryn)
* Created a notification to the user when they click "list games" that will alert them to which maps they already have which may be out of date and need updating. (veqryn)
* Created a notification to the user when they start TripleA that checks once per day if their TripleA is the latest version, and if not asks them to update it. (veqryn)
* Created a notification to the user when they start a version of TripleA for the first time, showing the new features of this version. (veqryn)
* Creating a new monthly check to see if all maps are up to date, and if not then asking the user to update their maps. (veqryn)
* Created Chess for TripleA, including all logic and rules. (veqryn)
* Created new user interface elements for Chess and an abstraction of such for other grid based games. (veqryn)
* Created a very very simple AI for Chess, based on random moves plus capturing pieces when available. (veqryn)
* Created Checkers (Draughts) for TripleA, including all logic and rules. (veqryn)
* Created new user interface elements for Checkers. (veqryn)
* Created GO (Igo) for TripleA, including all logic and rules. (veqryn)
* Created new user interface elements for Go. (veqryn)
* Added new checkboxes for the Play-By-Email/Forum poster for including savegame and for reposting the turn if it failed the first time. (veqryn)
* Creating a mouse shadow image to go with the route image, showing how much movement you have left for any selected units, in blue font. (veqryn)
* Creating simple message dialog report for end of turn collection of PUs and national objectives and any blockade action. (veqryn)
* Forced all non-returning void dialogs to run in a separate process as to not block the game from moving forward.
* Creating a method in IDisplay to send messages to all player's computers, but only once per computer. Also includes ability to send to certain players only. (veqryn)
* Created option in game 'View' menu to change the font size and font colors of things like territory names, pu's, unit count, and factory damage count. (veqryn)
* Added new Edit option to change political relationships between players. (veqryn)
* Added fields for average number of rounds, average attacking units left when attacker won, and average defending units left when defender won, to the battle calculator. (veqryn)
* Adding ability to specify when the attacker should retreat after how many rounds, to the battle calculator. (veqryn)
* Added more info to Battle Calc including total TUV swing, and allowing retreat after losing all air units or having only x units left. (veqryn)
* Allowed Edit Add Units to check if artwork exists for units not in a production frontier, and if so allow them to be created. (veqryn)
* Allowed Edit Mode to remove units owned by different players. (veqryn)
* Allowed Edit Mode to add land units to a sea zone if there are either transports already there or transports also being added at the same time. (veqryn)
* Adding a new Hot Key "F" for 'Find Units', which will highlight all units you own that have movement left, but only during a movement phase. (frigoref)
* Adding text labels to the Battle Calculator for the number of hitpoints and the total attack or defense power of each side. (veqryn)
* Increasing maximum memory to 1gb (1024mb), up from 768mb. (veqryn)
* Expanded Unit tool tips to include unit support attachments, and also to detail more info for other abilities. (veqryn)
* Adding scroll bar to chat panel for online game waiting host room before game launched. (veqryn)
* Adding new PBEM feature, the ability to post to a custom triplea website. (weigo)
* Set up battle delegate and tracker to allow air battles to be created for normal battles. (veqryn)
* Allowed AA Gun type units to fire back in same round if killed by other AA Gun type units. (veqryn)
* Allowing defense to ground their planes before an air battle (preceding a normal battle) if withdrawing is turned on, however if the territory is lost they die. (veqryn)
* Updated default casualty selection to take territory effects into consideration. (veqryn)
* Adding a visual log to AutoPlacementFinder and TileImageBreaker, and getting the AutoPlacementFinder to cut out at a max of about 50 placements per territory. (veqryn)
* Created new image utility, TileImageReconstructor, which will recreate an image based on base tiles or relief tiles and/or draw a polygons file onto an image. (veqryn)
* Added option to retreat in battle calculator when we are losing, which is approximated by seeing if our 'meta-power' is lower than the opponent's. (veqryn)
* Created new button, "Order of Losses", in the battle calculator, which will all you to put in a text script of which casualties to select in what order. (veqryn)
* Created new AI specially for multiplayer free-for-all games, "Does Nothing AI", which will buy units the first round then destroy all money all subsequent rounds, along with doing nothing else. (veqryn)
* Created new delegate, "UserActionDelegate", which will allow nations to take any kind of condition/trigger based action. (veqryn)
* Created user interface element for the User Action Delegate, based on the existing politics interface. (veqryn)
* Created user interface element for RandomStartDelegate, so that players can pick which territory they want and what units they want in it. (veqryn)
* Gave all AIs methods to pick territories, and they will attempt to focus on a single area of the board. (veqryn)
* Created new channel broadcaster for use with playing sounds on both server machine and client machines. (veqryn)
* Created new engine preference option to set the maximum memory used for triplea, for joining, hosting, and also an option to have triplea always restart with higher memory maximum. (veqryn)
* Changed engine preference for max memory into a "system.ini" file, that way a user can delete or reinstall TripleA if they screw up. (veqryn)
* Added an option to turn off the end of turn report, into the game menu bar. (veqryn)
* Made fuelCost no longer charge for allied air dependants, paratroopers, and owned air on owned fighters not making an attack. (veqryn)
* Updating packaged JRE to Java 7 update 21 for x86. (veqryn)
* Created a headless game server that is completely automated and can be run on as little as 32mb of ram with no ui or a small ui, from the console/terminal. Clients can change the game, change to an autosave, send a save to the server, and get the save from the server.  Server will reload autosaves when any connection is lost.  Server will reset its connection to the lobby every 8 hours. (veqryn)


Major New Game XML or other Map Features:
* Added feature to automatically parse HTML text in game notes and in notifications, and replace all image links with links to the map folder's "doc/images/" directory, thereby allowing local image files to be used. (veqryn)
* Created new territory effect attachment option, "unitsNotAllowed", which is a list of units that will be prevented from moving into any territories with this effect. (crystalct)
* Deleting game option property "Occupied Territories" since it does not do anything anymore. (veqryn)
* Changing territory attachment "occupiedTerrOf" into "originalOwner". (veqryn)
* Changed territory attachment "victoryCity" to allow integers instead of boolean, thereby allowing victory cities with greater value, and also added a tooltip to tech purchase phase to show what techs are in each category. (eurofabio)
* Created a new Unit Attachment option, "damageableAA", which allows this AA gun type unit to cause damage to a two hitpoint unit instead of outright killing it. (veqryn)
* Created new game option property, "Air Battle Rounds", which will allow setting the number of rounds of combat for air battles. (veqryn)
* Created new game option properties, "Air Battle Attackers Can Retreat" and "Air Battle Defenders Can Retreat", which allow retreating from air battles. (veqryn)
* Created new game option property, "Battles May Be Preceeded By Air Battles", which will allow normal battles to have air battles first. (veqryn)
* Created new game option property, "Can Scramble Into Air Battles", which will allow a player to scramble air to neighboring territories in order to defend against air raids and air battles. (veqryn)
* Created new game option property, "Battle Rounds", which sets the maximum number of rounds of combat for normal battles, with -1 being infinite which is default. (veqryn)
* Created new unit attachment property, "maxRoundsAA", which sets the number of rounds an AA gun may fire in, with 1 being default. Only normal battles are affected, while flyover and strategic bombing are not affected. (veqryn)
* Allowing custom AA hit and miss sounds for irregular AA types, with the folder being located at "battle_<typeaa>_hit" and "battle_<typeaa>_miss" (folder must be lowercase though), where <typeaa> is the unit attachment "typeAA" of that unit. (veqryn)
* Created new unit attachment properties, "offensiveAttackAA" and "offensiveAttackAAmaxDieSides", which will be used by offensive aa guns. (veqryn)
* Created new unit attachment property, "canAirBattle", which determines if a unit participates in a normal battle's air battle. (veqryn)
* Changed unit attachment "isMarine" to allow for integers instead of boolean. (veqryn)
* Getting the UnitSupportAttachment dice option to handle both strength and roll, thereby allowing giving extra rolls to units. (veqryn)
* Getting the UnitSupportAttachment faction option to handle both allied and enemy, thereby allowing giving positive or negative support to enemy units. (veqryn)
* New Condition Attachment property option, "gameProperty", which can be set equal to the exact string of any boolean game property option, including custom made up ones. (veqryn)
* Created new attachment, "UserActionAttachment", which holds actions that can be taken by a player, based on an abstraction of the political action attachment. (veqryn)
* Added properties for conditions, conditionType, invert, chance, costPU, text, actionAccept, and attemptsPerTurn to the User Action Attachment. (veqryn)
* Added new property, "activateTrigger", to UserActionAttachment, which will fire a trigger when the nation takes this action. (veqryn)
* Created new text file, "actionstext.properties", which contains action text for the user interface for taking user actions, similar to politicstext.properties. (veqryn)
* Created new delegate, "RandomStartDelegate", which will allow for randomly assigned territories or territories chosen in turn order. (veqryn)
* Created new game option property, "Territories Are Assigned Randomly", which determines if territories are randomly assigned or picked by players during RandomStartDelegate. (veqryn)
* New attachment properties for Triggers, Politics, and User Actions: "chanceIncrementOnFailure" and "chanceDecrementOnSuccess" which will modify the "chance" value. (veqryn)
* Created new game option property, "Use Fuel Cost", which will control if we charge for fuel in our movement. (veqryn)


Major Map/Game changes:
* New game: Chess
* New game: Checkers (American/English Draughts)
* New game: GO (Also called Igo)
* Major changes to both the map and the placements and the rules for "Great War" world war one game. (veqryn)




For a full changelog see here:
https://triplea.svn.sourceforge.net/svnroot/triplea/branches/1_7_0_3_stable/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
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: TripleA 1.7.0.3 Stable has been 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 1.7.0.3:
* Got headless game to show options to client's, for changing the game, changing to an autosave, sending a save to the server, and getting the savegame from the host. (veqryn)

* Got headless game to restart its lobby connection once per 8 hours. (veqryn)

* Got headless game server to be able to connect to lobby, and host games repeatedly without requiring any UI or swing event thread. Also got to immediately reload autosave when a player quits. (veqryn)

* Got headless game server to be able to pick games, and have a mini-ui for hosting and for during the game. (veqryn)

* Got headless game server to be able to host minimap, with the game screen headless. (veqryn)

* First pass at setting up framework for a headless game server. (veqryn)

* Preventing AA units with maxRoundsAA from getting removed early from battle. (veqryn)

* Fixed bug causing Random Territory Start delegate to fail in online games due to requesting dice too quickly. (veqryn)

* Updating Great War ww1 map and xml, to improve options and balance. (veqryn)

* Updating packaged JRE to Java 7 update 21 for x86. (veqryn)

* Made fuelCost no longer charge for allied air dependants, paratroopers, and owned air on owned fighters not making an attack. (veqryn)

* Created new game option property, "Use Fuel Cost", which will control if we charge for fuel in our movement. (veqryn)

* Added an option to turn off the end of turn report, into the game menu bar. (veqryn)

* Changed engine preference for max memory into a "system.ini" file, that way a user can delete or reinstall TripleA if they screw up. (veqryn)

* Created new engine preference option to set the maximum memory used for triplea, for joining, hosting, and also an option to have triplea always restart with higher memory maximum. (veqryn)

* Created new option in engine preferences to show engine log console, and also had the console show current memory usage. (veqryn)

* Reducing maximum memory to 896mb, down from 1024mb, in order to stop these errors from happening, and not allowing engine to add 20% to this when joining online games or hosting. (veqryn)

* Figuring out some user's Java jvm's and/or the JRE included with triplea, only allow up to xmx 1024mb of memory maximum, and that the program completely fails when going over this limit, often causing the user to be unable to join or host games online. (veqryn & diaz)

* Fixing some lock not held errors. (veqryn)

* Fixed bug causing triggered notifications to not use local images when shown on a client computer. (veqryn)

* Not allowing scrambling question when only and SBR raid is in a territory and scramble to SBR is turned off. (veqryn)

* Fixed bug causing Territory Effects to not be applied at all, ever. Also fixed possible issue with 'choose best roll' in low luck. (veqryn)

* Fixed bug causing national objectives which rewarded players on a per-territory basis using the "each" modifier to not work. (veqryn)

* Fixed bug causing paratrooping land units who's air transports were hit by AA fire to not be removed from the battle. (veqryn)

* Fixed possible null pointer in color chooser for color property, which occurred when chosing the color for map text. (veqryn)



Changes for 1.7.0.1:
* New attachment properties for Triggers, Politics, and User Actions: "chanceIncrementOnFailure" and "chanceDecrementOnSuccess" which will modify the "chance" value. (veqryn)

* Fixing fuelCost to not be charged for units in transports. (veqryn)

* Major changes to both the map and the placements and the rules for "Great War" world war one game. (veqryn)

* Implemented all sounds through IDelegateBridge.getSoundChannelBroadcaster().playSoundForAll() or through DefaultSoundChannel.playSoundOnLocalMachine() for a few local sounds like slapping in chat. (veqryn)

* Created new channel broadcaster for use with playing sounds on both server machine and client machines. (veqryn)

* Created user interface element for RandomStartDelegate, so that players can pick which territory they want and what units they want in it. (veqryn)

* Gave all AIs methods to pick territories, and they will attempt to focus on a single area of the board. (veqryn)

* Created new game option property, "Territories Are Assigned Randomly", which determines if territories are randomly assigned or picked by players during RandomStartDelegate. (veqryn)

* Created new delegate, "RandomStartDelegate", which will allow for randomly assigned territories or territories chosen in turn order. (veqryn)

* Fixed problem where territory names that were parseable integers could not allow any territory based conditions. I still recommend territories have a non integer character in them though. (veqryn)

* Fixed null pointer error in signalGameOver when called by a trigger for a game that has never reached the end round step. (veqryn)

* Minor adjustment to retain capital produce number methods to allow a value of zero. (flaaargle)

* Created user interface element for the User Action Delegate, based on the existing politics interface. (veqryn)

* Created new delegate, "UserActionDelegate", which will allow nations to take any kind of condition/trigger based action. (veqryn)

* Created new text file, "actionstext.properties", which contains action text for the user interface for taking user actions, similar to politicstext.properties. (veqryn)

* Added new property, "activateTrigger", to UserActionAttachment, which will fire a trigger when the nation takes this action. (veqryn)

* Added properties for conditions, conditionType, invert, chance, costPU, text, actionAccept, and attemptsPerTurn to the User Action Attachment. (veqryn)

* Created new attachment, "UserActionAttachment", which holds actions that can be taken by a player, based on an abstraction of the political action attachment. (veqryn)

* New Condition Attachment property option, "gameProperty", which can be set equal to the exact string of any boolean game property option, including custom made up ones. (veqryn)

* Created new AI specially for multiplayer free-for-all games, "Does Nothing AI", which will buy units the first round then destroy all money all subsequent rounds, along with doing nothing else. (veqryn)

* Abstracted methods to find the power and rolls of units into a single method. (veqryn)

* Fixed issue with Marine amphibious attackers showing a bonus on the battle screen even when attacking via land. (veqryn)

* Fixed null pointer error in Strong AI (Moore AI). (veqryn)

* Getting the UnitSupportAttachment faction option to handle both allied and enemy, thereby allowing giving positive or negative support to enemy units. (veqryn)

* Getting the UnitSupportAttachment dice option to handle both strength and roll, thereby allowing giving extra rolls to units. (veqryn)

* Changing defending submarines to fire after all attacking units under classic rules, where property Defending Subs Sneak Attack is false. (veqryn)

* Created new button, "Order of Losses", in the battle calculator, which will all you to put in a text script of which casualties to select in what order. (veqryn)

* Added option to retreat in battle calculator when we are losing, which is approximated by seeing if our 'meta-power' is lower than the opponent's. (veqryn)

* Created new image utility, TileImageReconstructor, which will recreate an image based on base tiles or relief tiles and/or draw a polygons file onto an image. (veqryn)

* Adding a visual log to AutoPlacementFinder and TileImageBreaker, and getting the AutoPlacementFinder to cut out at a max of about 50 placements per territory. (veqryn)

* Changed unit attachment "isMarine" to allow for integers instead of boolean. (veqryn)

* Updated default casualty selection to take territory effects into consideration. (veqryn)

* Updating web poster to keep track of many entered websites, and save them all to the local cache but not to the savegame. (veqryn)

* Created new unit attachment property, "canAirBattle", which determines if a unit participates in a normal battle's air battle. (veqryn)

* Allowing defense to ground their planes before an air battle (preceding a normal battle) if withdrawing is turned on, however if the territory is lost they die. (veqryn)

* Fixed battle screen null pointer errors caused by maps with artillery units but no supportable units. Also fixed bug where maps without notes could not be closed. (veqryn)

* Allowed AA Gun type units to fire back in same round if killed by other AA Gun type units. (veqryn)

* Added new steps to must fight battle so that offensive aa guns will work correctly. (veqryn)

* Created new unit attachment properties, "offensiveAttackAA" and "offensiveAttackAAmaxDieSides", which will be used by offensive aa guns. (veqryn)

* Created new unit attachment property, "maxRoundsAA", which sets the number of rounds an AA gun may fire in, with 1 being default. Only normal battles are affected, while flyover and strategic bombing are not affected. (veqryn)

* Created new game option property, "Battle Rounds", which sets the maximum number of rounds of combat for normal battles, with -1 being infinite which is default. (veqryn)

* Created new game option property, "Can Scramble Into Air Battles", which will allow a player to scramble air to neighboring territories in order to defend against air raids and air battles. (veqryn)

* Set up battle delegate and tracker to allow air battles to be created for normal battles. (veqryn)

* Created new game option property, "Battles May Be Preceeded By Air Battles", which will allow normal battles to have air battles first. (veqryn)

* Created new game option properties, "Air Battle Attackers Can Retreat" and "Air Battle Defenders Can Retreat", which allow retreating from air battles. (veqryn)

* Created new game option property, "Air Battle Rounds", which will allow setting the number of rounds of combat for air battles. (veqryn)

* Abstracted StrategicBombingRaidPreBattle to become AirBattle, no longer extending StrategicBombingRaid. (veqryn)

* Fixed bug that caused a rare skipping of a battle involving transports and air vs undefended transports. (veqryn)

* Adding new PBEM feature, the ability to post to a custom triplea website. (weigo)

* Adding scroll bar to chat panel for online game waiting host room before game launched. (veqryn)

* Expanded Unit tool tips to include unit support attachments, and also to detail more info for other abilities. (veqryn)

* Increasing maximum memory to 1gb (1024mb), up from 768mb. (veqryn)

* Creating a new monthly check to see if all maps are up to date, and if not then asking the user to update their maps. (veqryn)

* Allowed "men" in International Draughts to capture backwards, which appears as a game option in Checkers. (veqryn)

* Created caching mechanism for the game notes, so that it is only in memory when the notes tab is open and otherwise can be cleared from memory if needed. (veqryn)

* Created a new Unit Attachment option, "damageableAA", which allows this AA gun type unit to cause damage to a two hitpoint unit instead of outright killing it. (veqryn)

* Fixed bug where AA shots on 2 hitpoint units with Choose AA Casualties on was resulting in no damage or killed unit. Also changed battle display to show "typeAA" for each AA Fire phase, instead of a generic identifier. (veqryn)

* Allowing custom AA hit and miss sounds for irregular AA types, with the folder being located at "battle_<typeaa>_hit" and "battle_<typeaa>_miss" (folder must be lowercase though), where <typeaa> is the unit attachment "typeAA" of that unit. (veqryn)

* Adding text labels to the Battle Calculator for the number of hitpoints and the total attack or defense power of each side. (veqryn)

* Adding a new Hot Key "F" for 'Find Units', which will highlight all units you own that have movement left, but only during a movement phase. (frigoref)

* Allowed Edit Mode to add land units to a sea zone if there are either transports already there or transports also being added at the same time. (veqryn)

* Allowed Edit Mode to remove units owned by different players. (veqryn)

* Changed territory attachment "victoryCity" to allow integers instead of boolean, thereby allowing victory cities with greater value, and also added a tooltip to tech purchase phase to show what techs are in each category. (eurofabio)

* Allowed Edit Add Units to check if artwork exists for units not in a production frontier, and if so allow them to be created. (veqryn)

* Added more info to Battle Calc including total TUV swing, and allowing retreat after losing all air units or having only x units left. (veqryn)

* Fixed bug where having sea units begin the turn on top of an enemy sub, and then not moving them but also not attacking, caused them to lose their movement anyway. (veqryn)

* Fixed bug where you could move a destroyer after it had killed a sub, during noncombat move. (veqryn)

* Updating text xml's and adding TWW xml for new tests. (veqryn)

* Fixing bug in air movement validation for complex movement cases. (veqryn)

* Fixing several memory leaks related to game notes staying in memory multiple times. (veqryn)

* Creating Edit Mode for Grid Based games like chess, checkers, and go. (veqryn)

* Added feature to automatically parse HTML text in game notes and in notifications, and replace all image links with links to the map folder's "doc/images/" directory, thereby allowing local image files to be used. (veqryn)

* Adding ability to specify when the attacker should retreat after how many rounds, to the battle calculator. (veqryn)

* Added fields for average number of rounds, average attacking units left when attacker won, and average defending units left when defender won, to the battle calculator. (veqryn)

* Added new Edit option to change political relationships between players. (veqryn)

* Created option in game 'View' menu to change the font size and font colors of things like territory names, pu's, unit count, and factory damage count. (veqryn)

* Fixed serious bug with process runner util that prevented a new classpath from being used, most notably preventing the 'old jars' from getting run. (veqryn)

* Creating a method in IDisplay to send messages to all player's computers, but only once per computer. Also includes ability to send to certain players only. (veqryn)

* Forced all non-returning void dialogs to run in a separate process as to not block the game from moving forward.

* Forced all UI interactions to either go through a single thread, or wait for thread to finish, so as not to have multiple popups at same time. (veqryn)

* Creating simple message dialog report for end of turn collection of PUs and national objectives and any blockade action. (veqryn)

* Creating a mouse shadow image to go with the route image, showing how much movement you have left for any selected units, in blue font. (veqryn)

* Possibly fixing bug where the game host process does not end, even though all windows close. (veqryn)

* Allowing all Grid Games to use the play by email and forum posters. (veqryn)

* Abstracted the Forum Poster to its own component and static methods. Added new checkboxes for including savegame and for reposting the turn if it failed the first time. (veqryn)

* Creating victory conditions for Go, and creating a UI for players to negotiate which groups of stones are alive or dead. (veqryn)

* Creating all game logic for Go. (veqryn)

* Creating UI for Go. (veqryn)

* Allowing Grid Games to change their width and height mid-game, like through game options. (veqryn)

* Creating initial framework and loader for Go. (veqryn)

* Creating simple AI for Checkers, and adding rules to enforce the forcing of jump capture moves when available. (veqryn)

* Creating UI for Checkers. (veqryn)

* Adding all game logic for Checkers. (veqryn)

* Adding sound for joining a game chat room. (cpp-ose & jeparedes)

* Creating framework and loader for Checkers. (veqryn)

* Adding Chess to available games that come with TripleA, and cleaning up source and UI, and fixing various bugs in the grid games framework. (veqryn)

* Getting Grid Games to use the History Panel, and adding the history panel and other options to their menu bar. (veqryn)

* Getting GridMapPanel to scroll by having it extend ImageScrollerLargeView, and fixing up all grid based games to use this. (veqryn)

* Getting Grid Games to allow having a chat panel in multiplayer and networked games. (veqryn)

* Abstracting both Sliding Tiles (N-Puzzle) game and Tic Tac Toe game into Grid Game. (veqryn)

* Created a min-max/alpha-beta type of AI, which takes a long time to think but actually makes OK moves. (veqryn)

* Created a very very simple AI for Chess, based on random moves plus capturing pieces when available. (veqryn)

* Finished checking for Check and Check Mate in Chess. (veqryn)

* Finishing movement validation for Chess. (veqryn)

* Adding a visual cue for which moves are legal for Chess and other Grid games. (veqryn)

* Added movement validation logic for Chess. (veqryn)

* Upgrading the graphics for Grid Games, and including a mouse shadow of selected units, and a highlight of which units on map are currently selected. (veqryn)

* Major abstraction of both King's Table and Chess into a single framework for Grid based games. (veqryn)

* Completing most of UI aspect of Chess game. (veqryn)

* Creating framework for a Chess game. (veqryn)

* Created a notification to the user when they start a version of TripleA for the first time, showing the new features of this version. (veqryn)

* Created a notification to the user when they start TripleA that checks if their TripleA is the latest version, and if not asks them to update it. (veqryn)

* Created a notification to the user when they click "list games" that will alert them to which maps they already have which may be out of date and need updating. (veqryn)

* Added the default map downloader xml web link to the download maps feature, if the user does not already have any. (veqryn)

* Fixed movement validation bug that prevent loading of land units onto a transport during noncombat if the transport was in an enemy 'owned' sea zone. (veqryn)

* Fixed bug where units being transported or otherwise dependent were being counted towards unit presence and unit exclusion objectives. (veqryn)

* Changing territory attachment "occupiedTerrOf" into "originalOwner". (veqryn)

* Deleting game option property "Occupied Territories" since it does not do anything anymore. (veqryn)

* Created new territory effect attachment option, "unitsNotAllowed", which is a list of units that will be prevented from moving into any territories with this effect. (crystalct)

* Adding ability to specify which round the game starts on, through a round offset in gameplay section of xml. (veqryn)

* Added ability to Right Click on any node in the History panel, and save a game at that point in history [could still be buggy, do not use for tournament games]. (veqryn)

* Abstracted delegates so that the server can now determine if it needs to wait on the user for input for a delegate or not. (veqryn)

* Fixed bug where having a tech token but not having enough money to buy a new one, would cause you to skip rolling for the existing token. (veqryn)

Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: TripleA 1.7.0.3 Stable has been released

Veqryn
Administrator
This post was updated on .
In reply to this post by Veqryn
If you want to run a "automated server" yourself, you can use this command:


java -server -Xmx64m -classpath bin\triplea.jar games.strategy.engine.framework.HeadlessGameServer triplea.game.host.ui=false triplea.game= triplea.server=true triplea.port=3300 triplea.name=HostBot1_YOURNAME triplea.lobby.game.hostedBy=HostBot1_YOURNAME triplea.lobby.host=173.255.229.134 triplea.lobby.port=3303 triplea.lobby.game.comments="automated_hosting_service"


you can change the PORT, and the NAME

you can also use one of these files to run it (change the contents as you wish):
windows: run-headless-game-host-windows.bat
linux/mac: run-headless-game-host.sh

put these files into the same folder as where you installed triplea
(so they would be right beside the .exe [or .sh] file)
double click to run them
you can right click and make a shortcut to them on your desktop or w/e

thx,
veqryn


Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: TripleA 1.7.0.3 Stable has been released

Veqryn
Administrator
This post was updated on .
In reply to this post by Veqryn
I have just released a "Silent Update" for 1.7.0.3

You can call it "1.7.0.3.5" if you want.  Or call it a "patch".

It is "silent" because I am keeping the official version number the same, because having just made an official release a few weeks ago, and spent all that time updating all the different websites and file locations, and forcing all our users to upgrade twice in the space of a month, I do not wish to force people to upgrade to this version.

This new version and the old version can both play games together, which is another reason why I am not forcing the update.


The only changes are basically to "hosting" (both normal hosting and automated hosting), and also some specific changes for the "host bots".


Basically, I believe I have fixed the "host crashing" bugs.

For those of you who do not know, the host crashing bug looks like this:
You are hosting a game, it is the client's turn, he presses "done" on one phase (like purchase), and the next phase never "starts" for him.
The players wait around, but no buttons appear in the action tab for the client, so eventually either the host or the client choose to disconnect and stop the game in order to restart it.
The client exits ok, but the host never goes back to the "waiting" screen.  It looks like the program has died on his computer, so he starts hosting a new triplea game.
People trying to join the new game, get re-directed to the old game, because actually it is still running in the background.  In order to stop it, the person is forced to kill the java.exe/javaw.exe in task manager / process manager, or restart their computer.
The other way it looks, is just a complete crash (but without an error message) during client turn, where the host waiting screen never reappears, and you have to kill the process like above.
Sometimes the host sees a "ClassCastException" or "NullPointerException" in TripleAPlayer.start(), however the bug doesn't make any sense because it occurs during the client's turn.


Anyway, I've fixed the issue, and updated my 2 host bots to use the new triplea.  However the bug is on both the client side and the host side, so everyone sort of needs to update for the bug to really be fixed.

Now, the bug should not occur if the client has updated.  However if the client has not updated and the bug still occurs, the host should no longer crash and become invisible.  Now the host should simply return to the "waiting for players" screen if there is every a serious bug like this.


I hope everyone can re-download triplea, and then reinstall with the new version.
Make sure you EXIT and quit all triplea's you have open, before you reinstall triplea!


thx,
veqryn




Here is the changelog for the "patched" version:

* Possible fix for game hang / game freeze during hosting, client start step should now wait for delegate bridge to finish updating. (veqryn)

* Possible workaround for game hang / game freeze during hosting, if error occurs game should now drop back to waiting screen instead of just hanging or ghosting. (veqryn)

* Adding much more logging to HeadlessServerGame in order to try to find cause of the CastClassExceptions in TripleAPlayer.start() and NullPointer/IllegalArgumentExceptions in RemoteName. (veqryn)

* Fixed null pointer error in battle calculator when spamming the cancel button. (veqryn)

* Rebalancing Great War world war 1 game. (veqryn)

* Fixed bug where chanceIncrementOnFailure and chanceDecrementOnSuccess were not allowing any number of zero or less for chance. (veqryn)

* Fixed error where games with a round offset where doubling what round the game started on each time it was saved via the history panel. (veqryn)

* Creating a headless chat service, so that server can be created in a headless environment and still chat. (veqryn)

* Fixed bug causing fatal errors in client-server games when client owned very last step/delegate of game (only applied to some grid based games). (veqryn)

* Adding a log file for the headless server located at /log/headless-game-server-<servername>-log<#>.txt, to keep track of events. (veqryn)

* Adding many more additional commands to headless game server console, including show connections, ban player, save game, and stop game. (veqryn)

* Stopped headless game server from being able to load any savegame for a map to which it does not have the required map files for. (veqryn)

* Possible fix another possible hang/freeze point causing a Could Not Block Delegate Execution error. (veqryn)

* Fixed headless game server's connect to lobby so that resetting the connection does not erase info about the game. (veqryn)

* Possible fixes two possible hang/freeze points in Server Game, one caused by a bogus ClassCastException in ClientGame, the other by a bogus NullPointerError/IllegalArgumentError in RemoteName from PlayerDelegateBridge. (veqryn)

* Making sure sound system never loads sound clips for headless game server. (veqryn)

* Added a console to automated headless game server host, which allows commands such as 'help', 'status', 'memory', 'threads', and 'quit'. (veqryn)

* Created a headless UIContext for use with headless game server, so that it may run on a linux platform that has no configured graphics environment. (veqryn)
Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: TripleA 1.7.0.3 Stable has been released

ultrabomb
In reply to this post by Veqryn
It can't run on the computer I use.
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: TripleA 1.7.0.3 Stable has been released

King_nothing-
i have a bug. Offen does the combats not show on the action bar. Dont really knows why. We both have the newest version of triple A and map. So do you know why?
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: TripleA 1.7.0.3 Stable has been released

Zim Xero
This post was updated on .
In reply to this post by Veqryn
AI bonus income bug: If a nation starts its turn with 0 PUs, they fail to receive a flat income bonus.   This is because AI flat bonus is given in purchase phase by default.  If the player has no PUs, purchase phase gets skipped.

(The only UGLY work-around I can think of in a 0 PUs territory game which uses bonus PUs to buy bonus units, is to making all bonuses and costs even, then setting all factions starting PUs to an ODD amount.  This way 0 PUs can never occur, since 0 is even) --- or --- (give each faction a base income)


*** On a side note, its worth mentioning that MooreNAble AI will not purchase or place if its territories are worth 0 PUs, even if it has factories, money, and unlimited production rules.
'thats the way it is' makes it neither desireable nor inevitable
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: TripleA 1.7.0.3 Stable has been released

Veqryn
Administrator
this is intentional.  we wouldn't want players who have been eliminated to get income each round, among other reasons.  if a player can't make even 1 pu, then they shouldn't get any bonus.
Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
Loading...