The error message speaks for itself:
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#1 Does it help to move the transports in for 1 assault, unload those units to land, then move in the next transports for the 2nd assault, and then unload those land units to the 2nd territory?
#2 I deal with this by posting how I’m changing my buy, then posting the combat move to prove that I haven’t rolled dice yet, then use edit mode after placing units. I prefer that to re-loading and re-buying and re-moving everything in combat move
#1 Does it help to move the transports in for 1 assault, unload those units to land, then move in the next transports for the 2nd assault, and then unload those land units to the 2nd territory?
#2 I deal with this by posting how I’m changing my buy, then posting the combat move to prove that I haven’t rolled dice yet, then use edit mode after placing units. I prefer that to re-loading and re-buying and re-moving everything in combat move
yes, moving transports piecemeal can work. It’s that much more time consuming than if the interface to unload multiple transports was more direct and simple.
A “Back” button would make all that much easier. Obviously any back button option would disappear once you move to conduct combat. A back button would also resolve any mistakes with ncm you made and then notice when you get to place units.
the UI for all transportation related stuff may change in the future, so that is covered
i do not plan on making a back button, because that would simply be impossible with the way the engine is coded and how it deals with turn phases
in the mean time, move the transports you want for 1 attack in, separate from the other attack. i don’t see that taking any more time than a single ui would, since you have to select the transports at some point anyway.
for redoing purchases, you can reload from the top of the turn (which would be in the autosave or the forum save, or make your own save), or do what gamerman said
Interesting,
So the program wont allow you to just erase/kill a phase and, say, go back to the start of the prior phase?
I am not a programer, BTW, so my comments are solely that of a user.
Thanks for the work!
GO BATTLEMAP! :P
Yea, I agree, it’s annoying to load transports, move and unload into combat, then load more transports move and unload into combat. Sometimes it’s so bad you have to move transports out, then move the other ones, and undo the move of transports out so you can move them separately. Not sure when that happens, but it’s happened a few times now.
I just wanted to say, however, that absolutely NONE of the issues in this thread occurs in Battlemap. :evil:
Just a boatload of typing, and you have to monitor your opponent’s moves a lot more carefully for errors.
I’ve seen cheating in TripleA as well.
And battlemap lets you pull 5 or 10 units off a stack with a simple keyboard shortcut, a feature that would make tripleA more enticing for me (it won’t replace Battlemap though, since TripleA uses a LOT of resources and battlemap uses almost none.)
You do realize you can click somewhere in the territory that is not a unit and enter the number of units you want to move?
Also, control click for a stack, shift click for everything in the territory
I didn’t say there wasn’t cheating in Triple A, I’m saying it takes a lot more time and effort in ABattlemap to check for errors and cheating. I want to catch the honest mistakes too, like when someone buys more than they can afford, and Triple A will always catch that.
I’ve really come around to Tripple A. It’s super easy to use and cuts way down on mistakes. My comments above were merely about improving it.
As for tripple A vs battlemap… sigh.
Tripple A’s 2 big draw backs are (1) the limited view (I don’t care what anyone says, 50% view is about as zoomed out as you can get and still tell what is happening) and (2) that the dice results are incomprehensible. (Not sure if this is just a product of the Marti server). But it is annoying when as the attacker your dice run off the screen and you can’t tell what hit. This is particularly vexing as a defender. Looking at the Marti results tells you almost nothing without painstakingly reconstructing the battle.
BattleMap is better on both fronts but then is clunky and highly error prone. (not to mention crashes a lot).
I suppose if I were to play some major/super high-stakes game for money or something against a good player I would prefer BattleMap. Just because you really get to see it all. In deed BattleMap is about as face to face as you can get on line that I know of.
But for league play Tripple A is great! :mrgreen:
I can always see all dice, no problem… Isn’t there a scroll bar? Are you overlooking it?
I can always see all dice, no problem… Isn’t there a scroll bar? Are you overlooking it?
holy cow? there is a scroll bar? :-P :-P
but even then when you defend you can’t figure out what the dice are, or at least I can’t
@Cmdr:
And battlemap lets you pull 5 or 10 units off a stack with a simple keyboard shortcut, a feature that would make tripleA more enticing for me.
You can press/hold ALT and then left click to select 10 units at a time. You can ALT right click to deselect 10 units at a time.
(this has been around for like 2 years i think)
Also, after you start a game you can go to the menu called “HELP” and click “movement/selection help”, and it will show you a list of all the keyboard shortcuts.
You can also make the battle window larger by expanding it, to see more stuff.
As far as the view field goes, you can choose to zoom out or get a better monitor. TripleA on a 4k monitor would be freaking amazing.
Thanks!
I will use that!
I did not realize that was finally added, Gamer/Veq. Good to know.
Shift+Click for 5, Control+Click for 10 and Shift+Control+Click for all is still kind of ingrained in me, but I’ll try to switch to ALT+Click
I knew about the select ALL units in a territory/sea zone. But I don’t use ALL units that often…probably because I’m the worst Global 1940 player EVAR! (best AAR and AARe though!)
U just played too many years with Battlemap, Jenn - old habits die hard :-)
U just played too many years with Battlemap, Jenn - old habits die hard :-)
Are you calling me old now???
:P
No way, I would never do that because you’re younger than me.
You just came to the site earlier than almost everyone who’s here now. I feel like one of the more senior, and I came in the fall of 2008 when AA50 came out.
Yea, I came after AAR but before AARe or AA50 for sure! I remember learning about AAR here and thinking it a VAST improvement over classic. (don’t get me wrong, classic is good too, I just like AAR more.) Then there was the prettiness of HASBRO’s Axis and Allies. I feel many of the sprites in TripleA are kinda a ripoff of Hasbro’s pieces which I think is where the kernel of my dislike of TripleA might come from. (Believe me, there are many reasons outlined here that added to that nugget!)
More items have been added to the list of issues, some edits have been made. It’s a long list.
This is an important player aid for players using Triple A:
https://docs.google.com/document/d/1cS3hFwoBP0rWr3208jw1LAtCvHYa9Ji9uU8PwbCMIwM/edit
Edited 7a
Triple A does bar you from flying over friendly neutrals and strict neutrals, but not from flying over unfriendly neutrals
Edited 8b
Is an issue on the Pacific map only (does not allow you to place a base on Suriname)
Edited 10
Changed “facilities” to “bases” because there is no issue with the IC in India. When testing, I noted that British bases added to the Pacific map were repairable by the British and UK-Pac bases added to the map were repairable by UK-Pac. I think the engine always converts them to British when built in-game, so this creates a problem, which can be worked around by players who know the rules.
Added 17a, bombardment
Thanks
TripleA 1.8.0.1 is out, and Global 1940 2nd version 3.9 is out.
There are lot of fixes in each.
Unless someone can post a savegame as evidence of a bug, using both TripleA 1.8.0.1 engine, and Global 1940 2nd Edition version 3.9, (or the latest version of each, in the future), then the following lines need to be removed from the document:
Fixed:
1a) Resolved
2a) Resolved
3a) Paratroopers - Doesn�t allow you to launch paratroopers from your Ally�s air base. (Resolved)
3c) Paratroopers - Does not allow you to add paratroopers (to join an overland or amphibious attack) to attack an undefended enemy territory. (Resolved)
3d) Paratroopers - Counts spaces over land instead of over water even when over water is shorter (That is, does not allow paratroop attacks from West Germany to Norway, Sweden, Finland, etc, for example) (Resolved)
4b) SBR - Triple A has you choose targets before the air battle, but attacker does not have to choose targets until AFTER the air battle. (No evidence of occurring / Can not replicate)
5a) Sub Combat - When an enemy destroyer is present, Triple A still has the subs fire separately first, both on offense and defense. This forces casualty choices prematurely that should not have to be made. (Resolved)
5b) (is badly worded, see better description below)
5c) Subs - Program sometimes does not allow retreats from enemy subs. (No evidence of occurring / Can not replicate)
9a) China is not subject to convoy disruptions, but this is not programmed into Triple A. Player will have to manually add back Chinese IPC�s for any the program takes away. (Resolved)
9b) China cannot declare war on Germany/Italy in Triple A. If Germany/Italy controls Kwangtung or Burma, China should be permitted to declare war on them so that China can invade. (Resolved a long time ago)
11) Resolved
14) Triple A gives you a retreat option when facing only transports, but this is illegal. You can�t retreat from transports only or AAA only. (No evidence of occurring / Can not replicate)
C) Triple A occasionally thinks a flight path is illegal when it is legal, sometimes even when carriers are not involved. (No evidence of occurring / Can not replicate)
Gamerman01, i trust you will clean up the document.
I have also updated the Global 1940 and 1942 game notes to include the following, which I view as a complete list of issues:
Edit Mode
If you ever need to create new UK units, always create “British” units, do not create “UK_Pacific” units (except for Factories, all UK_Pacific units turn into British units when placed normally).
The Warbonds technology will give the PUs to the British, please use edit mode if you want some of it to go to UK Pacific.
You may also need to use edit mode to correct things listed below.
Below is a list of rules that the TripleA game engine either does not enforce, or enforces incorrectly, at this point.
Each item starts with a code in parentheses that represents how you may fix or correct the rule.
(PE) = Player Enforced = You must be aware of the rule and must follow it. The engine will not stop you from breaking the rule.
(CL) = Comment Log = You must record what you are doing in the comment log, because TripleA does not keep that information around. (To access the comment log, go to the ‘view’ menu, and click ‘show comment log’, then type a comment there.)
(SR) = Save/Reload = You may save the game now or at the start of the phase, then reload it, in order to solve this problem.
(EM) = Edit Mode = You must use Edit Mode to correct or fix the error, because the engine either disallows the rule or otherwise does something wrong that you can correct.
(NA) = None Available = There is no fix available for this yet.
Rules specific to 1940 the engine does not do, but you must follow:
General rules for all A&A games that the engine does not do, but you must follow: