Please download the latest TripleA (0.9.3). Turn Summary Posting has been fixed in that release, and is now being maintained as part of the main TripleA stream.
See this post for more details:
http://www.axisandallies.org/forums/index.php?topic=11072.0
Posts made by tonez
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RE: TripleA & dicerollers has begun developing problems..
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TripleA 0.9.3 beta testers needed!
The latest and greatest TripleA release (0.9.3) is now available on SourceForge.net.
Download it here: http://sourceforge.net/project/showfiles.php?group_id=44492&package_id=119711
This is considered an unstable release, but it is also a release candidate as we have already found/fixed many bugs in the last unstable release.
So… we need AxisAndAllies.org PBF beta testers!
This release contains many fixes and enhancements, including all the PBEM/PBF enhancements that I made available on A&A.org last year such as Turn Summary Posting, and Edit Mode. Since these are now in the main TripleA stream, they will be maintained from here-on-in provided proper bug reports are filed.
If you find a bug, or something you think might be a bug, please post a bug report here:
http://sourceforge.net/tracker/?group_id=44492&atid=439737
Enjoy! -
RE: TripleA PC/MAC Compatability
Are you sure your friend is using the same triplea.jar file that you are using?
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RE: Triple A Glitches
Thanks rjclayton.
This version of tripleA that is floating around is actually more of an alpha then a beta since there are missing features as well as known bugs, as you’ve all found. Furthermore, I should mention that the original caveat with using this version was that the entire “Edit” tab on the right-hand side should not be used yet, as it is an early work in progress. I believe there are stability issues with using the remove unit feature in that version and you might corrupt your game data by using it, so be warned.
However, I expected to have my changes into sourceforge by now so that you all could be using a stable version instead of passing around this somewhat-alpha version, but I’ve been otherwise occupied in life and haven’t done much tripleA stuff in quite some time. I have the entire week off work next week and getting caught up with tripleA development is on my list of things to do.The zoom-out feature is already implemented in the latest version (perhaps the unstable version) on sourceforge. When edit mode is enabled I will be adding visual cues to the (non)combat move phases and any other affected phases (in the form of a map overlay graphic) that remind you that you are in edit mode. I’m sure everything will become more intuitive once the edit feature is finished. I will also likely add a section in the Help for edit mode.
In the meantime, thanks for patience and have fun with tripleA!
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RE: TripleA Changes for PBEM
froodster and ncscswitch had some good suggestions and discussion after playing TripleA vs. game board, here:
http://www.axisandallies.org/forums/index.php?topic=9163.msg178614#msg178614
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RE: TripleA Changes for PBEM
npb, Interesting indeed. In multiplayer mode, there is already a chat window at the bottom of the screen. I wonder if it would make sense to tie this feature into the chat window.
The chat window already has a list of players that can be selected, although selecting them currently does nothing. Perhaps we can tap into this so that selecting them actually filters who gets to see your messages.
This is not on my priority list but it’s a good idea! -
RE: TripleA Changes for PBEM
Hey guys. I haven’t been hanging around these forums much lately since I’m currently in between games, but the good news is I’ve been spending that time submitting stuff to the triplea 0.9 stream on sourceforge. After I went through all my changes and itemized them and prioritized them for clean submission, it turns out I have 15 different patches. I’m on #4 right now… and the forum posting is currently sitting at #9, with my new edit features coming in after that. I expect that everything should be in by mid-march or so, but I also am getting distracted fixing other stuff along the way, which overall is probably a good thing for the project.
When I submit the turn summary posting stuff I’ll be sure to remove the .doc extension for the save game files.
In the meantime I’d be interested to hear if you guys find any bugs or weird issues while using the triplea jar file you are using, particularly with turn summary posting.I’ve posted a new bug report for that issue, polygon:
SF#1668015 - disallow neutral territories in route in revised -
RE: How long?
I think next time I play FTF I’m going to bring my laptop and while I’m waiting for the other player(s) I’ll play out the turns in TripleA. That would give you the whole game history, and things like screenshots, turn summaries, etc. can be easily printed out and/or emailed to each player. Or, posted on a forum ;)
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RE: How long?
The relatively few games I’ve played FTF have normally taken about 8 hours, IIRC. It’s been awhile, and usually it’s an all-nighter on a Saturday, with the result being that someone eventually forfeits in the name of getting a little sleep.
I’m playing just my 2nd PBEM/PBF game currently, which is spilling into it’s 3rd month now as the pace has slowed, unfortunately. It usually takes me about 45 minutes to play my turn, give or take, using TripleA. There’s offline strategizing that occurs also, which is hard to quantify as it’s somewhat of an ongoing brain activity.
I think playing PBEM/PBF works best if each player works it into their routine such that it becomes fairly predictable when each player is going to take their turn, and where a significant deviation from the schedule will be communicated. Not really knowing whether you are waiting half a day or four days for the other player can get frustrating.
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RE: How long?
Yeah, well, can’t help you there :wink:
Personally I’ll take a peek at the board then mull over my strategy while I’m doing other things. Then it’s usually about 5 minutes of actually analyzing the board, and then 5 minutes to make my move.
Ok, then I guess based on run rates in our current game, it must be this “mull over my strategy” phase of yours that is often taking 3 days?? Sorry… just a friendly nudge.
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RE: TripleA Changes for PBEM
OK, the jar file that froodster and djensen have has a bug preventing Russia from collecting IPCs in R1.
I’ve emailed a new jar file to froodster with the fix. It’s the same one I sent out to polywog and Sub Dude, who found the bug.
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RE: Axis & Allies XML
Yes, the files will be much bigger if they include state transitions, the price to pay for more data is larger files.
Reasonably terse XML could help with that.
Sean raises a good point that gzip should make quick work of these files.Perhaps a gzipped-xml format should also be supported by all tools that implement it.
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RE: TripleA Changes for PBEM
In Edit mode during combat movement and non-combat movement, you can move any unit on the board (owned by any player) to any territory/seazone on the board as long as the end-state is legal. You can also do combat movement in the non-combat movement phase (again, for any unit/player).
So, you can fix non-combat movement on behalf of an opponent, or even do an extra battle (or blitz through africa) for them that they forgot to do. If you turn off Edit mode for the actual combat phase, then you can use the dicey for the battle instead of fixed outcomes. -
RE: TripleA Changes for PBEM
2 bugs in triplea:
- Gulf of Mexico in classic should be a valid square, and allow placement their from the WUS IC, but it isn’t. Doesn’t allow movement there either.
- classic allows 2 aa guns in the same square. shouldn’t.
#1 is fixed in my playpen and I’ve sent you the files
#2…. boohoo. get over it. ok, i might fix it eventually but its neither challenging nor interesting so it probably won’t happen for a while :-oI might get around to fixing the AC/ftr tracking too as that bugs me somewhat.
Obviously the edit functionality that mateooo wants is well underway and at this point pretty useable for most things… though still some bugs to work out. -
RE: TripleA Changes for PBEM
In response to frood’s question, stepping backwards is not likely to happen in triplea. It will require significant game engine changes.
I’m not convinced it should be allowed, either. If you were playing a head-to-head game your opponent might not let you go back once you start placing units.
At any rate, as you said, you can save it. But there’s also the autosave.tsvg file, which I believe at that point in the turn will be saved at the beginning of your non-combat movement. So, you could load that and start your non-combat movement over again. Try it out on a test game to confirm these wild claims of mine though. -
RE: Axis & Allies XML
As a triplea user, I can say that I would not bother “importing” an xml file from my opponent unless it included all state transitions. Instead, I would use my new “Edit mode” features to play out my opponents turn using the game engine. The advantage to doing the latter (other than that it is more fun) is that TripleA has a really nice visual history function that allows you to go back and replay an entire game or portion of a game.
However, I could still “export” an end-of-turn xml file for my opponent.So, I agree mostly with motdc. I think we want a single XML file, that optionally can contain state transition information for every phase of every turn.
Hmm, with that having been said maybe it should be required to have the FULL implementation from the start and not allow the partial implementation.
I think it’s wise to prototype the whole shebang as early as possible in the development effort. I also think its wise to keep the end-of-turn states separate from the state transitions in the XML file. If this is done properly, then we don’t have to make a decision to NOT support state-only clients. We should be able to support both, regardless of whether anyone cares to write a state-only client.
I might volunteer to do the tripleA integration (only for the whole shebang) if someone else volunteers to do integration for another “popular” client. That’s not a promise at this point though.
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RE: Axis & Allies XML
I’m going to gather all of these suggestions and formulate an example.
If you build it, they will come! Bring on the prototype, wise leader.
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RE: TripleA Changes for PBEM
@froodster:
Has anyone tried to make TripleA export screenshots as GIF or PNG? With the large areas of flat color, it might actually be a smaller file than the JPG, and much prettier. Flat-color unit sprites would also make this smaller.
I didn’t try it, but it shouldn’t be too hard to try. Currently I have it set to JPEG at 50% quality, which is why it only looks ok. I don’t know much about image formats so if there are tricks to doing this with a reduced palette then I’m all ears.
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RE: TripleA Changes for PBEM
@froodster:
That’s AWESOME! Just tried it out. Edit mode basically turns TripleA into Battlemap on steroids. You can now use it with any other dicey I guess (or real dice if you like, for FTF without the fuss of all the money and units etc.)
Is there a way to manually post a turn summary / unit summary if you have not started a PBEM game, but just a normal game?
Also, my triplea dice server at http://www.frood.net/aacalc/triplea/ is not yet listed as an option. It uses basically the same syntax as the MARTI.PHP one.
Glad you like it. It’s still a work in progress… I’m hoping to add a few more features for edit mode.
If you go into the History tree, you can right-click on any node and view the history summary of that node. There’s still no unit summary… but will be soonish.
I still haven’t got around to adding your dicey. I’ll try and do that soonish as well.
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RE: TripleA Changes for PBEM
Just a quick note since both rjclaytont and frood now have my latest jar file:
- In edit mode, the movement phases allow you to move any unit from any player, to any legal place on the board, more or less. There are still some kinks to work out though, so use this cautiously (save first). One known issue is moving inf to a sea zone might put them in life preservers!
- rjclayton reported a problem with calling Save Screenshot twice in a row - it was crashing his tripleA with out-of-memory errors. I believe I’ve fixed that (works for me), but please give it a try.
- there are still some cases where POSTing to the forum is failing. If you get an Ethereal trace of a failure please send it to me. In such a case you can just View the report and then post it manually via copy/paste.