@panther thanks for your feedback
Feature requests for TripleA
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If being able to host without port forwarding is too far out of reach,
how about a dedicated server with remote admin? -
I´m not sure if the thread is still open, but i post some feature request for TripleA here:
1 @__Feature__ Request “Delete Button” for older Saved Games.
It would be nice when i load a save game, if it is also possible that i can directly delete older saved games in/with the same windows.2 @ Feature Request: “Center Button” after an air attack
Example:
I attack with Fighters Seazone 116. Sink the enemy fleet and the fighters survive.
Then i conduct several other combats everywhere on the map.
In the End of the “Non Combat Phase”, a windows pop up, “Air unit can´t land”.I can press now “Keep Moving” or “End Move Phase”: seazone 116
Is it possible to pop up a marker/button with “center” like it is in the Combat phase, in the same windows so that Triple A directly goes to seazone 116 where i have to move the airplanes when i press this new center marker/button?
Especially for beginners, that would be a great help because it is not so easy to explain them how they can find seazone 116, if there was several fights one the map.
3 @ Feature Request “Additional Windows for IPC Infos”
An extra/additional windows before i start my turn, where i can see exactly how much IPC i had last round and how much i have in this round.
It should also show where and how much IPCs i lost from blockade. Maybe in the Game option i can choose to activate this optional windows, because in a email game it is certainly not necessary but in an online game it would make the game flow more smoother and faster, because it is not necessary to open the game history.4 @ Feature Request “Timer” for Online Games
I´m a big fan from online games and therefore an option to play with a timer would be nice. The reason for a timer is that you have than only let´s say 20 minutes to react and you don´t have the time to test several movers, battle calculator etc.
So both sides makes failure because of the pressure to end their turn into the time limit.A @ more improvement, than an Feature Request (Map global 1940 Alpha +3)
When there is a Major Factory, it should not be allowed to build an additional Minor Factory at the same time.
Maybe there is a rule , which i don´t know, but i should get a warning, that i can´t place more Minor IPCs in a territory with a major Factory. The same thing, it should not be allowed from the engine to build more than 1 Minor IPCs pro territory, because you can only mobilise 3 unit there.B @ more improvement, than an Feature Request (Map global 1940 Alpha +3)
Handling Triple A: Close a windows
When a windows for example “End Move” is open it looks like i can close it per keyboard, with pressing Ja (German=Yes) or Nein (German=no). But i can´t close it with j or y.
This is maybe we have installed windows or java in german? -
Handling Triple A: Close a windows
When a windows for example “End Move” is open it looks like i can close it per keyboard, with pressing Ja (German=Yes) or Nein (German=no). But i can’t close it with j or y.
This is maybe we have installed windows or java in german?Try pressing “Z” instead. American/English keyboards have the “y” where we Germans have the “z” and vice versa.
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Thanxs P@nther good idea, but pressing “Z” does not work!
So i test all keys and voila pressing “Enter” than it works. :-D
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both spacebar and enter will “select” whatever button or thing is currently “focused”
as far as short-cut keys, you can figure out what the short cut key is, if any, by holding down ALT usually
(the key will appear with an underline under it) -
Thanks Veqryn, that is good to know.
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I created a simple “End Turn Report”, that will show up at the end of every players turn.
(so long as that player controls their capital [since china has no capital, it shows up every china turn no matter what])let me know what you think
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Great Job veqryn, :-D
I would like to mention You’re really one of the few developers who also respond to suggestions. This is something I cherish to TripleA so!
My thanks for your many many work, to improve TripleA it even more!
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I created a simple “End Turn Report”, that will show up at the end of every players turn.
(so long as that player controls their capital [since china has no capital, it shows up every china turn no matter what])let me know what you think
Great, nice feature, thank you! :-)
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Great work Veq, as always. Good addition.
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welcome,
i was going to avoid that request, because I absolutely hate it when during live games someone forgets to click an “Ok” box, thereby holding up the entire game (until they remember, or get back from bathroom, etc).
i figured people would either forget to click it, or be busy reading it for a while, thereby holding up the next player
but figuring out a way to not have a non-returning (void) message dialog not hold up a game is on my todo list,
so I broke down and figured out how to do it. Originally by having a thread that ran another thread, that showed the dialog.
Then after completing it, I found that all message dialogs would now popup at the same time, and hide each other. So then I had to figure out a way to have no more than 1 message dialog open at a time, while keeping the others in a queue. My first try of interlocking blocking threads created a mess of deadlocks. The solution ended up being having all simple void message dialogs go through a Thread Pool with only a single thread in it, then also forcing all other message dialogs and UI popups to wait on completion of the thread pool.
the plus side is that political notifications, kamikaze notifications, and these new end turn notifications, will no longer hold up the game for other players in a live game
a simple request, is rarely simple
but happy to make it anyway
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Veqryn - you’re a genius mate, and the work you put into this is VERY much appreciated! :-)
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Thanks for the insight behind the scenes Veqryn, now i get a better understanding how much work it is sometimes for you to implement a single feature request. :-o
Since I’m no programmer, I have no idea about all the hard work behind it.
But now I know you work all the more and i appreciate it much more. -
And you can now change some font size and color options, (accessible from the “view” menu)
The defaults are of course the same as always were: 12 size font, black names, white unit count, and black damage count. (my example is only an example)
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Thank you Veqryn, for listening. :-) Will this feature come out on a future release of TripleA?
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And a new edit ability to change political relationships:
(in below screenshot example, I have changed the relationships so that it is germany/russia/italy vs the rest of the world)
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And a new edit ability to change political relationships:
(in below screenshot example, I have changed the relationships so that it is germany/russia/italy vs the rest of the world)
Very cool! We’ll have some fun with that, I’m sure… :-D
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I have always wanted to have the battle calculator show more information.
In particular, I found that (especially in dice games), the results of a battle were never close to what the “average” in the battle calculator was. While the battle calc says that “defense have average of 2 units left”, the defense would normally end up with 6+ units left, as an example.
This is because due to the nature of A&A combat, when one side wins they win big, and when one side loses, they lose big. This is simply the nature of dice + the rules of combat + the compounding/exponential nature of having multiple combat rounds.
So I decided to make 2 new statistics:- Average # of units left for Attacker when Attacker wins the battle
- Average # of units left for Defender when Defender wins the battle
and while I was making these changes, pug and hepster suggested to add statistics for the number of units each side has, and Average # of combat rounds, and also allow you to choose when a player retreats in order to simulate a strafe.
It took some rewriting of the battle class, but the calc can now retreat successfully when the option presents itself. The default is still to “never retreat, never surrender!”
Lastly, in order to not skew the results (for Revised games), the battle calculator will automatically submerge when it is just subs against aircraft. (it already did this for aa50 games, but not for revised games)
so, behold the new battle calculator…
thx,
veqryn -
right on veqryn you’ve been kicking ass:)
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Posting to follow the thread
Where do we find out when a new version is released?
Thanks