Thanks for clarifying.
TripleA Changes for PBEM
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thanks, tonez. Sub Dude and I started a rematch (I was handily whooped in the first game) using the same jar file you sent a while back. I will let you know if we see anything weird…
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Axis and Allies is kind of Captain Obvious for me. You either keep going with what’s working, or switch to a different plan if your plan isn’t working.
“Working” doesn’t mean you have to be killing everything. For example, 1 German tank in Africa while the Allies have nothing there is “working” pretty damn well.
In that light - the only thing I REALLY need to keep track of is which side is which. Because my opponent might just say “um yeah . . . you’re the Axis, srsly!” and I’ll be like “wth, how did I get in this mess”.
So basically - if I know which side I’m playing, I just look at the board and do whatever needs doing.
It is very rare for me to NOT know what to do; that sort of thing is usually from a mixup over sides.
TripleA should have a function that lets each player write notes, then when both players hit an “end game” option, they could read each others notes.
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When I submit the turn summary posting stuff I’ll be sure to remove the .doc extension for the save game files.
In the meantime I’d be interested to hear if you guys find any bugs or weird issues while using the triplea jar file you are using, particularly with turn summary posting.I received the attached error during turn posting. It looks like only the screenshot didn’t post correctly.
[attachment deleted by admin]
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I know sometimes the screenshot-hosting website goes down, although I’m not sure if that is why it didn’t post in this situation.
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In triplea playing revised, in the mobilize new units phase, when you click on a territory with one of your industrial complexes, it says “Left to select: X” where X is the number of units you are allowed to place in the territory (because of the territory IPC value). I think the wording is confusing, and you might think that you have that many units left to place. I would change the wording to “territory unit limit:” or something like that.
Minor request, I know.
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Editable text files as attachments or something whatever.
The key is - if you’re watching a replay, you don’t see any smack talk. You don’t see what the players were thinking. It’s like watching a football game without any commentary.
If there were a general text file that both players could edit and look at, and ALSO player-specific password protected text files (unlockable by inputting a password), a player that watched a replay could see:
The general text file, containing running in game comments like “ya i blew up ur battleship hawhaw”, and also password protected text, like “I built 2 transports to threaten invasion of London and attack Karelia”.
If the player entering the text were identified, and the password protected text identified by color (say blue for player 1, green for player 2, red for player 3, etc. etc.), it would make for a far more interesting replay.
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good thoughts.
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npb, Interesting indeed. In multiplayer mode, there is already a chat window at the bottom of the screen. I wonder if it would make sense to tie this feature into the chat window.
The chat window already has a list of players that can be selected, although selecting them currently does nothing. Perhaps we can tap into this so that selecting them actually filters who gets to see your messages.
This is not on my priority list but it’s a good idea! -
froodster and ncscswitch had some good suggestions and discussion after playing TripleA vs. game board, here:
http://www.axisandallies.org/forums/index.php?topic=9163.msg178614#msg178614
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I’d really like to improve my triplea dicey for better input. However, all I know is how many dice are rolled - I don’t know how to read what the units are etc. If I knew that, I could build a better dicey.
I notice the clayton.ca dicey includes combat units - what variable is that passed in? What’s the API (is that what I’m talking about?)
I’m willing to work on a better on and then share it with clayton.ca. Then for reliability if one site was down users could use the same one on another site.
Other than that, sounds like you’ve drawn all the lessons learned in my game against switch.
I will report that I did often get error windows popping when Edit mode was active and AA guns were being handled. It may also have been during sub fire and coastal bombardment. Sorry I can’t be more specific. However I just had to click X on the window and the program continued as normal.
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froodster and ncscswitch had some good suggestions and discussion after playing TripleA vs. game board, here:
http://www.axisandallies.org/forums/index.php?topic=9163.msg178614#msg178614
I have also noticed that if the dicey bails during the roll, can’t find the server, etc, it is completely dumping back to windows. (Even with a valid exit/roll again dialog box). I’m seeing this in v9.02
…one of these attempts I’m going to remember to save before rolling :-)
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There should be an autosave.tsvg file if it bails. You should be able to load that autosave game file up and find yourself exactly where you left off.
I wonder why it’s bailing…
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There should be an autosave.tsvg file if it bails. You should be able to load that autosave game file up and find yourself exactly where you left off.
I wonder why it’s bailing…
Guess that AI ain’t so dumb after all.
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This might already be in this thread but I got lazy … is it possible to use the in house dice roller with TripleA?
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Yes, with the new Edit mode features that Tonez is working on. I used this in my game against Switch - I rolled the dice with the in-house roller, then entered casualties manually in TripleA rather than having TripleA roll dice. It was pretty easy actually. It’s a much better tool for PBF with any dicey than either BattleMap or MapView IMO. It’s almost there. I predict that in a year it will be the only tool being used on this board.
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Here are some comments from Sub Dude and Polywog on using TripleA in their recent game:
http://www.axisandallies.org/forums/index.php?topic=8992.msg184778#msg184778
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Could someone send me the link to the new and improved version of TripleA? Just shoot me a PM or an e-mail with the link please…
Based on how much I liked the images from the game i played with Dan, I think I might be willing to experiment with the program this weekend and see if I can get used to using it for online gaming (as an ADDITION to my game board, not a replacement…) :mrgreen:
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I played my first on-line game with both my board and TripleA… Somehow, a stack of 5 red chips under a plastic infantry is more sobering than a number next to an icon!
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@ncscswitch:
Could someone send me the link to the new and improved version of TripleA? Just shoot me a PM or an e-mail with the link please…
Based on how much I liked the images from the game i played with Dan, I think I might be willing to experiment with the program this weekend and see if I can get used to using it for online gaming (as an ADDITION to my game board, not a replacement…) :mrgreen:
I’ve e-mailed you the necessary Jar file, but you have to download TripleA v. 0.8.2.2 and swap the file I sent you for the one in the “bin” folder.
Also, you have to have Java 1.5 installed.
Once tripleA is running, select “Load New Game” and choose the version you want to play (revised, classic, etc), start a PBEM game, and then enter the A&A.org topic # (4 digits) that your game is under and your A&A.org login info.
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Okay, I just tried my first turn and it went seemlessly.
However, here is what I would like to see…
- Post turn summary through the end of combat moves. You finish combat moves and then you post them before rolling the attacks.
- Subsequently post only combat through collecting income at the end of the turn.
- I’d like to see tighter integration with the in house dice roller. As the dice roller works now it probably will not be feasible and so I’m will to do some work to write a dice roller that will both work with TripleA and also post each round to the forums (as a side-effect).