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New Stuff in Version 1.3
To be converted to individual articles
- New player attachments, "destroysPUs", which when set for a player means that player destroys their PUs rather than let them be captured. (veqryn)
- New player attachments to deal with multiple capitals, "retainCapitalNumber" and "retainCapitalProduceNumber", which be set to the number of capitals need to lose money and gain/spend it respectively. (veqryn)
- New player rule, "maxPlacePerTerritory", overrides both factory rules and infinite placement. Also fixed a bug in isCombatTransport that stopped the casualty picker from choosing it. (veqryn)
- Fixed bunker placement validation to work properly. No longer able to place infinite units by creative clicking orders. Also fixed a bug that allowed infinite placement. (veqryn)
- Bunker rules allowed by new unit property, isConstruction, and new game properties for it (crystalct), heavily modified and bugs fixed, with updated NWO and POS2. (veqryn)
- Updating Pact of Steel 2, to take advantage of latest technology list abilities. (veqryn)
- Patch for technology lists, to allow creation of new technologies and renaming of old ones. Allows adding new technologies by trigger. (squid daddy)
- Created two new properties for map.properties, "map.showConvoyNames=true" and "map.useNation_convoyFlags=true". If useNation_convoyFlags is true, the flags folder of a game must have "<nation_name>_convoy.png" for each nation with convoys. Convoy names can be moved in name_place.txt (veqryn)
- Increasing Max Memory to 512mb for linux/mac/windows, and to 192mb for the server. (veqryn)
- New Property, "Low Luck for AntiAircraft", will turn on Low Luck only for Anti Aircraft shots. (veqryn)
- Allowed blockade and convoy images to be moved with 2 new txt files: "blockade.txt" and "convoy.txt". Also fixed bug where a convoy zone that was occupied territory displayed the wrong owner, and the bug where a convoy route was displayed as a convoy zone. (veqryn)
- Added images to be displayed for Blockades. Default image is "blockade.png" in the misc folder of a map. (veqryn)
- Added new unit property, "isCombatTransport", which allows a transport to fight, be taken casualty, and not allow enemies to move through it, under ww2v3 rules. (veqryn)
- Added new property, "Multiply PUs", which will multiply all PUs gained or lost during a turn, but not yet multiply costs of units, repairs, or starting PUs. (squid daddy)
- Added Technology Frontiers, and ability to customize which tech is available to which player. (squid daddy)
- Changed Pact of Steel 2 to take advantage of new Tech choosing attachments. (veqryn)
- Added a new About... dialog box to main screen. Shows TripleA, engine version, authors, website, as well as a short how-to-play. (veqryn)
- Added a new AI, Dynamix AI, a scripted AI that seeks to be properly coded and easy to understand, as well as solving all problems in moore ai. (wisconsin)
- Added some flags made by Veqryn, and some by Pulicat. Added "airfield" and "harbour" unit images to all nations, thanks to Hepster. (veqryn)
- Created Pact of Steel 2, a mod of pos that runs on ww2v3 rules but with drastic changes. Designed to show off every single feature TripleA has to offer on customizing maps.
Includes detailed notes on each any every property, option, attachment that exists in triplea. Can be used as an example by future map makers on what everything should look like when it works. (veqryn)
- Added Pact Of Steel map to triplea, thanks to makers: TripleElk and others. Also fixed baseTiles, updated to current engine. (tripleelk, veqryn)
- Added New World Order map to triplea, thanks to makers: Sieg, ErnieBommel, and others. Also updated to remove special characters from name and files, and updated to take advantage of Triggers. (sieg & erniebommel, veqryn)
- Deleted unused uncoded game Properties. (veqryn)
- Made "LHTR Carrier production rules" completely over-ride the other 4 carrier-fighter properties, that way it is finaly a single switch toggle for the rules-set. (veqryn)
- Small bug in triggers, production changes were always occuring no matter what, missing brackets. (veqryn)
- Further updates to Trigger Attachments and Support attachments, as well as creating a new property to turn triggers on and off, defaults to false: "Use Triggers". (squid daddy)
- Bug fix in alliedOwnership and directOwnership NatObj's use of original and enemy, was returning a list of territories that did not exist. (veqryn)
- Trigger Attachment and Rules Attachment updates. (squid daddy)
- Added isLandTransport to support moving isInfantry land units using Mechanized Infantry tech, now separated from canBlitz and isMarine. (veqryn)
- Minor Updates to Big World and Great War, updates for bugs in the xml as well as small balancing changes. (veqryn)
- Added Purchases to the Trigger Attachment. (squid daddy)
- Fixed giving technology to be actually random, as previously when the list was smaller than 6, some techs had a higher chance of getting picked than others. (squid daddy)
- Changing LHTR Heavy Bombers with Low Luck to give strength+1 instead of 2*strength for attacks, maxing out at max_dice. (squid daddy)
- Triggered Rule Changes patch added. (squid daddy)
- Lobby Moderator Enhancement patch added. (wisconsin)
- Moore AI fix to Rank Territories, was considering islands as being closer to enemy capitols than other territories with a land route. Also much improved the defense of transports and trasporting locations. (veqryn)
- Moore AI improvement: created a new method so that the AI will attempt to defend the beginning and end of its transport chain. (veqryn)
- Fixed a null pointer errors in Moore AI's rank territories method. (veqryn)
- Combined isTerritoryEnemyAndNotNuetralWater AND isTerritoryEnemyAndNotNeutral INTO isTerritoryEnemyAndNotUnownedWaterOrImpassibleOrRestricted. (veqryn)
- New Territory Attachment, blockadeZone, and Unit Attachment, blockade = value, will allow sea units to blockade territories. (squid daddy)
- national objectives addition of 'uses' and 'atWarPlayers'. Still needs some work on atWar. (squid daddy)
- directOwnershipTerritories National Objective added, ownership by an ally doesn't count. (astabada/franz)
- Enhanced Combat Support attachments. (squid daddy)
- Moore AI purchases tweaking and speeding up. Will no longer consider for purchasing units with zero movement, units with 3 or more attack than defense or defense than attack,
and units with zero defense, and sea units with 1 movement, if there are 2 movement sea units available. Also now records when it purchases transports in getDidPurchaseTransports(). (veqryn)
- Null Pointer Exception fix in StrongAI transporting. (veqryn)
- Moore AI fixes for previous update. (veqryn)
- Create new CompositeRouteFinder.java, which will find a route based on 3 territory composite matches. (wisconsin)
- Moore AI fixed several of the reasons why ai can't seem to transport units intelligently or at all. Also made it buy more transports if it needs them. Added new matches and renamed findCertainShips to findTersWithUnitsMatching. (wisconsin)
- Moore AI out of bounds exception fixed in SUtils.removeUnit(). (veqryn)
- Moore AI speed fix, and added combined getNeighbors() to GameMap.java. Moore AI now as additional logging properties, comments, and several methods updated to work much faster. (squidbait)
- New Unit Option: "isAirBase" allows units to scramble to combat (ComradeKev)
- New Unit Option: "maxOperationalDamage" sets max damage to be sustained before unit is disabled (ComradeKev)
- New Unit Option: "maxDamage" sets total max damage for a unit (ComradeKev)
- New Unit Option: "isInfrastructure" infrastructure units can be bombed (ComradeKev)
- New Unit Option: "isCombatInfrastructure" units can be bombed or taken as casualties in regular combat (ComradeKev)
- New Property: "Display Units as Counters" (COUNTERS_DISPLAY), will make stacks out of units up to a certain amount. (Edwin van der Wal)
- Moore AI SUtils fix, findNearest() and distanceToEnemy() completely re-written to be much faster. (squidbait)
- Moore AI and Easy AI repair rules fix, will now repair intelligently, and never under repair at all, or over repair by more than a couple pu's. (veqryn)
- Moore AI fixed a bug in SUtils.distanceToEnemy() so that it will return the minimum distance, rather than the first distance it finds. (squidbait)
- Moore AI will now move factories if they can move them and there is more than 1 in a territory (veqryn), and some non-combat fixes and logging (squidbait)
- Moore AI will now bid single units to territories, and bid to all it territories before cycling over to bid to the first one again. Starts with territories touching the enemy. Also fixed a bug in SUtils.distanceToEnemy(). (veqryn)
- MustFightBattle was removing all movement from all units (including air) that stopped to kill an undefended transport, and should not remove movement of air units. (veqryn)
- Moore AI and Weak AI fixes, they were not repairing any factories when they had multiple damaged factories. Both will now repair correctly, and limit repairs to half of total PUs, and limit individual factories to a repair of one quarter total PUs. (veqryn)
- Moore AI fixes, will now return immediately if it has nothing to do for moves and purchasing (wisconsin), and will now repair damaged factories correctly (veqryn).
- Moore AI major fix, was considering defender's attack values instead of defense values under some circumstances. Formula to remove casualty units was returning the list as is without properly sorting first,
and was saying that anything with zero attack value has zero rolls in any battles, even if defending. Removed zero-movement units from combat-movement considerations. Also added a debug logger to moore ai properties. (veqryn)
- Moore AI major fix, was disqualifying all land units from attacking when those land units did not have artillery, isInfantry, or blitz. Much improved performance on 270BC. (veqryn)
- Moore AI SUtils getExactNeighbors() fix, was returning incorrect data for any distance greater than 2. (veqryn)
- Moore AI logic fix, calculations for taking enemy capitol with allied help included owned strength when looking at allied strength, also
getExactNeighbors was returning incorrect data by not fully removing previous iterations (getExactNeighbors still returns incorrect data if distance > 2). (squidbait)
- Easy AI major fix, was considering all water territories on the map in the list of territories to attack with land units. (veqryn)
- Easy AI will now purchase units for bid, however it will only purchase land units, and only place them in the capitol. (veqryn)
- Easy AI bug fix, was purchasing zero units when it had to repair a factory and also had at least 1 other factory with no repairs. Also fixed AI not using all of its money when it had enough left to buy one more unit. (veqryn)
- Fixed Moore AI not puchasing anything when it has placeanywhere rules and no factories, and fixed it placing everything inside a capitol which is impassable (bug 2965154),
and fixed a list which was growing indefinitely each round with duplicates, the AI will no longer place in any impassible territory, the AI will not attempt to place factories in territories just conquered, and also made further tweaks to the AI (veqryn).
- More work on Moore AI's purchasing and placing. Will now sort territories into a list which represents both production ability and closeness to enemy.
AI is now discouraged from buying submarines. And AI will now attempt to buy a factory if it has no factories. (veqryn)
- Added a swap sides button to the battle calculator, corrected a misspelled class, and reduced default calcs from 5000 to 3000 (dav_eagle)
- Moore AI purchase fixes. AI was buying factories then trying to place them in water. When rich it was purchasing only the cheapest unit (bug 2989178),
and even when it was supposed to it was not buying any factories. Tried to purchase all air way too often. Was attempting to place factories it did not have. Was purchasing specialty units like walls, bunkers, and mortars, way too often. Was not buying factories if the enemy had any units within 3 territories of potential factory territory. And lots of small tweaks to purchasing algorithm to allow moore ai to work for more maps other than ww2v3, especially bigger maps. (veqryn)
- Moore AI logic fix, will now attack alone transports correctly, and some small tweaks (veqryn & wisconsin)
- Moore AI logic fixes, including amphibious attacks, and clearing of data in loops (squidbait)
- Small balancing change to minimap. Russians -6 PUs, Italians +9 PUs. (veqryn)
- MoveValidator fix, was returning true if route contained subs/trans in part of route, and surface warships in another part of route. (squidbait)
- logic bug fix for easy ai: it was checking for the att value for def units in territories to walk into. (veqryn)
- logic bug fix for the weak/easy ai, so that it will not try to move zero movement units. (daral)
- logic bug fix for the moore ai, which tries to move units out of range. (wisconsin)
- Adding a browser launcher utility that works with java 5 and 6. (Veqryn)
- Adding buttons to the map download dialog, as well as the lobby menu, that when clicked open a web browser to the
triplea sourceforge web page for threads on how to download maps, how to host games, and how to report bugs. (veqryn & bung)
- Allowing any country name which begins in "AI" to be automatically set to be AI (in addition to "Neutral"). (veqryn)
- Added a few new properties to start to support next gen engine (ComradeKev)
- limit status message length and remove combining characters (sgb)
- better server side INode validation (sgb)
- fix null pointer when selecting various air transport loads (ComradeKev)
- Added Great War reliefs (Pulicat)
- Updated BigWorld game (Veqryn, Uboat, Pulicat, and others)
- fix part of bug 3012752 - unitSupportCount not working (ComradeKev)
- fix bug 3081799 air units capable of landing on land included in carrier landing calculations (ComradeKev)
- add SELECTABLE_ZERO_MOVEMENT_UNITS property support (Veqryn)
- fix bug 3043828 pending sea battles with transports causes crash (ComradeKev)
- set attacking units' movement to 0 when they stop to kill undefended units (ComradeKev)
- fix bug 3007142 Carriers that are also transports (ComradeKev)
- fix bug 3028106 fighter landing bug (ComradeKev)
- another fix for 2998846 & 3012752 Kamikaze fighters and unloaded troop edit-removal (ComradeKev)
- fix bug 2998846 kamikaze aircraft not working (ComradeKev)
- add isAirTransport(able) to support air dropping units, now separated from isStrategicBomber (ComradeKev)
- fix bug 2994004 air landing on newly produced carrier in multi-national SZ disappears (ComradeKev)
- feature request (2799840) add tech tokens to status tab (ComradeKev)
- update .ico and .png icons (veqryn)
- feature request add dialog showing results of War Bonds (ComradeKev)
- fixed load of PacificTest.java (ComradeKev)
- fix bug 2987400 remove ww2v2 from isNavalBombardCasualtiesReturnFire calculations (ComradeKev)
- fix bug 2981507 isNeutralsImpassable not considered for air non-combat movement (ComradeKev)
- fix bug 2975757 paratroops walking on water with movement >1 (ComradeKev)
- fix bug 2986683 add bombard property to control bombarding attack power (ComradeKev)
- feature 2802942 artillery supporting >1 inf, defaults to 1 (ComradeKev)
- feature 2969513 configurable tech roll cost by player, defaults to 5 (ComradeKev)
- fix bug 2979946 AA Always On only recording last territory casualties (ComradeKev)
- fix bug 2983390 continued battles (subs) not fought when transport bridge used (ComradeKev)
- fix bug 2981407 Can't edit-remove transported units (ComradeKev)
- fix bug 2827064 unload/load trn bug (ComradeKev)
- fix type in battle screen (Bung)
- update cruiser and Italian infantry (veqryn, crystalct)
Changes for 1.2.5.5 stable
- better server side INode validation (sgb)
Changes for 1.2.5.4 stable
- ask users to restart after downloading a map as workaround to 2981890 (sgb)
- replace japanese_fade gif with png (veqryn)
- new free french flags (veqryn, crystalct)
- fix bug 2981512 game hangs during purchase units phase with mooreAI (sgb)
Changes for 1.2.5.3
- fix bug 2979108 Multiplayer LL AA guns Java Error (sgb)
Changes for 1.2.5.2
- fix bug 2977842 Black sea zone movement bug (sgb)
- fixed bug ConcurrentModificationException (sgb)
- low luck air now works according the to the Veqryn rules (sgb)
- validate zip file on map download (sgb)
Changes for 1.2.5.1
- fix bug 2973990 repair rules bug plus new lock not held bug (sgb)
- fix bug 2969991 lock not held bug, 1.2.5.0 (sgb)
- fix bug 2970332 low luck aa casualties don't work when movement varies (sgb)
- fix bug 2971204 moore AI out of bounds exception when no transport rules (sgb)
- partial fix for bug (2971193) to-hit of 6 causes dump- need to revisit when moving to Dx (ComradeKev)
- Re-fix bug (2965453) convoy centers/routes with original owners (ComradeKev)
Please consult Pact of Steel 2 xml file for an example of how this is done.
options allowed for "objectiveAttachmentXXX" (and also for "conditionAttachmentXXX")
objectiveValue turns uses invert count atWarPlayers directOwnershipTerritories alliedOwnershipTerritories directExclusionTerritories alliedExclusionTerritories enemyExclusionTerritories enemySurfaceExclusionTerritories directPresenceTerritories alliedPresenceTerritories enemyPresenceTerritories unitPresence techs
Rhe following options are allowed for "triggerAttachmentXXX"
trigger invert uses players tech availableTech resource resourceCount frontier placement purchase support unitType unitProperty victory
- Significant help on just about all changes below, and lots of major but non-feature changes. (frigoref)
- New unit attachment, canInvadeOnlyFrom, which determines if a unit may conduct amphibious assaults. (edwin van der wal)
- Custom production tabs and tooltips, using production_tabs.properties and tooltips.properties. (edwin van der wal)
- Creation of politics delegate, politics ui, and the framework for having individual relationships between players instead of set alliances. (edwin van der wal)
- New unit attachment, createsResourcesList, which allows a unit to create resources every turn for its owner. (veqryn)
- New trigger, notifications, can send current player messages. (edwin van der wal)
- New trigger ability to add and remove production rules from a production frontier. (veqryn)
- Infrastructure with support or combat ability can now participate in combat. Attacking infrasture that lose a battle will now be captured by the defender as well. (veqryn)
- Major improvements to Export Game Stats, with significantly more information exported. (veqryn)
- Players now shown in turn order, with their alliance name, in the game chooser player picker. (veqryn)
- Fixed bugs where units that could not be produced had zero TUV, and units that multiple given when purchased incorrectly showed up as having higher cost. Now they are rounded up, so that artillery on NWO shows as having 4 TUV for stats purposes. (veqryn)
- Added the ability to have conditions contain other conditions, using conditionType for their relationship. (veqryn)
- Added ability for triggers to clear data from sets in attachments. (veqryn)
- Created new trigger ability, "when", which allows you to tell a trigger exactly when it should fire, before or after a step name. (veqryn & edwin van der wal)
- Changed triggered attachment changes to allow more than one field. (veqryn)
- Changed how triggered attachment changes were done, now have for units: unitType, unitAttachmentName, and unitProperty. (veqryn)
- New trigger for player attachments: players, playerAttachmentName, playerProperty. (veqryn)
- New trigger for territory attachments: territories, territoryAttachmentName, territoryProperty. (veqryn)
- New trigger for relationshipType attachments: relationshipTypes, relationshipTypeAttachmentName, relationshipTypeProperty. (veqryn)
- New trigger for territoryEffect attachments: territoryEffects, territoryEffectAttachmentName, territoryEffectProperty. (veqryn)
- New unit attachment, receivesAbilityWhenWith, which can be used with canBlitz. (veqryn)
- New unit attachment, whenCombatDamaged, which can be used with unitsMayNotLeaveAlliedCarrier, unitsMayNotLandOnCarrier. (veqryn)
- Updating all conditionType properties to allow 'AND' or 'OR' or 'XOR' or 'y' or 'y-z' where Y and Z are valid positive integers and Z is greater than Y. (veqryn)
- New relationship attachments, canMoveLandUnitsOverOwnedLand and canMoveAirUnitsOverOwnedLand, that validate movement. (veqryn)
- Changed destroyedWhenCapturedBy to be prefixed by "BY:" and "FROM:", and created destroyedWhenCapturedFrom, which allows infrastructure to be destroyed when captured from a player. (veqryn)
- Created new rules attachment, placementAnySeaZone, which allows placement by any owned land territory. (veqryn)
- Created new territory attachment, whenCapturedByGoesTo, which allows a territory to be given to a different player on capture. (veqryn)
- Created new unit attachment, whenCapturedChangesInto, which allows a unit to change to different units on capture. Allows transferring of combat and unit damage to the new units. (veqryn)
- Created new attachment, politicalActionAttachment, which determines what actions a player is allowed to take during the politics phase. (edwin van der wal)
- Created two new game options, "Use Politics" and "Units Can Be Changed On Capture". (veqryn)
- Changed triggers "uses" to use up a single 'use' every round that they are used. So a trigger with 4 action types will use up a single use (instead of 4), assuming those four actions were done in the same round. (veqryn)
- Changed unitPresence to allow inputting of multiple units on one line for an OR relationship between those units. (veqryn)
- Changed "invert" in rules attachments, trigger attachments, and political attachments, to work as a real logical negation. Now correctly follows boolean math. (veqryn) [Map makers may need to check their maps to make sure their triggers still work]
- Added "upkeepCost" as an attachment for RelationshipTypeAttachment, which allows you to have a cost in order to maintain a relationship. (veqryn)