Thanks for clarifying.
TripleA 1.6.1.4 stable is released for Christmas 2012!
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Will sea zone 33 in Anniversary be fixed? You can land troops in Italian Africa in TripleA, however, the two do not actually connect.
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Donation made. I am looking forward to the new release. With regard to the bug fixes, any luck with the combat window that occasionally fails to open?
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unknown, i was not aware of this. can you send me a screenshot of the board at that location (not triplea, the actual board).
moralecheck, the battlewindow has never failed to open for me, on my windows and my linux computers, for local, pbem, and online games. it seems to be very very very rare, and maybe something to do with the java on the person’s computer, and not triplea. unfortunately without a more reproduceable situation, i can not figure out what if anything is wrong.
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Wow, thanks Veqryn. I will be updating my TripleA soon. I love the new map skin but I’m not too keen on those sprites - are they from Battlemap? I prefer the normal TripleA ones.
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unknown, i was not aware of this. can you send me a screenshot of the board at that location (not triplea, the actual board).
I actually read where someone else posted the discrepancy in a thread about TripleA vs. Battlemap. On the Battlemap map, the sea zone 33 border lines up with the border between Italian Africa and Rhodesia.
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unknown, i was not aware of this. can you send me a screenshot of the board at that location (not triplea, the actual board).
…Please check your PM, Veqryn.
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i’ll fix it then, thx for the proof panther,
also, do not forget that triplea is separate from the “maps”, so it is not a fault with triplea if a map is not done correctly, but a fault of the maker of the specific map (and it can be easily fixed in the map zip too)i’m surprised noone noticed that sz before
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…
i’m surprised noone noticed that sz beforeMe too, it is quite strange that after years of playing with those maps there are still issues coming up.
Noone to blame, I did not notice it before, either. -
i’ll fix it then, thx for the proof panther,
also, do not forget that triplea is separate from the “maps”, so it is not a fault with triplea if a map is not done correctly, but a fault of the maker of the specific map (and it can be easily fixed in the map zip too)i’m surprised noone noticed that sz before
Thanks…and thanks to you and all who work on it for TripleA!
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Guys, are the sprites shown in the screenshot that Veqryn posted optional or have they now replaced the normal/exisiting ones? Thank you.
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it is a new map skin, meaning that it is a “extra way to look at a map”
the original map skin is not going away, and it is still the default -
Okay thanks, and so I take it then that the funny looking sprites go with that skin? I would like to use the skin but not the sprites, if that’s possible?
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yes, but you’ll need to unzip the skin (then get rid of the zip), and then copy and paste the unit images from the original skin over to the new skin. then change the unit image size to 48x48 in the map.properties file, and re-run the autoplacement picker. very easy to do, and there is a tutorial showing you how to do this kind of stuff here: http://tripleamaps.sourceforge.net/old/doc/map_and_map_skin_making_overview.html
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Thank you for updating WW2v3 to Version 1.6 today. In the game-xml I noticed something new in the American/Chinese turn sequence:
... ...
The stepProperty name “skipPosting” and “turnSummaryPlayers…value:…”
are new and indicate a new behaviour regarding the turn summary posts.I tested this in TripleA 1.6.1.2 but it had no effect there.
Is this someting new we can expect with TripleA 1.6.1.4?
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yes
what will happen is that the chinese and americans will get combined into a single post
i also updated global 1940 so that both uk’s are combinedwill see the effect with the new release
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Great, thanks! :-)
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yes
what will happen is that the chinese and americans will get combined into a single post
i also updated global 1940 so that both uk’s are combinedwill see the effect with the new release
I tested this in WW2v3 and TripleA 1.6.1.4.
Awesome!
Thank you again! :-) -
The only thing I noticed is, that the damaged US battleship is repaired in the
Turn-Complete section of China. -
its maps running under the “2 hit point units repair at end of turn / end of combat” rules, all 2 hit units will repair during all end turn phases
this doesn’t affect anything at all, it is totally compliant with the rules -
I noticed that when set to moore n able in G40, Australia heavily builds factories that it cannot place, even when the Japanese are next its capital. Â I did a long term experiment with them and they got up to 23 unplaced factories. Â They built the odd ship, but did nothing to resist the invading axis land units. As the game is not really meant for AI, it’s not a big issue.
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