TripleA 1.8.0.1 Beta has been released

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TripleA 1.8.0.1 Beta has been released

Veqryn
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This post was updated on .
TripleA 1.8.0.1 Beta has been released, download it here,

https://sourceforge.net/projects/triplea/files/TripleA_Unstable/1_8_0_1_extra_maps/
or: https://sourceforge.net/projects/tripleamaps/files/TripleA/unstable/

Play Axis and Allies online with TripleA!

This version is completely backwards compatible with 1.7.0.3, 1.7.0.1, 1.6.1.4, and 1.5.2.2 savegames.
(You can install more than 1 version of TripleA at a time, and run them all at the same time.)


The Developers for TripleA 1.8.0.1: Veqryn and some help from Frogg for 1914 stuff.


Main Updates:
1.8.0.1
- Automated Host Improvements:
Automated hosts have been fully fleshed out now, with many improvements. You can now set game options, and they now look and act more like a regular host does, with the 'Choose Game', 'Load Game', and 'Game Options' buttons all working.
They also show up in the lobby in italics, with a mark under the new "Bot?" column, and start with zero players. Lobby admins have the power to control them, including muting and banning of players inside them.

- Many New Features for Maps:
Lots of new sounds added to the engine, and the engine can now play sounds from inside a zipped map as well, including by triggers.
Units can have multiple hitPoints beyond two, variable repair rates, maps can start with damaged units, resources can now be purchased during purchase phase.
Some progress on 1914 WW1, many new phase step properties, and allowing multiple 'when' settings for triggers.
Players can be optionally disabled in some maps, allowing more flexibility for free-for-all type games.

- Some Bug Fixes:
Defending submarines no longer fire before attacking units when attack has a destroyer.
Some fixes for online game stability.
1940 China no longer affected by blockades, and airborne paratrooper bugs fixed.
Various other bug fixes for strategic bombing on a map with terrain effects, errors with max units placed, fighter carrier movement, attacking with a carrier holding allied air, comment log not updating, resource creation order, and destroyedTUV condition.

- Misc:
PBEM/PBF Improvements: New option under 'File' menu: 'Post PBEM Game', which will allow posting the game at any time, like during a battle. AI can now be selected for PBEM games.
User notifications, such as chance notifications, now be turned off in the 'Game' menu.
Big updates to included java libraries: Java 6 or greater now required, Substance UI updated and many new 'look and feel' settings available, latest included JRE, and latest apache common jars.
Major updates to Great War WW1 and 270BC.





For a full changelog see here:
https://triplea.svn.sourceforge.net/svnroot/triplea/branches/1_8_0_1_beta/changelog.txt



Please report any bugs encountered here:

https://sourceforge.net/p/triplea/_list/tickets


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 1.8.0.1 Beta has been released

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


Changes for 1.8.0.1
* Adding new sci-fi sound for "future" era. (pulicat, cernel, veqryn)

* Allowing "NONE" as a valid option value in sounds.properties file. (veqryn)

* Fixed null pointer exception in Moore AI for water based factories. (veqryn)

* Fixed bid delegate so that it will still run even if the player has no resources other than the bid amount. (veqryn)

* Fixed possible null pointer exception in Triggered Victory which is triggered from outside of the end round delegate. (veqryn)

* Making TransportTracker a static implementation to clean up the engine a little bit. (veqryn)

* Fixing various bugs in Global 1940, ww2v3, v4, v5, and v6. (veqryn)

* Created new Player Rule Attachment, "immuneToBlockade", which will prevent blockade production loss for that player. (veqryn)

* Allowed 1940's paratroopers tech (ariborne combat) to move to / attack territories that have been blitz or already conquered this turn. (veqryn)

* Allowed 1940's paratroopers tech (airborne combat) to move from allied bases, and to allow travel over water. (veqryn)

* Created new step properties for special move delegates, "airborneMove", which controls if it is an Airborne Combat move phase. (veqyrn)

* Adding some more pre-industrial sounds. (pulicat)

* Allowed muting of custom aa gun sounds and custom notification, victory, and defeat sounds. (veqryn)

* Created resource image factory for making images and icons of resources. (veqryn)

* Fixed user interface to allow purchasing resources. (veqryn)

* Fixing engine to allow purchase rules for purchasing resources. (veqryn)

* Fixed memory leak in repair rules for repairing factories. (veqryn)

* Creating a menu option in the "File" menu called "Post PBEM/PBF Gamesave...", which will for pbem games post/email the savegame to the forum, without having to wait for the end turn phase. (veqryn)

* Changing trigger "notification" to use "players". (veqryn)

* Changing unit attachment property, "repairsUnits", to allow multiple and to have repair values associated with each unit, thereby allowing units to be repaired by X amount each turn. (veqryn)

* Created new unitPlacement attribute, "unitDamage", which will let a unit start with bombing factory damage. (veqryn)

* Created new unitPlacement attribute, "hitsTaken", which will let a unit start damaged. (veqryn)

* Deleting game option property, "SBR Affects Unit Production", and simplifying the engine to only use direct unit damage. (veqryn)

* Getting units with different bombing unit damage to not stack. (veqryn)

* Allowing selection of casualties for multiple hit units to allow damage points past one. (veqryn)

* Getting "hitPoints" to work in the graphical user interface. (veqryn)

* Getting "hitPoints" to work on the back end inside the engine. (veqryn)

* Created new unit attachment property, "hitPoints", which sets the number of hitpoints a unit has, and also deleted property "isTwoHit". (veqryn)

* Allowing sounds to be played by trigger, by putting "_sounds" after a duplicate of the Notification message key, with the value equal to "notification_" or "victory_" or "defeat_" + the sound key found in the sounds.properties file. (veqryn)

* Added logfile "dump" command for host bots, that will from the command line print out all status, connection, memory, and thread information to the log. (veqryn)

* Created ability for lobby admins to mute and/or boot players in a host bot, remotely. (veqryn)

* Created ability for lobby admins to see the player connections in any host game. (veqryn)

* Created ability for lobby admins to see chatlog of a host bot remotely. (veqryn)

* Adding a new autosave, 'autosave2', which will take turns being saved to with 'autosave'. (veqyrn)

* Changing movement validation to disallow moving from a contested battle territory into an enemy territory. (veqryn)

* Fixed bug with a territory owned by one player but having enemy units in it, if the owned reconquers the territory it is no longer marked as newly-conquered. (veqryn)

* Fixed bug preventing sounds inside a zipped map from playing if the zipped map file path had any spaces or special characters in it. (veqryn)

* Fixed bug preventing phase sounds from playing more than once in a non-pbem game. (veqryn)

* Creating an option to select local players and AI's for PBEM games. AI's will not post/email the turn summary and savegame at the ends of their turns however. (veqryn)

* Fixing bug with host bots where disabling players, quitting, then reloading and disabling even more players, resulted in game crash. (veqryn)

* Disallowing previously disabled players from being re-enabled after a game has started. (veqryn)

* Fixed bug with moderator lobby unbanning utility. (veqryn)

* Created ability for lobby admins to ban players inside a host bot, remotely. (veqryn)

* Created ability for lobby admins to stop game on a host bot remotely. (veqryn)

* Created ability for lobby admins to shut down a host bot remotely. (veqryn)

* Created new option for host bots, "triplea.lobby.game.supportPassword", which when set will allow remote actions on the host bot from the lobby admins. (veqryn)

* Created new option for host bots, "triplea.lobby.game.reconnection", which will set the time between lobby reconnection refreshes, with the minimum and default being 6 hours. (veqryn)

* Created new game option property, "Disabled Players Assets Deleted", which will delete all units and resources from a disabled unused player during game startup. (veqryn)

* Allowing clients to disable and enable players for host bots, but not normal hosts. (veqryn)

* Forcing random start to not allow disabled players to select territories, and also letting savegames keep disabled state, and disabled players switched to an AI. (veqryn)

* Creating new playerlist option for players, "canBeDisabled", which if set to true will force the game to delete all delegates for that player, thereby allowing more customized multiplayer games. (veqryn)

* Forcing hosts and hosting bots to always use Secure Random source when playing online, even when the host is not playing. (veqryn)

* Updating TripleA to require at least Java 6 or greater. (veqryn)

* Updating included jar libraries to latest versions. (veqryn)

* Updating embedded JRE to Java 7 update 51 for x86. (veqryn)

* Updated Substance UI to version 7.2.1, and included approximately 14 new Look and Feel skins. (veqryn)

* Created a menu option called "User Notifications..." which lets you turn off notifications you would receive from End Turn Reports, Triggered Notifications, Chance rolls that are successful or failed. (veqryn)

* Fixing Comment Log so that it updates in real time. (veqryn)

* Changed automated hosting bots so that they show up as having 1 less player (ie: the bot itself doesn't count), which means zero players if noone else has joined. (veqryn)

* Changed unit resource creation so that positive resources will be created before negative resources. (veqryn)

* Fixing bug in destroyedTUV condition for allRounds that prevented it from working at all. (veqryn)

* Added an updated engine jar for 1.7.0.5 so that the new engine can play old 1.7.0.x savegames. (veqryn)

* Changed game setup screen so that the buttons for "Choose Game", "Load Saved Game", and "Game Options", will no longer be greyed out for Clients who have connected to an automated hosting bot. Those buttons will perform the same as if the client used the "Network" menu instead. (veqryn)

* Adding a menu option to change an automated hosting bot's game options, and creating backend to process this request. (veqryn)

* Forcing automated hosting bots have have a "support email address", so that when a bot has hung or stopped responding, a moderator in the lobby can email the bot's owner to notify them of the situation. (veqryn)

* Forcing automated hosting bots to have no password, to start with the string "Bot", and have "automated_host" somewhere in comments. (veqryn)

* Adding a column to the lobby called "B" for "Bots", which will show which hosts are automated hosting bots. They will also show up as italics. (veqryn)

* Fixed order of firing in ww2v3 and Global 1940, so that defending subs that are not sneak attacking will fire after all attackers have fired. (veqryn)

* Fixing a bug where attacking with a carrier loaded with allied fighters, then retreating, would prevent those fighters from being able to participate in battles for the rest of the game. (veqryn)

* Allowed TripleA clip player to access sound files within a zipped map. (veqryn)

* Fixed bug that allowed fighters to be moved greater than their allowed movement if paired with a carrier. (veqryn)

* Adding scroll bars to placement window. (veqryn)

* Fixed another bug in getMaxUnitsToBePlaced, it will no longer stop the game if it frees up enough capacity to place but not equal to theoretical maximum. (veqryn)

* Fixed bug where a strategic bombing unit receiving negative support and/or negative terrain modifier would be unable to bomb is its attack power decreased to zero. (veqryn)

* Created new step properties for move delegates, "combinedTurns", which changes some validation for intermeshed player phases, such as allowing air to live if the ally could place a carrier under them. (veqyrn)

* Created new step properties for purchase and place delegates, "bid", which controls if it is a bid phase. (veqyrn)

* Created new step properties for move and end turn delegates, "repairUnits", which controls when units get repaired. (veqyrn)

* Created new step properties for move and place delegates, "removeAirThatCanNotLand", which controls when air that can not land gets killed. (veqryn)

* Created new step properties for move delegates, "resetUnitState", which controls when units get their movement and other stats reset. (veqryn)

* Created new step properties for move delegates, "giveBonusMovement", which controls when bonus movement is given. (veqryn)

* Created new step properties for move delegates, "fireRockets", which controls when rockets fire. (veqryn)

* Created new step properties for move delegates, "combatMove" and "nonCombatMove", which control movement validation. (veqryn)

* Prevented AA type units from firing on both start and end of movement, when option "Force AA Attacks For Last Step Of Fly Over" is turned on. (frogg)

* Created new game property option "Abandoned Territories May Be Taken Over Immediately", which allows an abandoned territory to be taken over on the turn it was abandoned, rather than waiting for it to be attacked. (veqryn)

* Created new game property option "Sea Battles May Be Ignored", which allows attackers to not create a battle in a contested sea zone. (frogg)

* Created new game property option "Contested Territories Produce No Income", which will stop all production in territories that contain enemy units. (frogg)

* Created new game property option "Retreating Units Remain In Place", which will allow retreats to only the same territory as the battle. (frogg & veqryn)

* Allowed AxisAndAllies.org forum poster to maintain "notify me" settings. (Bruce Nielsen)

* Changed trigger property "when" so that it can be set multiple times, allowing a trigger to fire multiple times per round. (frogg)

* Changed game property option "Battle Rounds" to "Land Battle Rounds". (veqryn)

* Added game property option "Sea Battle Rounds". (frogg)

* Possible fix for host game hang, when host is launching and another player leaves or joins at start of launch. (veqryn)

* 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
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Re: TripleA 1.8.0.1 Beta has been released

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

java -server -Xmx96m -Djava.awt.headless=true -classpath bin/triplea.jar games.strategy.engine.framework.HeadlessGameServer triplea.game.host.console=true triplea.game.host.ui=false triplea.game= triplea.server=true triplea.port=3304 triplea.lobby.host=173.255.229.134 triplea.lobby.port=3303 triplea.name=Bot1_YourServerName triplea.lobby.game.hostedBy=Bot1_YourServerName triplea.lobby.game.supportEmail=yourEmailName(AT)emailProvider.com triplea.lobby.game.comments="automated_host"


you can change the PORT, and the NAME, and the SUPPORTEMAIL

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

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

For more complete instructions, read this link: http://tripleadev.1671093.n2.nabble.com/How-to-make-your-own-Automated-Game-Host-server-tp7583701.html

thx,
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 1.8.0.1 Beta has been released

Cernel
In reply to this post by Veqryn
LOL... you're fast.

When I saw the 1.8.1 already I was sad to have reported those things too late and instead you've already checked all was bundled with MEAD (so, what's not here was just me doing wrong, right?).

btw, no problem for this one, it's ok, no need to change; but I kinda think I should not be mentioned in the sounds for the next ones (didn't make any sounds myself anyway...).

(all very cool, btw, this whole thing is basically closing to perfection)
History plays dice
ice
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Re: TripleA 1.8.0.1 Beta has been released

ice
when i tested GW i dont get a phurcase screen after clicking done in combat move

waited long enough to know its not lag

ice
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Re: TripleA 1.8.0.1 Beta has been released

hans
In reply to this post by Veqryn
I have tried downloading and then installing it, but get the following message:
 "triplea is not a valid win32 application" and can't proceed with installing. Has someone come accross this problem also, and if so, how did you solve it?

Best wishes,

Hans
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Re: TripleA 1.8.0.1 Beta has been released

hans
I seem to be able to install now after turning on and off my computer and waiting some time. No idea what the problem was, but looking forward to see the new version!!!

Thanks for your work, as it gives me much joy.
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Re: TripleA 1.8.0.1 Beta has been released

Veqryn
Administrator
In reply to this post by Veqryn
A small FYI to map makers.

triggered notifications and victories will no longer display if you don't have an entry in notifications.properties file

in other words, an 'inline' notification will not work

you must use notifications.properties


the reason for this change is that you can now have a notification sound, without any message, and the only way for me to do that was to make it so that if you don't have an entry in notifications for the text to display, then nothing gets displayed
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 1.8.0.1 Beta has been released

Veqryn
Administrator
In reply to this post by Veqryn
A small update consisting of 4 bug fixes was done.  It is still 1.8.0.1 compatible.

You can download the triplea.jar file here, and replace the old jar with it.
https://sourceforge.net/projects/tripleamaps/files/TripleA/prerelease/

The fixes are:
1. Fixed game host crash/freeze on game startup
2. Possible fix for game parser error when closing a map/game and re-parsing the list of maps.
3. Fixed triggered victory notification being unable to use html
4. Fixed fatal crash caused by using Paratroopers (v3 tech version)
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 1.8.0.1 Beta has been released

Veqryn
Administrator
In reply to this post by Veqryn
I'd like to release a stable version of this on this coming friday/saturday.

So PLEASE get any bug reports in before then
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 1.8.0.1 Beta has been released

kogre
Hey, for TWW in the new release, improved destroyers / advanced destroyers are NOT stopping sub first round attacks / submerge.
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Re: TripleA 1.8.0.1 Beta has been released

Rolf Larsson
All fine, when I test it, Subs can not submerge vs. ID or AD tech, maybe you missed sub vs. destroyer single defense, or missed that technology gets activated at the end of your turn. Should the issue still be there, please post a save game (right before the attack).
We now have custom dice!
ice
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Re: TripleA 1.8.0.1 Beta has been released

ice
bug report

attack on yunnan with brits, 3 air and 3 infantry.

aa missed
uk rolled dice for 2 air and 3 infantry !?


result 3 uk air left

bugattackyunnan.tsvg


ice
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Re: TripleA 1.8.0.1 Beta has been released

Cernel
In reply to this post by Veqryn
Dang Veqryn!

I may not be able to do the test and review in time for the stable being released...

Anyway, a think I really really want to advocate for the new stable is:

Changing the behaviour of the Does Nothing AI from refusing all politic actions to accepting all politic actions.

The reason being that the Does Nothing AI may be utilized as a skip AI for players aborting their games during FFA. And, in this case, I totally believe such nullified players should just do nothing and accept everything.

It is very frequent, in FFA, that players losing the game quit before every single of their units and territories being eliminated. What peeps usually do is to put on the AI, in this case, but I'm against such a solution, since I believe TripleA must be played as a digitalized boardgame (and you don't have the AI when playing a boardgame FFA), not as a videogame.

Another, less important thing, since the AI are random at dealing with politics, would be to make so that any AI will consider accepting max 1 political action from each player per turn; having its behaviour to refuse anything during that politic phase after having accepted or refused 1, already. But this is not really an important thing, because the AI sucks anyway, so no really point to make it suck a bit less (and players can autolimit themselves anyway).

Cheers
History plays dice
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Re: TripleA 1.8.0.1 Beta has been released

Veqryn
Administrator
In reply to this post by ice
ice, do you have a save of before the battle?
can you replicate the results for me?
Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
ice
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Re: TripleA 1.8.0.1 Beta has been released

ice
no save is rounds before, i will take an eye out if it happens more then this 1 time i noticed

ice
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Re: TripleA 1.8.0.1 Beta has been released

Veqryn
Administrator
the bug is occurring because one of your fighters thinks that it is still on an allied carrier, and that the allied carrier had previously attacked, and it never got cleaned up

If you attack with a carrier, and you have allied air on it, then we set a flag for the air telling them not to participate in battle
When the battle ends, we clean up that flag

The only way you could potentially have the flag persist, is if you like edit-moved the air after you had made the combat move (the flag is set during the combat move when you move the air into a battle).

I guess unless this happens again, I'm going to call this a one-off, and won't be fixing it.
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 1.8.0.1 Beta has been released

Cernel
In reply to this post by Veqryn
Nothing else to reply on, already analyzed, points 3 and 4, nor on any other points not listed here.

Relatively to the points 5 and 6, I've created a modified version of WWIIv6 to allow you to do a fast testing of what I'm talking about.

Here it is:

WWIIv6_exp.zip



1. Veqryn: "yes, this is a bug, will fix"

Tested. It works fine.
Btw. Could Having multiple endRounds, as I did, have had some negative consequences? Or was it fine all the same? Just curious.



2. Veqryn: "i am undecided on this. currently politics and user actions will be skipped if the player is considered 'dead' (meaning: no units that can move and no ability to produce units).  if we do not skip them, this means dead players can still spend time, lagging games up in the politics phase, etc."

I suggest making so that the user action is skipped every time the power has a number of capitals inferior to its "retainCapitalProduceNumber". This would make sense in most maps.
For example, if Washington gets conquered, you can't anymore give money to UK or USSR. It is arguable that, if you can't collect income nor produce units anymore, then you can't fuel lend lease.
In general, I think that linking the ability to take actions and operation to being able to collect income and produce units will be totally sensible in most, if not all, cases.
As far as MEAD is concerned, due to AI limitations (all AI crash if they see a power with no capitals), "Custom" has to start with a fake capital territory anyway (worth 0 income), so it will be fine as long as the only requirement is to have a number of capitals owned at the moment greater or equal than the "retainCapitalProduceNumber", nothing else considered.
Anyway, I highly suggest setting such behaviour to what makes sense the most in general, for normal uses.
My MEAD uses actions and operations in a totally unintended way, so it must not necessarily be supported.
Moreover, if you make actions and operations being never skipped, I can easily see a developer of the future asking himself why actions and operations are not skipped for dead players, and correcting it blindly; so bugging off all custom maps using this phase in not orthodox ways.
Due to this last thing (and for simplification) I'd go as far as, maybe, suggesting keeping the previous behaviour (reverting to 1.8.0). At any rate, doing a bit of triggering for my MEAD, to assure Actions and Operations working, is not a big deal (and history is already cluttered like hell by triggers).



5. Veqryn: "i don't understand you on this one.  do you mean that the condition "battle" includes "blitzed" territories?  if so, this is intended.   if not, please clarify."

I'm glad to know that it is intended. At the moment, any territories that we take are considered territories in which there have been battles.
For example, if I go into a totally empty territory with an infantry and take it immediately, the engine thinks that there has been a battle in that territory.
This is unintuitive and plainly wrong as a matter of definition (because there has been no actual battle there).
The current behaviour needs to be kept, or my MEAD won't work as intended, anymore.
My only remaining suggestion is to make it very clear in pos2. What it is currently explained in pos2 is as follow:

"
battle values: checks if there has been a battle in the territory. Format is "attacker:defender:battleType:rounds:territory1", where attacker, defender, and battleType can all be "any", and rounds can be "currentRound".
        Territories can be any number of territories, and if more than one territory is listed then if any of them are true, it will return true.  You can also have multiple instances.
        example: <option name="battle" value="any:Japanese:any:2-3:Manchuria"/> or <option name="battle" value="Russians:Japanese:any:currentRound:Manchuria:Jehol:Chahar:Suiyuyan:Kansu"/>
"

I suggest substituting
"checks if there has been a battle in the territory"
with
"checks if there has been a battle in the territory or if the territory has been conquered (territories conquered without doing battle (blitzed territories too) counts, as well, in returning this condition true)"

I suggest this revision because this is the current actual and intended behaviour of this condition (and the behaviour my MEAD needs to have)

and this is what I said:
"
IMPORTANT!:
If this is a bug, please don't just remove it. The current MEAD triggers require counting as "battle" all territories just taken, with or without a battle, like the engine does now.
"
(so, as I said, glad to know it is not a bug and suggesting clarify pos2 explanation)



6. Veqryn: "unitsNotAllowed is an addition type property, so if you are trying to replace the current then you need to reset the property first.  i believe all property changing triggers are working, because they all use the same code.  please do more testing and let me know if it still doesn't work."

As an another example, inside the "WW2v6_1941_exp.xml", there is this trigger, which just doesn't fire at all:

                                <attatchment name="triggerAttachmentNoReinforceConqueredGermans" attatchTo="Germans" javaClass="games.strategy.triplea.attatchments.TriggerAttachment" type="player">
                                                <option name="conditions" value="conditionAttachmentTrue"/>
                                                <option name="when" value="after:germanPurchase"/>
                                                <option name="territoryEffects" value="conquered"/>
                                                <option name="territoryEffectAttachmentName" value="TerritoryEffectAttachment" count="territoryEffectAttachment"/>
                                                <option name="territoryProperty" value="unitsNotAllowed" count="-reset-infantry"/>
                                </attatchment>

Btw, "-reset-" has nothing to do with this problem, since the matter is that the trigger just doesn't work; so, it's not a matter of replacing or adding, but of doing something at all.
In this case, with "-reset-" we should stop having Ukraine as an impassable territory for fighter and having it as an impassable territory for infantry. Without reset, we would add infantry to the units not allowed, keeping the fighter too.
As a side note, I'm almost sure I won't be needing this trigger working for my MEAD anymore (but not totally sure). For sure, the current triggers just work by changing "conquered" to "impassable", where "impassable" is same as conquered, but with the "unitsNotAllowed" added.
(as I said, I'm not sure this is a bug or it's me setting something wrong)



7. Veqryn: "honestly no idea, can you create a savegame right before they are supposed to work, that if i play it shows them not working?"

Done (not a savegame, but it won't work during the very first turn of the game). Look at "triggerAttachmentOpenFrontiersRevert" and "triggerAttachmentOpenFrontiersRevert", inside "WWv6_1941_exp.xml". They just don't fire at all.

                               

                                <attatchment name="triggerAttachmentOpenFrontiersRevert" attatchTo="Russians" javaClass="games.strategy.triplea.attatchments.TriggerAttachment" type="player">
                                                <option name="conditions" value="conditionAttachmentTrue"/>
                                                <option name="when" value="before:russianNonCombatMove"/>
                                                <option name="relationshipTypes" value="Open_Frontiers"/>
                                                <option name="relationshipTypeAttachmentName" value="RelationshipTypeAttachment" count="relationshipTypeAttachment"/>
                                                <option name="relationshipTypeProperty" value="archeType" count="neutral"/>
                                </attatchment>
                                <attatchment name="triggerAttachmentOpenFrontiersAllied" attatchTo="Russians" javaClass="games.strategy.triplea.attatchments.TriggerAttachment" type="player">
                                                <option name="conditions" value="conditionAttachmentTrue"/>
                                                <option name="when" value="after:russianEndTurn"/>
                                                <option name="relationshipTypes" value="Open_Frontiers"/>
                                                <option name="relationshipTypeAttachmentName" value="RelationshipTypeAttachment" count="relationshipTypeAttachment"/>
                                                <option name="relationshipTypeProperty" value="archeType" count="allied"/>
                                </attatchment>

The "Open_Frontiers" relationship is between Russians and Japanese only.
As you can verify, they just don't fire at all.



6+7: If these 2 points are real bugs, and not me doing something wrong, you don't need to check other things than these 2 ones. This is because, while making my MEAD, I've basically used almost every possible kind of triggers and stuff; so, I can tell you that all of the triggers (and, in particular, all of the raw data changing ones) work fine, except only the "relationshipTypes" and "territoryEffects" ones, that I didn't manage to put to work.



clarification: Veqryn: "i understand your first sentence, but don't understand your suggestion or the rest"

Sorry, I dunno anymore. I think I stumbled in a situation in which subs where not able to go past a ship, but, with this option on, they were still not able to go past directly, but they were able to go in the hostile sea zone and, then, go past with a second movement. But I don't know anymore how to recreate it. Anyway, it's pretty unimportant, because this option is clearly meant to just change the behaviour of subs from V2 to V3 ruleset. And the only non combat movement difference of these 2 rulesets is that in V2 you can't end non combat movement in a hostile sea zone. So, nevermind.



engine limits: Veqryn: "please clarify your thoughts then post this into the forum, so we can get more opinions and discuss it openly"

Well, the issue with infrastructure is more than just a behaviour suggestion.
A unit that it is an infrastructure will be totally untouchable if on his own on a friendly territory.
Meaning, for example, that if in Napoleon FFA France is allied with Austria and at war with England. If England has a fusilier in an Austria territory, France can just attack the territory and kill the fusilier. If England has a general in an Austria territory, the only way France can do anything against that general is being at war with Austria too, otherwise the general is just ignored.
Anyway, I'm going copypasting all in "engine limits" inside "Development To-Do list", since it has been already consistently turned into a "Development Wish list". I'll also throw some of the "ideas".



graphic problems: Veqryn "noted, but very low priority"

No problemo.



itisfine: Veqryn "i dislike bloating a map zip with sounds that are virtual duplicates of what is included with triplea.  there is a reason i include them with triplea: to reduce the size of your zip"

My point of view is that you can't easily know what's inside all of the maps, regarding sounds.
So, either:
1) You never ever change anything regarding the sounds bundled with TripleA (the ones in assets)
2) If a map wants a very particular sound for a specific thing, better to include it in the sounds folder, even if it is a sound already present in assets (leaving using directly the sound assets for all those maps that don't really care about sounds and just want to go with one of the general sound categories of triplea). Meaning that if a map wants to use a specific asset sound for a specific thing it's better to have it inside the sounds folder, instead of linking it using the sounds.properties; this second solution would mean that if you, at any time, decide to modify the name of a sound, you should go checking in all sounds.properties of all maps whether that sound was specifically selected or not (otherwise, you would broke the intended sound set of the map). While maps that uses the assets sounds would be meant to be maps that are fine with whatever modifications those assets will have in the future (so, for example, they just want to have "classical" sounds, not really minding about having exactly this and that specific sounds).
The number 2 approach will guarantee to be able to improve/changing/delete/rename sounds without causing problems to customized sounds of maps and without having to go searching in all sounds.properties of all maps any time you change something sound-related in assets.
So, is it having inside a map a sound already existent in TripleA acceptable (as a matter of a map intended to be proposed for the repository) or is it forbidden?



question: Veqryn "someone started work on an ai that reads files, then he stopped working on it. i'll remove the folder."

Has this anything to do with the fact that in NWO notes you have "# Special thx to Kevin Moore for adapting the AI especially for NWO", by any chances? Anyway, whatever... Was just curious.



sounds: Veqryn "end turn sounds should start playing with 1.8 prerelease, please check.  your turn series is meant for people multitasking during an online game.  currently no way to have NONE sound, but i may make a way."

Tested and now it works all fine.
Anyway, it's of no use to me, since, in my MEAD, each turn starts with an EndTurnDelegate and ends with a NoPUEndTurnDelegate. This is because the collect income phase is at start turn, not at end turn. Then, there is a NoPUEndTurnDelegate at the end of the turn, that it is the real EndTurn.
So, unless the EndTurnDelegate and the NoPUEndTurnDelegate will correspond to different sounds (so to set NoPUEndTurnDelegate to NONE), I'll stick having the sound playing during politics, just as before.
(because I would need having it playing for EndTurnDelegate, but I don't want having it playing for NoPUEndTurnDelegate).
Regarding the "your turn series", I know what it is, I dislike the concept and I just don't want to have it at all. I did it by assigning an empty sound to it. Now I do it assigning NONE. This has reduced the size of the map by 104 byte.



suggestions: Veqryn "i seriously disagree with the idea of "invisible" units.  anyone can find out what units are there if they want to, so it is not really invisible, just a pain in the ass"

Maybe you misunderstood. I'd never use invisible units to (try) hide(ing) stuff. I also, of course, agree that you can't hide anything in TripleA. The invisible units I was referring to are invisible units only required for known game dynamics. You can find an example of what I mean in Feudal Japan Warlords or ZombieLand, where you have invisible units acting as factories everywhere. Of course, anyone can find them out, but they are not supposed to be hidden to avoid you knowing about their existence or purpose.
So, are you against silly invisible units meant to hide stuff or do you just dislike the use of invisible units altogether?
Anyway, my suggestion was:
"
Would be cool to have the possibility to have specific units not showing the number (I mean the one shown where there are more than 1 in the same territory). The reason for this being the use of multiple invisible units of the same type. You would have numbers without images, which is very confusing.
"
This way you can have invisible multiple units of the same kind. Not only invisible single units.

Also, since you didn't answer, dunno if you missed this:
"
The scrolling speed, upon clicking on arrows, of the Politics pop-up selection should be increased (as now, it's ridiculously slow)
"



weirdness: Veqryn: "i dunno"

That was a very little thing



NEW SUGGESTION:

What about a menu option to hide the displaying of triggers in history? That would be nice for maps with a lot of triggers. Also, said option may hide anything except the proper actions (so, hiding comments, notifications (like giving bonus movement), etc., leaving only the actual actions done). When such option is checked, of course, all that it is hidden in history will be ignored by the "<-- Back" and "Next -->" buttons as well.
As now, you can easily test that, in maps insanely full of triggers, as my MEAD is, those buttons are, basically, useless, since you'll pass most of the time scrolling and scrolling endless trigger notifications in history, instead of getting to the actual action.
Also, other than not having trigger notifications in history, it could be interesting being able to scroll through history by keeping the "Next -->" and "<-- Back" buttons clicked (like when you keep a button in your keyboard pressed and it keeps writing down that letter, just like you were clicking and clicking on that button very fast), one would be able to look his own game replayed by keeping the "Next -->" button clicked (as fast as he set it in his Keyboard properties, of course) (at the moment, it is possible to view the game only by keep clicking and clicking on "next -->" (keeping it clicked does nothing)).



p.s.: I'll be checking the forum quite constantly; so, if you have any questions, post them and, maybe, we will manage to clarify everything before you releasing the stable.
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Re: TripleA 1.8.0.1 Beta has been released

Veqryn
Administrator
6. is you doing something wrong, should be:

                                                <option name="territoryEffects" value="conquered"/>
                                                <option name="territoryEffectAttachmentName" value="TerritoryEffectAttachment" count="territoryEffectAttachment"/>
                                                <option name="territoryEffectProperty" value="unitsNotAllowed" count="-reset-infantry"/>


7. is a genuine copy/paste bug, and will be fixed.
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Re: TripleA 1.8.0.1 Beta has been released

Cernel
Yes, when you unsleepy recreate some non-validated confusing triggers is easy to miss something.

As you know, this V6 mod is only a proxy to show, what I found in my MEAD, in a more simplified way.

Anyway, I think the bug there is, indeed, and suggest you doing the try to see if it works by substituting territoryProperty with territoryEffectProperty in the above xml.

And let me know, of course, if it works fine, in this case.
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