Intriguing. I didn’t realize someone had gotten as far as making at least a functional map and XML that could be played using a decent amount of edits. There is always a chance that TripleA would support 1914 but it would require a developer to make a number of engine enhancements to support the many ‘interesting’ rules that added.
TripleA engine - Known rules-related bugs/issues
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To prevent from duplicates and to always have an up to date overview of currently unresolved (rules-related) bugs/issues of wwII-games, I have collected the respective engine-related Github-issues to list them here.
I am focussing on Github here, as all related content has been approved, so that the issues qualify.So this topic serves as sort of inventory for everybody who is interested in the current status.
Note: In case an issue is marked as “closed” (on Github) this does not imply that it has been resolved.
I can’t guarantee that this list is complete, due to the masses of opened and closed issues, but I will try to keep it updated. This list does not contain bugs that have not been documented by a Github issue yet.
Also this list will be checked against the latest pre-releases. So issues not appearing here might be fixed for pre-releases but not for the latest stable.
In case I might have missed any change here please give me a note and I will update this topic accordingly.
If you discover new issues please report them on Github:
https://github.com/triplea-game/triplea/issues
Rules Issues on GitHub (this list does not include issues filed at the map repos):
1. Unresolved issues
Sub combat rules wrong:
(example see https://www.axisandallies.org/forums/post/1249085)
https://github.com/triplea-game/triplea/issues/1645v5-1942 air battles not supported:
https://github.com/triplea-game/triplea/issues/1867Should Be Able To Retreat To SZ With Only Enemy Subs (>=V3):
https://github.com/triplea-game/triplea/issues/3428Display Overbuy Rule to Game Players:
https://github.com/triplea-game/triplea/issues/3767Incorrect handling of AA-fire and/or AA-fire casualty selection:
https://github.com/triplea-game/triplea/issues/4133Kamikazes don’t kill marines on board:
https://github.com/triplea-game/triplea/issues/4634Can blitz through a friendly neutral. Should not be possible:
https://github.com/triplea-game/triplea/issues/4685Rule problem: should not offer option to retreat:
https://github.com/triplea-game/triplea/issues/4688Allied Air Units Cannot Be Taken as Casualties Offensively (v1):
https://github.com/triplea-game/triplea/issues/4794Submarine submerge and retreat issues:
https://github.com/triplea-game/triplea/issues/4821V4 [and others] Should [not] give refund for an overbuy:
https://github.com/triplea-game/triplea/issues/5194Anniversary AAA/Paratrooper issue:
https://github.com/triplea-game/triplea/issues/5834Battle calculator in Global 1940 incorrectly distinguishes UK-pacific from British units:
https://github.com/triplea-game/triplea/issues/5844Non Combat Move Unloading From Transports Unloaded During Combat Move (v2):
https://github.com/triplea-game/triplea/issues/6039Placement on friendly carrier is incorrectly allowed:
https://github.com/triplea-game/triplea/issues/6238TripleA allows NCM-landing in territories that have not been friendly at the start of the turn:
https://github.com/triplea-game/triplea/issues/7350Transports allowed to load and move in Combat phase then offload in Non-combat phase:
https://github.com/triplea-game/triplea/issues/9067Attacking naval should be able to ignore transports if they are loaded or not
https://github.com/orgs/triplea-game/projects/3/views/1?pane=issue&itemId=666487432. Partly resolved issues
Rocket attacks and Scrambling resolved during wrong phases:
https://github.com/triplea-game/triplea/issues/3846
(solved for G40; there are remaining aspects (e.g. v1))TripleA illegally allows placement of newly built air units on friendly carriers:
https://github.com/triplea-game/triplea/issues/44803. Resolved issues
Incorrect transports already unloaded error message:
https://github.com/triplea-game/triplea/issues/874Incorrect handling of Transport’s “stalemate”:
https://github.com/triplea-game/triplea/issues/2367Transport loading bug (rules):
https://github.com/triplea-game/triplea/issues/3162Can’t remove transported units without removing transport:
https://github.com/triplea-game/triplea/issues/4446Aircraft casualties should take those with least move pts:
https://github.com/triplea-game/triplea/issues/6256
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@Panther Thanks! This is definitely helpful. My only suggestions are to move the solved ones to either the top or bottom and if you have an opinion on priority/severity of the issues that would be helpful as well.
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@redrum Thank you for your feedback and your suggestions. I will do some rework accordingly, soon.
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Don’t forget mechs and tanks being able to pass through (blitz) through friendly neutrals, which they shouldn’t be able to do.
I’d think the order of priorities should be something like:
#1645
blitzing neutrals
can’t retreat to SZ with subs, #3428
v5-1942 air battles
rest.This ignores added features which may be more important.
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@simon33 said in TripleA engine - Known rules-related bugs/issues:
Don’t forget mechs and tanks being able to pass through (blitz) through friendly neutrals, which they shouldn’t be able to do.
Which issue number is that? I will be happy to add this issue to the list.
This ignores added features which may be more important.
That is not the purpose of this list. My intention - as explained above - is to keep track on unresolved rules issues.
We can have a separate topic that lists features of course. Feel free to start it.
However we of course already do have this: https://triplea-game.org/release_notes/ -
I don’t think there is an issue number for it. I guess I’ve just lost energy if #1645 isn’t likely to be resolved in 1.10. If it isn’t too late already, it soon will be.
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Ok, I’ve added an issue: https://github.com/triplea-game/triplea/issues/4685
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@simon33 Thanks!
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Pretty sure #874 can be worked around. Perhaps if something is intended to be left on the transport there’s still an issue? I guess you’d have to use edit mode. Unless there’s something like that, it’s more of a usability problem than a rules issue the way I see it. That didn’t exactly trip off the lips - if you have to use edit mode it’s a bug (low impact though).
What about the retreat rules? Issue #1270. #2080 was reverted due to performance problems in #2544. So there’s still problems - if you attack and only have a transport or an AA Gun defending, you are still permitted a retreat.
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@simon33 said in TripleA engine - Known rules-related bugs/issues:
What about the retreat rules? Issue #1270. #2080 was reverted due to performance problems in #2544. So there’s still problems - if you attack and only have a transport or an AA Gun defending, you are still permitted a retreat.
Perfect! That is exactly what this topic is intended for: Those aspects simply get lost, if they aren’t listed anywhere and brought back to attention.
However, @simon33 , I retested the scenarios stated in #1270 (with 1.10.prerelease) and found only the “defending AA-gun scenario” not working correctly again:
defTrp.tsvg
defSub.tsvg
defAA.tsvgThe transport had correctly been autodestroyed and no retreat option was offered in my test.
The battle involving the defending submarine facing attacking fighters had been correctly ended without offering a retreat option, too.
But the remaining infantry facing a defending AA-gun only had incorrectly been offered the option to retreat.Would you please verify? Meanwhile I have opened https://github.com/triplea-game/triplea/issues/4688 for it, referring to #1270.
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Aahh, the transport is only a problem if it is being attacked by subs. In this case, the subs are given an option to submerge. Is this correct?
Not sure why the defending sub case is special? I’m getting an error loading that file “unexpected end of block data”
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@simon33 Right, in that case the subs are incorrectly given that option. I have edited the issue accordingly. Thanks!
The “defending sub case” is special because here the battle ends without autodestruction. In the context of #1270 a retreat option had been given, as far as I remember.
The savegames work fine here, maybe you mixed 1.9/1.10 versions? -
@Panther The following should now be fixed:
- Incorrect transports already unloaded error message: https://github.com/triplea-game/triplea/issues/874
- Transport loading bug (rules): https://github.com/triplea-game/triplea/issues/3162
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@redrum Thank you. I have updated the first posting.
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TripleA allows you to land American units on Russian land on the Pacific map while Russia is still at peace with Japan.
(tested with bmb in BM3) -
@Misterblue said in TripleA engine - Known rules-related bugs/issues:
TripleA allows you to land American units on Russian land on the Pacific map while Russia is still at peace with Japan.
(tested with bmb in BM3)That’s because the rule about USSR being at war on each map separately is not well modelled in Triple-A.
Still, it’s a worthy addition to this list.
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It seems the kami not killing on board marines is still not resolved in 2.1. I expected that to be an easy fix.
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@simon33 Indeed. The above list is up to date. Can’t you try and fix it?
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HI @Panther I’m going to ask my previous question
https://www.axisandallies.org/forums/topic/18412/global-2nd-edition-q-a-aag40-2/2972here again here.Global 40 OOB JPN DOW on UK/ANZAC Round 2 and Not the USA.
My understanding is that the USA Remains Neutral, including All Movement Restrictions, until at least Round 3 when USA would then have the option to DOW on Any Axis Power.
The reason I ask here, is because triplea is giving me the option to DOW on any Axis Power after the JPN Round 2 DOW on UK/ANZAC as well as lifting All USA Movement Restrictions.
There is no mention of any Player Enforced Rules regarding this in the Game Notes.
Would you please clarify.
I believe I can fix the above triplea issue if my understanding is indeed correct.
Thanks
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I thought we established that Triple-A was correct here???!!!