TripleA Changelog

What's new in TripleA 1.9.0.0.13066

Mar 10, 2019
  • Fix determination of transported units during amphibious assaults (#4252)
  • Use dynamic heap size for installers to fix Windows 32 bit installer (#4328)
  • Add check for sea units to enemySurfaceExclusionTerritories to fix surface warship objectives (#4351)
  • Update A&A forum poster for new forum (#4361)

New in TripleA 1.8.0.9 (Oct 23, 2015)

  • Bug fix, retreat from naval combat was not possible, now fixed. (redrum)
  • Fixed possible infinite loop bug when a corrupt map exists in the map downloads. (lafayette)
  • Increase scroll speed when using arrow keys. Holding down control speeds up arrow key scroll. (lafayette)
  • Placing cursor next to the very edge of the map increases scroll speed. (lafayette)
  • Hard AI - Fixed calculating defenses on maps with air/naval bases to properly calculate enemy range. (redrum)
  • Hard AI - Fixed bug around not defending against enemy units that were transported the previous turn as they were being marked as already transported when potential enemy attacks were calculated. (redrum)

New in TripleA 1.8.0.7 (Aug 18, 2015)

  • Hard AI - Improved performance on large maps. (redrum)
  • Hard AI - Added support for valuing exposed units when attacking. (redrum)
  • Hard AI - Improved air units landing safely. (redrum)
  • Hard AI - Added scrambling support. (redrum)
  • Hard AI - Improved transport movement and defense. (redrum)
  • Hard AI - Added support for purchasing and landing on carriers. (redrum)
  • Hard AI - Improved naval non-combat move and avoid sea units getting stuck. (redrum)
  • Hard AI - Improved casualty selection to consider unit cost. (redrum)
  • Hard AI - Added unit support attachment consideration for purchasing and movement. (redrum)
  • Hard AI - Added politics support for 2 team maps such as Global 1940. (redrum)
  • Hard AI - Improved capital defense. (redrum)
  • Hard AI - Added support for WW2v1 non-limit placing of units. (redrum)
  • Hard AI - Added support for territory effects. (redrum)
  • Hard AI - Added support for China on WW2v3. (redrum)
  • Hard AI - Added support for unit placement limits. (redrum)
  • Hard AI - Fixed sorting bug causing error: Comparison method violates its general contract. (redrum)
  • Hard AI - Improved carrier/fighter casualty sorting to avoid leaving fighters stranded. (redrum)
  • Hard AI - Units of the same type are now moved all at once rather than one at a time. (redrum)
  • Hard AI - Fixed several rare NullPointerException errors. (redrum)
  • Hard AI - Added support for nations without capitals. (redrum)
  • Fixed maxBuilt to include unplaced units. (DanVanAtta)
  • Added a convenience button to undo all moves during a phase. (DanVanAtta)
  • Removed obsolete Dynamix (land-only) AI. (veqryn)
  • Fixed issue with TripleA logging users out of axisandallies.org when posting turns. (redrum)
  • Fixed bug with movement validation for fighters launching from a carrier and flying into enemy land territory then returning. (veqryn)
  • Bug fixes on unit casualty sorters, and switching approximate method in as the default. (veqryn)
  • Created a new prototype unit sorter for quicker approximate sorting, including support attachments. (redrum)

New in TripleA 1.8.0.5 (Jan 3, 2015)

  • Created a prototype unit sorter for sorting units with support attachments (still in beta) and added it as an option in engine preferences. (veqryn & redrum)
  • Updating Substance/Insubstantial look and feel UI to version 7.3. (veqryn)
  • Fixed bug with how AA casualties are taken for multiple-hitpoint airplanes. (veqryn)
  • Fixed null pointer error in Classic (WW2v1) rockets. (veqryn)
  • Speeding up battle calculator by reducing possibilities of thread contention over locks. (veqryn)
  • Fixed bugs in Fuel cost for units, including around loading and unloading, and moving air with carriers. (veqryn)
  • More stability improvements for server games. (veqryn)
  • Fixed a thread deadlock that occurs when a game ends while the battle calc is still open, resulting in triplea not returning to the host screen. (veqryn)
  • Prevented battle calc's calculate button from being enabled until data has finished being copied. Also added a tool tip on the button to let the user know how much memory they have left. (veqryn)
  • Fixed display issue with repairs not being recorded properly in history panel. (veqryn)
  • Fixed memory leak in battle calc and game data, causing an exponential number of units to be added to saves. (veqryn)
  • Fixed bug in bid placement where you could not play British units in UK Pacific territories in Global 1940/1942. (veqryn)
  • Changing default host waiting time to 900 seconds (15 minutes) so that large games do not time out on people who don't know how to change the setting. (veqryn)
  • Massive improvements to the new Hard AI. (redrum)
  • Fixed lag and synchronization issues in the multi-threaded battle calc. Also added methods to time how long it takes to copy the game data, and use fewer threads if this takes more than 5 seconds. (veqryn)
  • Fixed possible deserialization error in resource collections. (veqryn)
  • Fixed bug in movement performer, which under certain rare circumstances would take all movement away from air units going from sea to land. (veqryn)
  • Further work on ProAI (called Hard AI in game menu), including new methods to determine retreats in battles. (redrum)
  • Fixed bug in username muting, which caused it to not work at all. (veqryn)
  • Fixed issue with the game waiting on a player to click all 'OK' messages before a battle would continue. (veqryn)
  • Fixed MapCreator so that it will properly send the map folder to the utility programs. (veqryn)
  • Adding options to engine preferences to change how long your game host waits for clients on game startup and for observers joining. (veqryn)
  • Allowing host to wait up to 100 seconds when starting a game for all clients to report in as good, and wait up to 30 seconds for observers joining after game has started. (veqryn)
  • Fixing two memory leaks that allowed AI's and GameData to stay in memory after exiting back to main screen. (veqryn)
  • Creating a threaded version of the BattleCalculator, to speed up results. (redrum & veqryn)
  • Creating a logging window for ProAI so that players can watch the log. (redrum)

New in TripleA 1.8.0.4 Beta (Nov 12, 2014)

  • Speeding up battle calculator by reducing possibilities of thread contention over locks.
  • Fixed bugs in Fuel cost for units, including around loading and unloading, and moving air with carriers.
  • More stability improvements for server games.
  • Fixed a thread deadlock that occurs when a game ends while the battle calc is still open, resulting in triplea not returning to the host screen.
  • Prevented battle calc's calculate button from being enabled until data has finished being copied. Also added a tool tip on the button to let the user know how much memory they have left.
  • Fixed display issue with repairs not being recorded properly in history panel.
  • Fixed memory leak in battle calc and game data, causing an exponential number of units to be added to saves.
  • Fixed bug in bid placement where you could not play British units in UK Pacific territories in Global 1940/1942.
  • Changing default host waiting time to 900 seconds (15 minutes) so that large games do not time out on people who don't know how to change the setting.
  • Massive improvements to the new Hard AI.
  • Fixed lag and synchronization issues in the multi-threaded battle calc. Also added methods to time how long it takes to copy the game data, and use fewer threads if this takes more than 5 seconds.
  • Fixed possible deserialization error in resource collections.
  • Fixed bug in movement performer, which under certain rare circumstances would take all movement away from air units going from sea to land.
  • Further work on ProAI (called Hard AI in game menu), including new methods to determine retreats in battles.
  • Fixed bug in username muting, which caused it to not work at all.
  • Fixed issue with the game waiting on a player to click all 'OK' messages before a battle would continue.
  • Fixed MapCreator so that it will properly send the map folder to the utility programs.
  • Adding options to engine preferences to change how long your game host waits for clients on game startup and for observers joining.
  • Allowing host to wait up to 100 seconds when starting a game for all clients to report in as good, and wait up to 30 seconds for observers joining after game has started.
  • Fixing two memory leaks that allowed AI's and GameData to stay in memory after exiting back to main screen.
  • Creating a threaded version of the BattleCalculator, to speed up results.
  • Creating a logging window for ProAI so that players can watch the log.

New in TripleA 1.8.0.3 (Mar 28, 2014)

  • Created new step property option, "repairPlayers", which will allow a player to repair the units owned by a different player. (veqryn)
  • Fixed issue where your move phase was skipped if the only unit you owned was a land unit in a transport. (veqryn)
  • Allowing land units to receive repairing and bonus movement from neighboring sea zone sea units. (veqryn)
  • Units on transports no longer are able to repair other units, allow scrambling, or give movement to other units. (veqryn)
  • Fixed issue where a unit that dies from rockets, still participates in subsequent strategic bombing battle. (veqryn)
  • Fixed issue with allied land units in friendly transports and allied air on friendly carriers losing their movement when their transport/carrier moved. (veqryn)
  • Fixing issue with allied land units starting game loaded on friendly transports, could not offload until at least one non-combat phase had passed. (veqryn)
  • Deleted global game option property, "Allied Air Dependents", and replaced with its inverse, "Allied Air Independent". (veqryn)
  • Added menu option under 'Export" menu, called "Export Unit Charts", which will create an html document showing all units in the game and their properties and cost. (veqryn)
  • Created an new menu option under the 'Help' menu called "Unit Help", which will display a table of all units, by player, including all unit properties. (veqryn)
  • Fixed bug in relationship attachment property change by trigger. (veqryn)
  • Deleting phase step property option, "resetUnitState", and replacing with "resetUnitStateAtEnd" and "resetUnitStateAtStart". (frogg)
  • Making createsUnitsList ability choose a random territory when producing to a neighboring territory. (veqryn)
  • Fixing bugs in AI's where factories were on water zones that had no territory attachment. (veqryn)
  • Fixed bug where a stalemate battle with carriers that can be damaged and when damaged don't let planes land, were not letting defending planes move to land. (veqryn)
  • Deleting game option property "Unescorted Transport Dies", as it no longer does anything. (veqryn)
  • Cleanup of HeadlessGameServer classes. (veqryn)
  • Fixed bugs in Placement, which were allowing infinite placement of sea units which were constructions. (veqryn)
  • Some updates for 'Great War' world war 1 map, and Pact of Steel 2. (veqryn)
  • Possible fix for "Could not stop delegate execution" bug. (veqryn)
  • Fixed possible bug where a corrupted game save had the initialization delegate get called more than once. (veqryn)
  • Adding a new AI called "Hard AI". Also renamed AI's: EZ Fodder -> Easy AI, Moore N Able -> Medium AI, Dynamix -> Land Only AI. (redrum)
  • Fix for infinite crash-reload loop on loading a corrupt autosave on a host bot. (veqryn)
  • Fixed issue with Victory trigger not being able to use html properly. (veqryn)
  • Fixed illegal state exception error in landing paratroopers during a battle. (veqryn)
  • Possibly final fix for a game hang / frozen bot on game launch. (veqryn)

New in TripleA 1.7.0.1 Beta (May 7, 2013)

  • New attachment properties for Triggers, Politics, and User Actions: "chanceIncrementOnFailure" and "chanceDecrementOnSuccess" which will modify the "chance" value.
  • Fixing fuelCost to not be charged for units in transports.
  • Major changes to both the map and the placements and the rules for "Great War" world war one game.
  • Implemented all sounds through IDelegateBridge.getSoundChannelBroadcaster().playSoundForAll() or through DefaultSoundChannel.playSoundOnLocalMachine() for a few local sounds like slapping in chat.
  • Created new channel broadcaster for use with playing sounds on both server machine and client machines.
  • Created user interface element for RandomStartDelegate, so that players can pick which territory they want and what units they want in it.
  • Gave all AIs methods to pick territories, and they will attempt to focus on a single area of the board.
  • Created new game option property, "Territories Are Assigned Randomly", which determines if territories are randomly assigned or picked by players during RandomStartDelegate.
  • Created new delegate, "RandomStartDelegate", which will allow for randomly assigned territories or territories chosen in turn order.
  • Fixed problem where territory names that were parseable integers could not allow any territory based conditions. I still recommend territories have a non integer character in them though.
  • Fixed null pointer error in signalGameOver when called by a trigger for a game that has never reached the end round step.
  • Minor adjustment to retain capital produce number methods to allow a value of zero. (flaaargle)
  • Created user interface element for the User Action Delegate, based on the existing politics interface.
  • Created new delegate, "UserActionDelegate", which will allow nations to take any kind of condition/trigger based action.
  • Created new text file, "actionstext.properties", which contains action text for the user interface for taking user actions, similar to politicstext.properties.
  • Added new property, "activateTrigger", to UserActionAttachment, which will fire a trigger when the nation takes this action.
  • Added properties for conditions, conditionType, invert, chance, costPU, text, actionAccept, and attemptsPerTurn to the User Action Attachment.
  • Created new attachment, "UserActionAttachment", which holds actions that can be taken by a player, based on an abstraction of the political action attachment.
  • New Condition Attachment property option, "gameProperty", which can be set equal to the exact string of any boolean game property option, including custom made up ones.
  • Created new AI specially for multiplayer free-for-all games, "Does Nothing AI", which will buy units the first round then destroy all money all subsequent rounds, along with doing nothing else.
  • Abstracted methods to find the power and rolls of units into a single method.
  • Fixed issue with Marine amphibious attackers showing a bonus on the battle screen even when attacking via land.
  • Fixed null pointer error in Strong AI (Moore AI).
  • Getting the UnitSupportAttachment faction option to handle both allied and enemy, thereby allowing giving positive or negative support to enemy units.
  • Getting the UnitSupportAttachment dice option to handle both strength and roll, thereby allowing giving extra rolls to units.
  • Changing defending submarines to fire after all attacking units under classic rules, where property Defending Subs Sneak Attack is false.
  • Created new button, "Order of Losses", in the battle calculator, which will all you to put in a text script of which casualties to select in what order.
  • Added option to retreat in battle calculator when we are losing, which is approximated by seeing if our 'meta-power' is lower than the opponent's.
  • Created new image utility, TileImageReconstructor, which will recreate an image based on base tiles or relief tiles and/or draw a polygons file onto an image.
  • Adding a visual log to AutoPlacementFinder and TileImageBreaker, and getting the AutoPlacementFinder to cut out at a max of about 50 placements per territory.
  • Changed unit attachment "isMarine" to allow for integers instead of boolean.
  • Updated default casualty selection to take territory effects into consideration.
  • Updating web poster to keep track of many entered websites, and save them all to the local cache but not to the savegame.
  • Created new unit attachment property, "canAirBattle", which determines if a unit participates in a normal battle's air battle.
  • Allowing defense to ground their planes before an air battle (preceding a normal battle) if withdrawing is turned on, however if the territory is lost they die.
  • Fixed battle screen null pointer errors caused by maps with artillery units but no supportable units. Also fixed bug where maps without notes could not be closed.
  • Allowed AA Gun type units to fire back in same round if killed by other AA Gun type units.
  • Added new steps to must fight battle so that offensive aa guns will work correctly.
  • Created new unit attachment properties, "offensiveAttackAA" and "offensiveAttackAAmaxDieSides", which will be used by offensive aa guns.
  • Created new unit attachment property, "maxRoundsAA", which sets the number of rounds an AA gun may fire in, with 1 being default. Only normal battles are affected, while flyover and strategic bombing are not affected.
  • Created new game option property, "Battle Rounds", which sets the maximum number of rounds of combat for normal battles, with -1 being infinite which is default.
  • Created new game option property, "Can Scramble Into Air Battles", which will allow a player to scramble air to neighboring territories in order to defend against air raids and air battles.
  • Set up battle delegate and tracker to allow air battles to be created for normal battles.
  • Created new game option property, "Battles May Be Preceeded By Air Battles", which will allow normal battles to have air battles first.
  • Created new game option properties, "Air Battle Attackers Can Retreat" and "Air Battle Defenders Can Retreat", which allow retreating from air battles.
  • Created new game option property, "Air Battle Rounds", which will allow setting the number of rounds of combat for air battles.
  • Abstracted StrategicBombingRaidPreBattle to become AirBattle, no longer extending StrategicBombingRaid.
  • Fixed bug that caused a rare skipping of a battle involving transports and air vs undefended transports.
  • Adding new PBEM feature, the ability to post to a custom triplea website. (weigo)
  • Adding scroll bar to chat panel for online game waiting host room before game launched.
  • Expanded Unit tool tips to include unit support attachments, and also to detail more info for other abilities.
  • Increasing maximum memory to 1gb (1024mb), up from 768mb.
  • Creating a new monthly check to see if all maps are up to date, and if not then asking the user to update their maps.
  • Allowed "men" in International Draughts to capture backwards, which appears as a game option in Checkers.
  • Created caching mechanism for the game notes, so that it is only in memory when the notes tab is open and otherwise can be cleared from memory if needed.
  • Created a new Unit Attachment option, "damageableAA", which allows this AA gun type unit to cause damage to a two hitpoint unit instead of outright killing it.
  • Fixed bug where AA shots on 2 hitpoint units with Choose AA Casualties on was resulting in no damage or killed unit. Also changed battle display to show "typeAA" for each AA Fire phase, instead of a generic identifier.
  • Allowing custom AA hit and miss sounds for irregular AA types, with the folder being located at "battle__hit" and "battle__miss" (folder must be lowercase though), where is the unit attachment "typeAA" of that unit.
  • Adding text labels to the Battle Calculator for the number of hitpoints and the total attack or defense power of each side.
  • Adding a new Hot Key "F" for 'Find Units', which will highlight all units you own that have movement left, but only during a movement phase. (frigoref)
  • Allowed Edit Mode to add land units to a sea zone if there are either transports already there or transports also being added at the same time.
  • Allowed Edit Mode to remove units owned by different players.
  • Changed territory attachment "victoryCity" to allow integers instead of boolean, thereby allowing victory cities with greater value, and also added a tooltip to tech purchase phase to show what techs are in each category. (eurofabio)
  • Allowed Edit Add Units to check if artwork exists for units not in a production frontier, and if so allow them to be created.
  • Added more info to Battle Calc including total TUV swing, and allowing retreat after losing all air units or having only x units left.
  • Fixed bug where having sea units begin the turn on top of an enemy sub, and then not moving them but also not attacking, caused them to lose their movement anyway.
  • Fixed bug where you could move a destroyer after it had killed a sub, during noncombat move.
  • Updating text xml's and adding TWW xml for new tests.
  • Fixing bug in air movement validation for complex movement cases.
  • Fixing several memory leaks related to game notes staying in memory multiple times.
  • Creating Edit Mode for Grid Based games like chess, checkers, and go.
  • Added feature to automatically parse HTML text in game notes and in notifications, and replace all image links with links to the map folder's "doc/images/" directory, thereby allowing local image files to be used.
  • Adding ability to specify when the attacker should retreat after how many rounds, to the battle calculator.
  • Added fields for average number of rounds, average attacking units left when attacker won, and average defending units left when defender won, to the battle calculator.
  • Added new Edit option to change political relationships between players.
  • Created option in game 'View' menu to change the font size and font colors of things like territory names, pu's, unit count, and factory damage count.
  • Fixed serious bug with process runner util that prevented a new classpath from being used, most notably preventing the 'old jars' from getting run.
  • Creating a method in IDisplay to send messages to all player's computers, but only once per computer. Also includes ability to send to certain players only.
  • Forced all non-returning void dialogs to run in a separate process as to not block the game from moving forward.
  • Forced all UI interactions to either go through a single thread, or wait for thread to finish, so as not to have multiple popups at same time.
  • Creating simple message dialog report for end of turn collection of PUs and national objectives and any blockade action.
  • Creating a mouse shadow image to go with the route image, showing how much movement you have left for any selected units, in blue font.
  • Possibly fixing bug where the game host process does not end, even though all windows close.
  • Allowing all Grid Games to use the play by email and forum posters.
  • Abstracted the Forum Poster to its own component and static methods. Added new checkboxes for including savegame and for reposting the turn if it failed the first time.
  • Creating victory conditions for Go, and creating a UI for players to negotiate which groups of stones are alive or dead.
  • Creating all game logic for Go.
  • Creating UI for Go.
  • Allowing Grid Games to change their width and height mid-game, like through game options.
  • Creating initial framework and loader for Go.
  • Creating simple AI for Checkers, and adding rules to enforce the forcing of jump capture moves when available.
  • Creating UI for Checkers.
  • Adding all game logic for Checkers.
  • Adding sound for joining a game chat room. (cpp-ose & jeparedes)
  • Creating framework and loader for Checkers.
  • Adding Chess to available games that come with TripleA, and cleaning up source and UI, and fixing various bugs in the grid games framework.
  • Getting Grid Games to use the History Panel, and adding the history panel and other options to their menu bar.
  • Getting GridMapPanel to scroll by having it extend ImageScrollerLargeView, and fixing up all grid based games to use this.
  • Getting Grid Games to allow having a chat panel in multiplayer and networked games.
  • Abstracting both Sliding Tiles (N-Puzzle) game and Tic Tac Toe game into Grid Game.
  • Created a min-max/alpha-beta type of AI, which takes a long time to think but actually makes OK moves.
  • Created a very very simple AI for Chess, based on random moves plus capturing pieces when available.
  • Finished checking for Check and Check Mate in Chess.
  • Finishing movement validation for Chess.
  • Adding a visual cue for which moves are legal for Chess and other Grid games.
  • Added movement validation logic for Chess.
  • Upgrading the graphics for Grid Games, and including a mouse shadow of selected units, and a highlight of which units on map are currently selected.
  • Major abstraction of both King's Table and Chess into a single framework for Grid based games.
  • Completing most of UI aspect of Chess game.
  • Creating framework for a Chess game.
  • Created a notification to the user when they start a version of TripleA for the first time, showing the new features of this version.
  • Created a notification to the user when they start TripleA that checks if their TripleA is the latest version, and if not asks them to update it.
  • Created a notification to the user when they click "list games" that will alert them to which maps they already have which may be out of date and need updating.
  • Added the default map downloader xml web link to the download maps feature, if the user does not already have any.
  • Fixed movement validation bug that prevent loading of land units onto a transport during noncombat if the transport was in an enemy 'owned' sea zone.
  • Fixed bug where units being transported or otherwise dependent were being counted towards unit presence and unit exclusion objectives.
  • Changing territory attachment "occupiedTerrOf" into "originalOwner".
  • Deleting game option property "Occupied Territories" since it does not do anything anymore.
  • Created new territory effect attachment option, "unitsNotAllowed", which is a list of units that will be prevented from moving into any territories with this effect. (crystalct)
  • Adding ability to specify which round the game starts on, through a round offset in gameplay section of xml.
  • Added ability to Right Click on any node in the History panel, and save a game at that point in history [could still be buggy, do not use for tournament games].
  • Abstracted delegates so that the server can now determine if it needs to wait on the user for input for a delegate or not.
  • Fixed bug where having a tech token but not having enough money to buy a new one, would cause you to skip rolling for the existing token.

New in TripleA 1.6.1.4 (Dec 27, 2012)

  • Adding dotted lines to the LOTR Middle Earth map, to show connections over rivers. (veqryn)
  • Not showing tech in stats panel if game xml does not have any technologies. (veqryn)
  • Created new stepProperty, "turnSummaryPlayers", which holds a list of players for whom we will include their turn summary information in the forum/email post. (veqryn)
  • Created new stepProperty, "skipPosting", which when true will skip the forum posting for that EndTurn type step. (veqryn)
  • Created new xml option type "stepProperty" for a step (gamePlay - sequence), which can hold small options for modifying a delegate step. (veqryn)
  • Adding some more sounds for ancient/classical era. (veqryn)
  • Adding some more ww2 sounds and national anthems for main players. (hepster)
  • Allowing air movement over neutrals and enemy territories so long as movement over neutrals is allowed, and no nonparatrooping units are present. (veqryn)
  • Creating caching mechanism for sound clips, so that there are never more than 24 sound clips being held in memory. This should prevent errors in MacOS and Linux, which can not handle having large number of sound clips open at same time. This may however result in a delay before hearing clips, and still could result in errors if clips are really long. (veqryn)
  • Fixed null pointer error for a trigger based game property change of a field that starts out as null. (veqryn)
  • Fixed bug in strategic bombing that allowed strategic bombing of units that can be damaged, which were also being transported. (veqryn)
  • Adding scroll bars to notification messages window. (veqryn)
  • Increasing max memory from 640mb to 768mb, and up to 896mb for online games. (veqryn)
  • Moved all sounds to a specific "era" folder (ww2, preindustrial, classical, future) and changing how sounds are found again, so that there should no longer be any need for duplicate sound files. Now all sounds should come with TripleA, and you can use the "sounds.properties" file to cherry pick which sounds you want. (veqryn)
  • Created a "sounds.properties" file which allows you to specify which era of sounds (ww2, preindustrial, classical, future) you are using, and also set up custom sound choices for each sound location path. (veqryn)
  • Getting TripleA Map Panel to center on the capital of a player, whenever we switch to a new player's phase. (veqryn)
  • Changing getBoundingRect and createTerritoryImage and getTiles so that any polygons on the right or bottom will be translated to be on the negative left or top, hopefully solving issue where the mini territory image was not being displayed properly for territories on both sides of a map divide. (frigoref)
  • Abstracting the Stats panels into AbstractStatPanel so that extending Stats panel (and all of its overhead) is no longer necessary for the EconomyPanel, ObjectivePanel, TerritoryDetailPanel, and other panels. (veqryn)
  • Changing Tech Stats Panel to use small flag images for column headers instead of the first letter of nation names. (veqryn)
  • Fixing bugs with placing constructions in sea zones. Now constructions can only be "produced" by the territory they are going into. (veqryn)
  • Adding a lot more sounds to the engine (zim xero) and some sounds specific to napoleonic empires. (hepster & veqryn)
  • Added tutorial on how to make a map and/or map skin. (veqryn)
  • Allowing for Sea Factories, and Air Factories, to produce from owned sea zones. (veqryn)
  • Added UPnP support to TripleA, so that TripleA will now attempt to Forward Ports for the user. This means users should no longer have to do port forwarding themselves to be able to host a game online. (veqryn)
  • Created framework for using UPnP library, and UI component for user. (veqryn)
  • Added java library for Universal Plug and Play (UPnP) to TripleA. (veqryn)
  • Created new HotKey, "N", which when pressed during a movement phase, will cycle through all units with available movement left, focusing the map on the unit. (veqryn)
  • Created new HotKey, "I", which when pressed will create a popup for 5 seconds showing all the info about the unit and/or territory your mouse is currently over. (veqryn)
  • Allowing the map to be scrolled by using the arrow keys and/or WASD. (veqryn)
  • Added original owner, whenCapturedByGoesTo, captureUnitOnEnteringBy, and changeUnitOwners to the Territory tooltip and territory tab info. (veqryn)
  • Fixing Move Panel and Place Panel so that Undoing a move or place will not result in scrolling back to the top, and will instead scroll to make sure that the move under the undoed move is still visible. (veqryn)
  • Allowing all sounds to have a player associated with them. Just name the sound "_". If the player sound does not exist, it will use the default non-player sound. (veqryn)
  • Added a ton more new sounds to the engine. (veqryn)
  • Changed Sounds so that instead of specific sound files, the engine will search for specific sound folder. The engine will then randomly select a sound in that folder and play it. This allows for randomized sounds. (veqryn)
  • Made sure any clicking or dragging gives focus to the main map panel area. Also ensuring that if focus goes to the tabs panel tabs, that the focus goes back to the map. (veqryn)
  • Created new game option property, "Submarines Defending May Submerge Or Retreat", which will allow defending submarines to submerge or retreat to a friendly neighboring sea zone. (veqryn)
  • Deleting game option property, "Hari-Kari Units", since it doesn't do anything at this point. (veqryn)
  • Deleting game option property, "Previous Units Fight", since it doesn't do anything at this point. (veqryn)
  • Allowing sea units to retreat back if the retreating to territory contains only ignored enemy units. (veqryn)
  • Disallowing rockets from firing over impassible territories by default. (veqryn)
  • Added message on how long a ban lasts for, when a user tries to reconnect to the lobby. (veqryn)
  • Created ui wrapper for properties, and allowed most to be editable. (veqryn)
  • Created new map utility, "MapPropertiesMaker", which will make the "map.properties" file. (veqryn)
  • Added an 'Is Amphibious' check box to the battle calculator, so that units like marines will correctly calculate for an amphibious battle. (veqryn)
  • Getting Decoration Placer to auto place all images nicely on the map if they match the territory names or if they are not decorations. Also including detailed instructions. (veqryn)
  • Got the Decoration Placer to work with placing PUs, decorations, name images, capitals, vc's, and all other image types and text files. (veqryn)
  • Creating new map utility, "Decoration Placer", which allows a map maker to put decorations and other images on a map, recording their points in a text file. (veqryn)
  • Fixed bug in Triggers that use "chance" and also have more than 1 action or event inside them, so that they will no longer test once for each action, and instead only one time total. (veqryn)
  • Created new tab, "Notes", which will just show the game notes, on the right side of the screen. (veqryn)
  • Getting the objective panel to not refresh more than every 10 seconds, and adding a "Refresh" button so that it can be manually refreshed. (veqryn)
  • Getting the objectives on the objective tab to show up in colors (red = true, blue = used up), and show more information: . (veqryn)
  • Including on Objective tab whether condition is currently true or not, and getting it to update with the game. (veqryn)
  • Creating new text file, "objectives.properties", which will hold all the details about what objectives to show on the objective tab. (veqryn)
  • Creating new stats panel, "Objective" Tab, which will contain a list of all national objectives and any other conditions the map maker wants. (veqryn)
  • Created new "map.properties" variables: "map.cursor.hotspot.x", and "map.cursor.hotspot.y". (veqryn)
  • Allowing TripleA to use custom cursors located at "misc/cursor.gif". (veqryn)
  • Getting TripleA to use any sounds located in a folder named "sounds" in any map file, thereby allowing custom sounds for every map. (veqryn)
  • Renaming the "images" folder into "assets", and then moving the "sounds" folder to be inside of the "assets" folder, inside the triplea program directory. (veqryn)
  • Created new text file, "comments.txt", which will control where things like convoy route names and comments will go. (veqryn)
  • Deleted "map.properties" variable "map.showConvoyNames" and replaced with "map.showComments". (veqryn)
  • Created new folder, "territoryNames", which can be filled with .png images of each territory name. These will be displayed at the points in "name_place.txt". (veqryn)
  • Created new "map.properties" variables: "units.stack.size", "map.showSeaZoneNames", and "map.drawNamesFromTopLeft". (veqryn)
  • Deleting xml property, "Display Sea Names", and will replace it with a map.properties property "map.showSeaZoneNames", because display options should not be in the xml, only game logic should be. (veqryn)
  • Deleting xml property, "Display Units as Counters", and will replace it with a map.properties property "units.stack.size", because display options should not be in the xml, only game logic should be. (veqryn)
  • Created new "map.properties" variable "map.scrollWrapY", and got TripleA to successfully scroll in the Y direction, as well as both X and Y at the same time seamlessly. (veqryn & frigoref)
  • Created new "map.properties" variables: "map.showResources", and "screenshot.title.enabled". (veqryn)
  • Creating a ConnectionFinder for the 'map' part of the xml. (edwin van der wal)
  • Adding Mnemonics to menu options in game. (frigoref)
  • Improved performance of Polygon Grabber and added a auto-grab to it to will attempt to grab any polygon that does not contain other polygons, based on the centers file. (edwin & veqryn)
  • Set up UI for map creator, fixed it up to be able to run all utility files, including sending arguments to them. (veqryn)
  • Creating a new Map Creator / Map Maker that is accessible from the Engine Preferences section of TripleA. (veqryn)
  • Updating TileImageBreaker and PlacementPicker to include more notes on how to use them, as well as fixing some bugs and allowing arguments and remembering selections. (veqryn)
  • Updating CenterPicker and PolygonGrabber and AutoPlacementFinder to include more notes on how to use them, as well as allowing arguments and remembering selections. (veqryn)
  • Fixing Global 1940 to match 2nd Edition version. (veqryn)
  • Preventing fighters that used up all movement to get to a battle, from getting to retreat. (veqryn)
  • Allowing PlacementPicker and AutoPlacementFinder to accept two arguments (when run by command line), the width and the height, of the placements. (veqryn)
  • Fixed issues preventing the smallMap from being updated after switching map skins. Also polishing up support for map skins that are totally different than the original map. (veqryn)
  • Creating new "map.properties" variables: "units.width", "units.height", "units.counter.offset.width" and "units.counter.offset.height", allowing maps to use non-standard sized unit images. (veqryn)
  • Fixing a bug in center picker, and fixing a bug where selecting a map skin didn't verify the map before changing the user preferences. (veqryn)
  • Fixed bug where rockets could attack a factory multiple times. (veqryn)
  • Deleting the game option "Rocket Attack Per Factory Restricted", and replacing it with its inverse, "Rocket Attacks Per Factory Infinite". (veqryn)
  • Fixed issue with not being Java 1.5 compatible. (veqryn)
  • Fixed null pointer error in getSkins method when user has installed triplea to the user folder. (veqryn)
  • Fixed issue with showing Turn Summary from right clicking on the player's node while in the History mode, which showed the current player's territory summary instead of the selected player. (veqryn)
  • Fixing movement validation bug that disallowed movement into a sea zone controlled by the enemy with subs, if the sea zone also had an owner, even if subs are being ignored. (veqryn)
  • Adding new AI, "Moore N Able (2)", with ability to read a script file from map folder. (kmoore)
  • Fixing Concurrent Modification error with getIsAmphibiousMarine method in battle display. (veqryn)
  • Fixing comparison method in Easy AI (weak ai) so that adheres to the comparison contract. Also cleaned up a lot of code, fixed a lot of warnings. (veqryn)
  • Fixing bug history panel bug caused by loading a savegame at the end of the last player's turn, causing a "Can not add event, not in step" error to be thrown. (veqryn)
  • Adding new menu option "Focus On Own Casualties", which when selected will cause the default casualty selection to focused, allowing the user to hit spacebar to accept it. (hakon)
  • Changed order of steps so that in games where Submarines may submerge before battle, the attacker is asked first, then the defender is asked. (hakon)
  • Showed convoy blockade dice rolls in History Panel even if the blockade damage is zero. (veqryn)

New in TripleA 1.6.1.2 (Aug 20, 2012)

  • Fixed bug in Paratroopers code, causing paratrooper attacks in coast territories on maps with scrambling to never actually take the territory.
  • Creating a simple Ping method inside of the Chat Controller, that will ping all computers once every minute, hopefully improving everyone's connections.
  • Allowing people to hold SHIFT down while their mouse is over a territory in order to keep that territory in the Territory Panel, no matter where they move their mouse afterwards.
  • Changed EndTurnDelegate so that Units Changing Ownership, and Hitpoint Repair, will still happen even if you have lost your capital.
  • Getting MooreAI to submerge subs if only enemy air is left.
  • Fixing "Edit Unit Bombing Damage" for maps that use territory based damage, such as ww2v3.
  • Allowing new option for the Play By Email / Play By Forum poster, to "Include Overall Dice Statistics" in the post/email.
  • Improving the menu "GAME -> SHOW DICE STATS" to give information per player, as well as totals.
  • Getting engine to record if the dice thrown is in Combat or not, for the dice statistics.
  • Getting engine to record which player is rolling dice for the dice statistics.
  • Adding scroll bars to edit place unit panel and non-tabbed purchase unit panel.
  • Fixing non-serialization error when attempting to save the game after a successful aa gun roll, but before selecting casualties.
  • Improved bombing result display to show ignored dice if there are any, and improving history panel to show the rolls for each target unit.
  • Fixed integer array error in Strategy Bombing with Heavy Bombers, causing the second half of all rolls to not be rolled, thereby defaulting to one each.
  • Fixed null pointer for undoing a placement made by UK in global 1940 maps, caused by the new no-air-checking delegate [players will need to update their 1940 maps though].
  • Creating framework for TripleA to use proxies to connect to the internet. Allowing map downloading, PBEM/PBF, and dice servers to use a proxy.
  • Improving "Draw Territory Borders On Top" so that it will automatically switch to "medium" if you are on "low/default" and are zooming, and switch back once you stop zooming out.
  • Changing lobby moderator ban/mute options to make more sense, by only giving 3 options: name only, everything, or cancel.
  • Adding a backup lobby properties location on the tripleawarclub, in addition to the one on sourceforge.
  • Fixed null pointer error in MovePanel.selectEndPoint when clicking to move a unit to a territory with no connections.

New in TripleA 1.6.1.1 (Jul 31, 2012)

  • Rewriting build file and including META-INF, hopefully fixing issue with Gmail play-by-email emailer on linux machines. (rain)
  • Changing trigger property changes to use "-reset-" instead of clear. Can now be used with any attachment option. (veqryn)
  • Creating a reset method for every single attachment property. These can now be used to return a property to its default value. (veqryn)
  • Fixing some bugs introduced into AI with the factory switch. (veqryn)
  • Fixing null pointer error in Easy AI purchasing algorithm for getting costs of units. (veqryn)
  • Changing maxDamage to default to 2 instead of -1. This is for bombing type damage, and it acts as either a multiplier of territory value or as a hard set number depending on canProduceXUnits. (veqryn)
  • Fixing AIs to no longer use isFactory, and instead use things like canProduceUnits, etc. (veqryn)
  • Abstracting isFactory setting and matches to use the component parts. (veqryn)
  • Deleting unit attachment, "isFactory", but keeping the setter so that old xml's will not break.
  • setting isFactory now just sets: canBeDamaged, isInfrastructure, canProduceUnits, isConstruction, constructionType = "factory", maxConstructionsPerTypePerTerr = 1, constructionsPerTerrPerTypePerTurn = 1. (veqryn)
  • Created new game option, "Submarines Prevent Unescorted Amphibious Assaults", that prevent unescorted transports from conducting amphibious assaults. (veqryn)
  • Created new game option, "Kamikaze Suicide Attacks Only Where Battles Are", and implemented it. (veqryn)
  • Fixed bug where land units would disappear when conquering a sea zone. (veqryn)
  • Making kamikaze and interceptor dialogs non-modal so user can move around map while choosing. Again, saving during the dialog then reloading might have odd effects. (veqryn)
  • Making scramble dialog non-modal so that the user can move the map around before choosing what to scramble. Note that saving the game while in the middle of scrambling can result in weird effects, so it is not recommended. (veqryn)
  • Undoing update to java Substance 7.1, in order to maintain compatibility with Java 5. (veqryn)
  • Created edit option to change the amount of unit bombing damage on any and all units which can be damaged by bombing. (veqryn)
  • Created edit option to change the amount of unit hitpoint damage on any and all units which can take more than 1 point of hit damage. (veqryn)
  • Created edit option to remove technology from a player, except that shipyards and industrial technology can never be removed, and any technology that uses triggers is pointless to remove and removing will not undo their effect. (veqryn)
  • Created edit option to add technology to a player. (veqryn)
  • Adding methods to ensure that any power sharing technology (like British to UK Pacific) will still roll for war bonds even if its capital is taken, so long as the shared power is not able to have the warbonds technologies. (veqryn)
  • Allowing additional nations to share the cost of technology, and creating a good user interface that dynamically adjusts to show how much is being paid by each nation. (veqryn)
  • Created an option in Play-By-Forum and Play-By-Email to send the move summary after the combat move phase, in addition to the summary at the end of the turn. This is to help with OOL and scrambling orders. (veqryn)
  • Abstracted EndTurnPanel into AbstractForumPosterPanel, then created MoveForumPosterPanel. (veqryn)
  • Created new game option, "Remove All Tech Tokens At End Of Turn", which will remove tech tokens after each tech roll. (veqryn)
  • Make savegames for long games, games with many players, and games with many battles, much smaller. (veqryn)
  • Changing how Battle Records get added and removed from game data through the Change Factory to be more memory efficient. (veqryn)
  • Adding an option for "None" to the list of territory effects. (veqryn)
  • Added List to Battle Calc so that you can manually select one or more territory effects, hold down shift to select more than one. List will automatically fill with starting territory's effects. (veqryn)
  • Fixed battle calc to make it try to use the territory that we select. (veqryn)
  • Fixing bug in Battle Calculator where damaged units got turned into healthy units before each battle was calculated. (veqryn)
  • Fixed null pointer error in triggerSupportChange caused by having a hashmap of an attachment class, inside of another attachment class, then deserializing this (loading a savegame), resulting in the hashmap being resolved before all its keys are, giving the wrong hashcodes to those keys. (veqryn)
  • Updating java Substance to 7.1, and adding 14 more skins. (veqryn)
  • Updated embedded Java JRE for windows executable version to Java 6 update 33. (veqryn)
  • Added a drawing method and menu option to have territory borders drawn a second time on top of the map. (veqryn)
  • Changing IDrawable calls to use highest level of graphics rendering available. (veqryn)
  • Fixing game selector model to no longer return to default game if we have trouble loading the uri of previous xml, and will instead try to pick by name first. (veqryn)
  • Added new sounds for air, sea, and land battles, rockets, politics, and tech. (veqryn)
  • Fixed issue where fighters moving alone were not asked if they want to escort. (veqryn)
  • Made DefaultAttachment extend GameDataComponent. (veqryn)

New in TripleA 1.6.1.0 Dev (Jul 9, 2012)

  • Rewriting build file and including META-INF, hopefully fixing issue with Gmail play-by-email emailer on linux machines. (rain)
  • Changing trigger property changes to use "-reset-" instead of clear. Can now be used with any attachment option. (veqryn)
  • Creating a reset method for every single attachment property. These can now be used to return a property to its default value. (veqryn)
  • Fixing some bugs introduced into AI with the factory switch. (veqryn)
  • Fixing null pointer error in Easy AI purchasing algorithm for getting costs of units. (veqryn)
  • Changing maxDamage to default to 2 instead of -1. This is for bombing type damage, and it acts as either a multiplier of territory value or as a hard set number depending on canProduceXUnits. (veqryn)
  • Fixing AIs to no longer use isFactory, and instead use things like canProduceUnits, etc. (veqryn)
  • Abstracting isFactory setting and matches to use the component parts. (veqryn)
  • Deleting unit attachment, "isFactory", but keeping the setter so that old xml's will not break.
  • setting isFactory now just sets: canBeDamaged, isInfrastructure, canProduceUnits, isConstruction, constructionType = "factory", maxConstructionsPerTypePerTerr = 1, constructionsPerTerrPerTypePerTurn = 1. (veqryn)
  • Created new game option, "Submarines Prevent Unescorted Amphibious Assaults", that prevent unescorted transports from conducting amphibious assaults. (veqryn)
  • Created new game option, "Kamikaze Suicide Attacks Only Where Battles Are", and implemented it. (veqryn)
  • Fixed bug where land units would disappear when conquering a sea zone. (veqryn)
  • Making kamikaze and interceptor dialogs non-modal so user can move around map while choosing. Again, saving during the dialog then reloading might have odd effects. (veqryn)
  • Making scramble dialog non-modal so that the user can move the map around before choosing what to scramble. Note that saving the game while in the middle of scrambling can result in weird effects, so it is not recommended. (veqryn)
  • Undoing update to java Substance 7.1, in order to maintain compatibility with Java 5. (veqryn)
  • Created edit option to change the amount of unit bombing damage on any and all units which can be damaged by bombing. (veqryn)
  • Created edit option to change the amount of unit hitpoint damage on any and all units which can take more than 1 point of hit damage. (veqryn)
  • Created edit option to remove technology from a player, except that shipyards and industrial technology can never be removed, and any technology that uses triggers is pointless to remove and removing will not undo their effect. (veqryn)
  • Created edit option to add technology to a player. (veqryn)
  • Adding methods to ensure that any power sharing technology (like British to UK Pacific) will still roll for war bonds even if its capital is taken, so long as the shared power is not able to have the warbonds technologies. (veqryn)
  • Allowing additional nations to share the cost of technology, and creating a good user interface that dynamically adjusts to show how much is being paid by each nation. (veqryn)
  • Created an option in Play-By-Forum and Play-By-Email to send the move summary after the combat move phase, in addition to the summary at the end of the turn. This is to help with OOL and scrambling orders. (veqryn)
  • Abstracted EndTurnPanel into AbstractForumPosterPanel, then created MoveForumPosterPanel. (veqryn)
  • Created new game option, "Remove All Tech Tokens At End Of Turn", which will remove tech tokens after each tech roll. (veqryn)
  • Make savegames for long games, games with many players, and games with many battles, much smaller. (veqryn)
  • Changing how Battle Records get added and removed from game data through the Change Factory to be more memory efficient. (veqryn)
  • Adding an option for "None" to the list of territory effects. (veqryn)
  • Added List to Battle Calc so that you can manually select one or more territory effects, hold down shift to select more than one. List will automatically fill with starting territory's effects. (veqryn)
  • Fixed battle calc to make it try to use the territory that we select. (veqryn)
  • Fixing bug in Battle Calculator where damaged units got turned into healthy units before each battle was calculated. (veqryn)
  • Fixed null pointer error in triggerSupportChange caused by having a hashmap of an attachment class, inside of another attachment class, then deserializing this (loading a savegame), resulting in the hashmap being resolved before all its keys are, giving the wrong hashcodes to those keys. (veqryn)
  • Updating java Substance to 7.1, and adding 14 more skins. (veqryn)
  • Updated embedded Java JRE for windows executable version to Java 6 update 33. (veqryn)
  • Added a drawing method and menu option to have territory borders drawn a second time on top of the map. (veqryn)
  • Changing IDrawable calls to use highest level of graphics rendering available. (veqryn)
  • Fixing game selector model to no longer return to default game if we have trouble loading the uri of previous xml, and will instead try to pick by name first. (veqryn)
  • Added new sounds for air, sea, and land battles, rockets, politics, and tech. (veqryn)
  • Fixed issue where fighters moving alone were not asked if they want to escort. (veqryn)
  • Made DefaultAttachment extend GameDataComponent. (veqryn)

New in TripleA 1.5.2.1 Dev (Apr 12, 2012)

  • Fixed infinite loop in getAllProducers for a sea placement.
  • Removing BattleResults from BattleRecord until we figure out the problem (probably non Serializable) with it always causing the BattleRecordsList to be null.
  • Moved all AI related code to new package.
  • Fixing the bugs introduced into the engine, and the failing unit tests due to changes in how battles were abstracted, and how they are now recorded when finished.
  • Created new type of battle, FinishedBattle (scripted), to handle blitzed and conquered territories.
  • Created new Rules Attachment and Condition Attachment option, "battle", which can be used to test for the presence of battles.
  • Major abstraction and cleanup of all battle related classes.
  • Fixing bad comparisons, and fixing missing hashCode methods.
  • Forced user preferences for individual sound muting choices to be saved by each local vm.
  • Allowed individual sounds to be muted, and separated simple Messenging from Slapping with different sounds for each. (frigoref)
  • Rewrote the framework for how sounds are loaded and played, in order to allow more flexible expansion of sound options. Moved sound files to separate user visible folder. (frigoref)
  • Temporary hack fix for bug where client computer can not use paratroopers at all, but hosts can.
  • Finalizing Alpha rules for test xml.
  • Improving in-game Help -> Movement/Selecting Help menu tips.
  • Holding down ALT key while selecting or deselecting units will now add/remove 10 units at a time.
  • Possible fix for battle window disappearing after closing, with battle panel not becoming visible again. (frigoref)
  • Abstraction of ClientGame and ServerGame into AbstractGame. (frigoref)
  • Deleting duplicate m_bridge variables that were hiding the real m_bridge variables of the extended classes.
  • Maintaining compatibility with Java 5.
  • Abstraction of Launcher code to an abstract class. (frigoref)
  • Fixed bug where sea placement could be done in territories captured this turn.
  • Fixed bug with bid placement of sea units, which was previously not allowing them to be placed anywhere at all.
  • Changed Battle Calculator to only count units that can die in combat, in the unit totals. No longer counts AA Guns or other units like Factories, in the unit totals, even if they are present.
  • Fixed infinite loop in Dynamix combat calculation routine, resulting from thinking battles that were lost were really won, then increasing the number of defenders to try to reach a "losing" battle, except that no losing battle ever came.
  • Preventing Dyanmix AI from purchasing any infrastructure or maxBuiltPerPlayer units.
  • Reduced calls to find map resource paths to a single time, when the map is first loaded. Should speed things up a little.
  • Fixed TripleA to ignore if the user has multiple folders with the same name in both of the "maps" directories that it reads from. TripleA will pick first from the user's maps folder, and pick second from the program's folder.
  • Fixed failing unit tests.
  • Fixed bug where if a defender wins a battle in a seazone, but has aircraft that can not land anymore, the aircraft had to choose right away where they wanted to land, forbidding landing in a territory with a pending battle.
  • Now fixed so that all these air wait til end of battle phase to ask where to move.
  • Fixed bug where aircraft + destroyer attacking a submarine, if the submarine kills the destroyer, the submarine may not yet submerge but should be allowed to submerge.
  • Fixed bug where if the defender only has subs left, and submerges them, the attacker can still retreat, but should not be able to.
  • Fixed bug where units unloaded from a sea zone with enemy units, to a friendly territory, would not die when the sea transports died. Fixed by making such moves illegal, forcing user to wait til after combat is resolved to offload.
  • Fixed bug in new Sea Placement code that incorrectly validated how many could be placed, and incorrectly switched placements to the wrong territory.
  • Fixing "Not in an event, but trying to add child" error for placing a carrier and moving fighters to be on it.
  • Fixing email/forum turn summary poster to use and tags, instead of  .
  • Fixed null pointer error in BattleRecordsList getTUVdamageCausedByPlayer.

New in TripleA 1.5.2.0 Dev (Mar 24, 2012)

  • Fixed infinite loop in getAllProducers for a sea placement.
  • Removing BattleResults from BattleRecord until we figure out the problem (probably non Serializable) with it always causing the BattleRecordsList to be null.
  • Moved all AI related code to new package.
  • Fixing the bugs introduced into the engine, and the failing unit tests due to changes in how battles were abstracted, and how they are now recorded when finished.
  • Created new type of battle, FinishedBattle (scripted), to handle blitzed and conquered territories.
  • Created new Rules Attachment and Condition Attachment option, "battle", which can be used to test for the presence of battles.
  • Major abstraction and cleanup of all battle related classes.
  • Fixing bad comparisons, and fixing missing hashCode methods.
  • Forced user preferences for individual sound muting choices to be saved by each local vm.
  • Allowed individual sounds to be muted, and separated simple Messenging from Slapping with different sounds for each. (frigoref)
  • Rewrote the framework for how sounds are loaded and played, in order to allow more flexible expansion of sound options. Moved sound files to separate user visible folder. (frigoref)
  • Temporary hack fix for bug where client computer can not use paratroopers at all, but hosts can.
  • Finalizing Alpha rules for test xml.
  • Improving in-game Help -> Movement/Selecting Help menu tips.
  • Holding down ALT key while selecting or deselecting units will now add/remove 10 units at a time.
  • Possible fix for battle window disappearing after closing, with battle panel not becoming visible again. (frigoref)
  • Abstraction of ClientGame and ServerGame into AbstractGame. (frigoref)
  • Deleting duplicate m_bridge variables that were hiding the real m_bridge variables of the extended classes.
  • Maintaining compatibility with Java 5.
  • Abstraction of Launcher code to an abstract class. (frigoref)
  • Fixed bug where sea placement could be done in territories captured this turn.
  • Fixed bug with bid placement of sea units, which was previously not allowing them to be placed anywhere at all.
  • Changed Battle Calculator to only count units that can die in combat, in the unit totals. No longer counts AA Guns or other units like Factories, in the unit totals, even if they are present.
  • Fixed infinite loop in Dynamix combat calculation routine, resulting from thinking battles that were lost were really won, then increasing the number of defenders to try to reach a "losing" battle, except that no losing battle ever came.
  • Preventing Dyanmix AI from purchasing any infrastructure or maxBuiltPerPlayer units.
  • Reduced calls to find map resource paths to a single time, when the map is first loaded. Should speed things up a little.
  • Fixed TripleA to ignore if the user has multiple folders with the same name in both of the "maps" directories that it reads from. TripleA will pick first from the user's maps folder, and pick second from the program's folder.
  • Fixed failing unit tests.
  • Fixed bug where if a defender wins a battle in a seazone, but has aircraft that can not land anymore, the aircraft had to choose right away where they wanted to land, forbidding landing in a territory with a pending battle.
  • Now fixed so that all these air wait til end of battle phase to ask where to move.
  • Fixed bug where aircraft + destroyer attacking a submarine, if the submarine kills the destroyer, the submarine may not yet submerge but should be allowed to submerge.
  • Fixed bug where if the defender only has subs left, and submerges them, the attacker can still retreat, but should not be able to.
  • Fixed bug where units unloaded from a sea zone with enemy units, to a friendly territory, would not die when the sea transports died. Fixed by making such moves illegal, forcing user to wait til after combat is resolved to offload.
  • Fixed bug in new Sea Placement code that incorrectly validated how many could be placed, and incorrectly switched placements to the wrong territory.
  • Fixing "Not in an event, but trying to add child" error for placing a carrier and moving fighters to be on it.
  • Fixing email/forum turn summary poster to use and tags, instead of  .
  • Fixed null pointer error in BattleRecordsList getTUVdamageCausedByPlayer.

New in TripleA 1.5.1.0 Dev (Mar 22, 2012)

  • A second possible fix for ConcurrentModificationException in BattleModel.refresh -> DiceRoll.isAmphibiousMarine -> BattleTracker.getPendingBattleSites. (veqryn)
  • Changed Sea Placements to use all production for all surrounding Factories, if multiple factories touch that sea zone. Will now dynamically shift the production of other sea units away to other legal factories in order to allow the maximum production possible. (frigoref & veqryn)
  • Fixed null pointer error in trying to place a construction to a sea zone. (veqryn)
  • Locking the map when user's mouse is over the history panel, and then unlocking for each click on a history node. (frigoref) [edit: this is undone/rolled-back for now, pending finding a better way to lock/unlock a user's interface without writing to the cache/registry each time]
  • Fixed bug where Rounds would not appear in a Client game. (veqryn)
  • Creating a NullModeratorController class for locally hosted games. (veqryn)
  • Fixed bug where steps appear out of order in a client game's history panel. (frigoref)
  • Created new Trigger Attachment option, changeOwnership, which will allow a map to have the owner of a territory change by trigger. (veqryn)
  • For Trigger Attachment option "removeUnits", now allowing the use of "all" in place of the territory name, and also "all" in place of the unit type. Can be used to remove all units from some or all territories. (veqryn)
  • Correcting politics for Alpha xml. (veqryn)
  • Changing game property, Selectable Tech Roll, to also work with WW2V3 Tech Model, allowing the user to select which tech they want after a successful roll. Also fixed the dice chooser to let you set the sides. (veqryn)
  • Fixing bugs in new air movement validation, and improving speed and efficiency. (veqryn)
  • Completely rewrote the validation of air unit movement, and moved it to a new class, AirMovementValidator.java (veqryn)
  • More work on rewriting MoveValidation of air units. (veqryn)
  • Allowed for the use of the Arrow Keys for navigating around the map. (frigoref)
  • Adding [Mod] tags onto the names of any Admins in the online lobby. (veqryn)
  • Possibly correcting some hidden bugs in MoveValidator. (veqryn)
  • Created new CanalAttachment option, excludedUnits, which allows the specifying of specific units which will not be validated for. (veqryn)
  • Created new RelationshipTypeAttachment option, canMoveThroughCanals, which allows a player to move through a canal owned by the other player. (veqryn)
  • Removed restrictions that had canals only checked for Sea Movement. They now check for all movement, and therefore there can now be 'land' canals that require sea zones, or land requiring other land, or sea requiring sea, etc. (veqryn)
  • Creating a better error message for when users do not have a map, but try to join the game anyway. (frigoref)
  • Getting history panel to stop closing clicked on expanded paths every time a there is a new event or change, when your mouse is over the history panel. (frigoref)
  • Correcting bad history log messages for Edit mode. (veqryn)
  • Refactored Trigger Attachment class again to allow triggers to fire other triggers with certain options and properties. (veqryn)
  • Created new Trigger Attachment option, activateTrigger, which will allow a trigger to fire other triggers. (veqryn)
  • Preliminary work on ability to fire triggers from other triggers. (veqryn)
  • Fixing NoSuchElementException in Kamikaze attack ui. (veqryn)
  • Created new RelationshipTypeAttachment option, canMoveIntoDuringCombatMove, which stops combat-phase movement, but allows non-combat-phase movement. (veqryn)
  • Fixing Chat Panel player name area to be correct size to hold all player names and national flags. (frigoref)
  • Adding Alpha+3 National Objectives to xml. (veqryn)
  • Added "originalNoWater" as an option for conditions that test territories. (veqryn)
  • Fixed bug where paratroopers could not move over enemy sea zones or captured sea zones. (veqryn)
  • Fixed bug with moving sea units through sea units belonging to a power not yet at war with. Also possibly fixed bug with Easy AI's comparison method contract. (veqryn)
  • Adding Global 1940 alpha 3 as test xml. (veqryn)
  • Fixing bug where the neutral (null) player might be asked if it wants to scramble, which gives an error. (veqryn)
  • Adding Play-By-Forum method for TripleA War Club, http://www.tripleawarclub.org/ so that people can also play there. (qwertgold)
  • Fixing Battle Calc to not include units that are irrelevant to combat. (veqryn)
  • Made sure all m_variable types in attachments exactly match the new instance type that is used. This, combined with the previous 2 changes, should fix the history panel bugs that are being caused by not being able to find the correct setter. (veqryn)
  • Changing the way the ChangeFactory uses PropertyUtil for getting the old value of properties. Previously relied on the "get" method for getting the old value. Now it will directly access and store the "m_" object. getRawProperty no longer used. (veqryn)
  • Allowed changes to all attachments to be undone and redone in the history panel, by ensuring each setter has an additional setter for an object of the field's type. (veqryn)
  • Preventing history panel from updating if moused over, and allowing it to scroll down if not. (frigoref & veqryn)
  • Allowing route to recalculate if only air can make it. (frigoref)
  • More optimizations of getBestRoute. Also changing "Parse Selected" to be default parsing strategy of maps. (veqryn)
  • Changing getBestRoute to not use territories for which the owner's relationship with us does not allow us to pass. (veqryn)
  • Fixing getBestRoute to never use impassible and restricted territories. (veqryn)
  • Adding Global 1940 as test xml. (veqryn)
  • Fixing weird tech attachment getters to use booleans rather than strings. (veqryn)
  • Making sure that all attachment variables that start out as Null, can return to being null again through their setter. (veqryn)
  • Fixing various errors introduced into casualty selection. (veqryn)
  • Fixed null pointer error for players who have damaged units but no repair frontier. (veqryn)
  • Adding Europe 1940 as test xml. (veqryn)
  • Fixed more "Lock not held" errors, and a potential null pointer in the battle calculator. (veqryn)
  • Possible fix for ConcurrentModificationException in BattleModel.refresh -> DiceRoll.isAmphibiousMarine -> BattleTracker.getPendingBattleSites. (veqryn)
  • Fixing bug with displaying up total resources when more than one unit creates resources. (veqryn)
  • Allowed users to use Edit Mode to create new units for normal players, based on both their production frontier and any units they have on the board. (veqryn)
  • Allowing users to use Edit Mode to create and place new "Neutral" (null player) units, but only selecting from ones on the board. (veqryn)
  • Allowing users to Battle Calc against any "Neutral" (null player) units that are still on the board. (veqryn)
  • Fixing casting error bug introduced into battle calc. (veqryn)
  • Changing airfields and harbours to stop being operational at 3 damage, instead of 4. (veqryn)
  • Fixed bug where you were not allowed zero (0) for the unitPresence count. (veqryn)
  • Making the check to see if you can do the purchase phase, the same for both humans and AIs. (veqryn)
  • Fixed null pointer error for when a player runs low on resources. (veqryn)
  • Fixing a couple "Lock not held" errors. (veqryn)
  • Fixed the Battle Calculator not displaying combat units with 'AA' abilities. (veqryn)
  • Fixed the "Cant add an event, not a step" bug for adding AddBattleRecordsChange. (veqryn)
  • Fixed bug with Air Battles where there were more hits than aircraft. (veqryn)

New in TripleA 1.5.0.0 (Feb 9, 2012)

  • Adding new Game-Play manual. (victor, veqryn, hepster)
  • Fixing build xml to export new docs. (veqryn)
  • Fixed major bug with new Delayed parsing method, it will now correctly handle maps with errors in them by removing them from the game chooser list. (veqryn)
  • Creating better error messages for setting attachment options in xmls. (veqryn)
  • Fixing bug where suicide attack units could target units in transports. (veqryn)
  • Some major bug fixes to movement with paratroopers, including not allowing units with multiple movement to move through all enemies once you get paratroopers. (veqryn)
  • Created new game option, "Paratroopers Can Attack Deep Into Enemy Territory", which will allow movement for air transports during combat move over enemy territories. (veqryn)
  • Deleted Player Attachment stackingLimit and replaced with movementLimit, attackingLimit, and placementLimit. (veqryn)
  • Deleted Unit Attachment stackingLimit and replaced with movementLimit, attackingLimit, and placementLimit. (veqryn)
  • Fixing potential bugs with new .equals for all attachments. (veqryn)
  • Disabled political action button when taking actions, to prevent taking multiple actions while waiting for confirmation of the first. (veqryn)
  • Fixed major error preventing politics from working over the network, due to the new way condition testing works. (veqryn)
  • Fixed Lock not held errors for politics. (veqryn)
  • Changed political panel to use a split panel, and added the one-touch-expandable feature to all main game screen panels: map panel, chat panel, and history panel. (veqryn)
  • Added scroll bars to main screen player selection area. (frigoref)
  • Created option to have TripleA not parse every single xml at startup, and only parse as each game is selected. (veqryn & frigoref)
  • Added new button to main screen, Engine Preferences, which lets a user select various properties specific to the the triplea engine, like setting the look and feel, etc. (veqryn)
  • Added scroll bars to both political overview and political action screens. (veqryn)
  • Fixed serious bug in DefaultAttachment.getRawProperty() and getFieldIncludingFromSuperClasses, and also updated attachment/annotation test to search super's fields. (veqryn)
  • Making some small fixes to attachment/annotation test, and renaming any methods with attatch to attach. (veqryn)
  • Added wait window to TripleA's startup. (frigoref)
  • Changed name of Dynamix to be Land-Only AI, at least until someone decides to start working on the AI again. (veqryn)
  • Completely updated the game xml exporter to TripleA 1.5, except that attachments are just copies of what was parsed from the xml originally. (veqryn)
  • Fixed null pointer error in Bid Placement when undoing a placement. (veqryn)
  • Created new Player Attachment property, stackingLimit, which allows stacking limits to be enforced flexibly per player, with multiple rules allowed for owned, allied, and total units. (veqryn)
  • Created new Rules Attachment property, players, which can be used with directOwnershipTerritories, directExclusionTerritories, directPresenceTerritories, or any of the other territory lists, to customize which players are required to own/occupy the territories. (veqryn)
  • Fixing new attachment setter annotation tester, and renaming some isXX methods to getXX. (veqryn)
  • Fixing a unit test by removing static instances from messenger classes. (qwertgold)
  • Adding @InternalDoNotExport or @GameProperty onto all setter methods in all attachments, and also unit and tripleaunit. (veqryn)
  • Creating annotations to be used for tracking and marking various setters for attachments and other game data. (qwertgold & veqryn)
  • Changing how attachments are created by the game parser. (frigoref & veqryn)
  • Changing build.xml and editing a test suite to ignore certain tests for the time being. Also setting svn to ignore 'classes.jar', 'fb.xml', and 'TEST-games.strategy.AllTests.txt/xml'. (qwertgold)
  • Adding findbugs folder for use with ANT. (qwertgold)
  • Creation of new xml entry, , which should be used by ALL new maps. If an older TripleA tries to play a map built for a newer TripleA, then it will simply ignore the map instead of throwing tons of java errors at the user. (veqryn)
  • Complete rewrite of AxisAndAllies.org forum poster. Also added help html pages for the pbem / pbf system. (qwertgold)
  • Creating some unit tests for purchasing with multiple resources. (edwin van der wal)
  • Adding folders for future resources images, and filling with some general images. (veqryn, hepster, rofl)
  • Finished phase 5 of refactoring of aaGuns, separating isAAforFlyOverOnly from isAAforCombatOnly, and creation of an option to force attacks at the end of a movement, and allowing attacks to be filtered based on accompanying units, thereby finally reaching compatibility with silly pacific rules. (veqryn)
  • Created new game option, "Force AA Attacks For Last Step Of Fly Over", which will force isAAforFlyOver to shoot for the last step of a route, which it normally does not. (veqryn)
  • Created new Unit Attachment, "willNotFireIfPresent", which will be used to prevent an AA unit from firing at all if the enemy has any of a list of units in the battle. (veqryn)
  • Created new Unit Attachment, "isAAforFlyOverOnly", which will be used to determine if there are any AA shots for units passing through a territory. (veqryn)
  • Finished phase 4 of refactoring of aaGuns, by allowing aaGuns to stack, overstack, and getting maxAAattacks to work, thereby allowing aaGuns to shoot a limited number of times instead of infinite. (veqryn)
  • Created new Unit Attachment, "mayOverStackAA", which will be used to allow more AA shots than the total number of aircraft/targets. (veqryn)
  • Created new Unit Attachment, "maxAAattacks", which will determine the maximum number of times an AA gun will be allowed to fire per round. (veqryn)
  • Finished phase 3 of refactoring of aaGuns, by removing the artificial constraints placed on AA guns and allowing them to operate flexibly, targeting different kinds of units, and having multiple groups of aa guns firing separately. (veqryn)
  • Created new Unit Attachment, "targetsAA", which determines what units may be hit by the AA fire of a unit. Defaults to all air units. (veqryn)
  • Created new Unit Attachment, "typeAA", which determines which 'group' an AA unit belongs to. Each group gets to fire once, and only 1 unit in each group may fire. (veqryn)
  • Fixed bug in Anti Aircraft low luck where engine ignored attackAAmaxDieSides completely. (veqryn)
  • Finished phase 2 of refactoring of aaGuns, by removing internal references and variables for isAA for rockets, capturing, and aa for bombing and for combat. (veqryn)
  • Finished phase 1 of refactoring of aaGuns, by removing isAAmovement and removing isAA from dealing with any aspect of movement validation and stacking limits in the engine. Both isAAmovement and isAA just call the two new methods below when they are created. (veqryn)
  • Created two new Unit Attachment options, "canNotMoveDuringCombatMove" and "stackingLimit", which will take the place of previous isAA and isAAmovement abilities while making them more flexible. (veqryn)
  • Allowed for Dice Skins, which can be placed in the "dice" folder of a map's directory. (crystalct & veqryn)
  • Created new player attachment, suicideAttackTargets, which lets you set which units can be targetted during a kamikaze suicide attack. Also fixed null pointer error for neutral owned kamikaze zones. (veqryn)
  • Created new game option, "Kamikaze Suicide Attacks Done By Current Territory Owner", which allows you to change from the default of the original owner, to the current owner. (veqryn)
  • Cleanup of new PBEM code, and some bug fixing. (qwertgold)
  • Added new Territory Effect Attachment option, noBlitz, which disallows certain units from blitzing in this effect, and also some general cleanup. (edwin & veqryn)
  • Redoing PBEM system to fix bugs and add features. (qwertgold)
  • Adding Pacific 1940 updated to use Kamikaze attacks to the test xml suite. (veqryn)
  • Fixing bug where changing attachment properties of abstracted attachments failed. (veqryn)
  • Created new ui for humans to select what they want to attack for these special attacks, and set the AI to just attack randomly. (veqryn)
  • Created framework for performing special attacks at the beginning of the battle phase, using resources instead of units. (veqryn)
  • New game option to enable kamikaze attacks, "Use Kamikaze Suicide Attacks". (veqryn)
  • Created new Player Attachment, suicideAttackResources, which is the resource and attack value we will use for Kamikaze Suicide Attacks. (veqryn)
  • Changed most iterator loops into enhanced for loops. (frigoref)
  • Changed most instances of Node to Element in the game parser. (edwin van der wal)
  • Created new unit attachment, fuelCost, which allows a unit to use up a resource for each point of movementCost they use. (edwin van der wal)
  • Update of Export Stats to include information on all resources costs, not just PUs. Also fixed production screen to show all resources except techTokens and VPs. (veqryn)
  • Creation of "Economy" tab, besides stats panel, which carries current information on all resources owned by the players. (edwin van der wal)
  • Allowed resizing of the right side panel. (edwin van der wal)
  • Created ability for Game Options to be saved as default options. (qwertgold)
  • Updated Napoleonic Empires FFA to use the new destroyedTUV instead of upkeep. (veqryn)
  • Created new RulesAttachment, destroyedTUV, which allows you to check if a player has destroyed at least X enemy non-neutral TUV this round or all rounds. (veqryn)
  • Created methods inside BattleRecord related classes in order to record the TUV lost during all battles, for the attackers and the defenders. (veqryn)
  • Created BattleRecordsList to keep track of all BattleRecords, and made it be updated after the BattleDelegate ends by use of the ChangeFactory. (veqryn)
  • Created new data object, BattleRecord, in order to record more information about the battles that take place, and BattleRecords to keep track of these inside the BattleTracker. (veqryn)
  • Completely re-wrote Convoy Routes to be flexible and work with any territories, not just sea zones. Can now be used to many any territory require any other group of territories in order to receive income.
  • Syntax is changed so that that convoyRoute is needed by both territories, while convoyAttached is needed by only the territory that requires the other territories. (veqryn)
  • Updated Territory tab, beside stats tab, to carry significantly more information about the territory your mouse is currently over. Also put scroll bars on the list of units. (veqryn)
  • Created new Territory attachment, "resources", which will allow territories to produce other resources besides PUs. (veqryn)
  • Fixed engine to allow multiple resources for purchasing of units and repairs. Added new panel on stats tab to show additional resources. (edwin van der wal)
  • Phase 4 of abstraction, RulesAttachment now abstracted into RulesAttachment, AbstractRulesAttachment, and AbstractPlayerRulesAttachment. (veqryn)
  • Created a new overlay for territory effect images, that is enabled in map.properties map.useTerritoryEffectMarkers=true, territory_effects.txt, and territoryEffects folder. (edwin van der wal)
  • Fixed bug where 'when' based triggers did not fire at all. (veqryn)
  • Fixed bug where default based triggers were firing multiple times for each default firing location. (veqryn)
  • Created new Trigger Attachment, removeUnits, which allows you to remove units from a territory for selected players. (veqryn)
  • Created new Trigger Attachment, chance, which allows you to have a certain chance for a trigger to activate (tested only after all conditions are true). (veqryn)
  • Phase 3 of abstraction of RulesAttachment and TriggerAttachment and PoliticalActionAttachment: the creation of an abstract class to hold all common cold related to conditions. (veqryn)
  • Created new rules attachment for conditions, chance, which allows you to have a certain chance for a condition to be true. (veqryn)
  • Temporary fix for the issues caused by only testing political conditions once. Now we test them after each political action. (veqryn)
  • Updated political action attachments validation to only test once per politics phase for all the conditions for each action. (veqryn)
  • Created new relationship attachment, givesBackOriginalTerritories, which lets a player give back originally controlled territories to another player. (veqryn)
  • Changing PropertyUtil from using getClass().getDeclaredMethods() to using getClass().getMethods() for changing data inside game data objects, like units, players, attachments, etc. (veqryn & frigoref)
  • Extended Objective/Condition attachment count "each" to work with Triggers "resource", "purchase", and "placement". (veqryn)
  • Fixing null pointer errors and conceptual problems with my way of testing all conditions. (veqryn)
  • Phase 2 of abstraction and refactoring of TriggerAttachments: now all triggers get called through a single method, collectAndFireTriggers. (veqryn)
  • Created getAllConditionsRecursive and testAllConditions which will test get and test all ICondition, and now all RulesAttachments get tested through these. (veqryn)
  • Had RulesAttachment, TriggerAttachment, and PoliticalActionAttachment all implement ICondition. (veqryn)
  • Created ICondition, and interface for any Attachment that had conditions as a part of it. (veqryn)
  • Moved actions for victory trigger and notification trigger to be part of the trigger attachment so that they will return void, and therefore can abstract easier. (veqryn)
  • Deprecating TriggerAttachments "trigger", and changing name to "conditions" in order to match the other uses of condition attachments. (veqryn)
  • Phase 1 of abstraction of TriggerAttachments, creation of AbstractTriggerAttachment. (frigoref)
  • Fixed bug where I could move my tanks and all land units over water, so long as the end was land. (veqryn)
  • Allowed players with canTakeOverOwnedTerritory to take over during noncombat move. (veqryn)
  • Created new relationship type attachment, canTakeOverOwnedTerritory, which will allow taking over of an ally's territory. (veqryn)
  • Fixing gamenotes for Lord of the Rings Middle Earth. (veqryn)
  • Created new relationship type attachment, canLandAirUnitsOnOwnedLand, which decides if units can land in a player's territory or not. (veqryn)
  • New Map Skin for Napoleonic Empires, which can be enabled in the View menu. (pulicat)
  • Changed BattleModel to show air battle units with different stats then their normal attack/defense stats. (veqryn)
  • Made sure units participating in air battles did not participate in any other battles. (veqryn)
  • Created launching of interceptors component for air battles. (veqryn)
  • Created dice rolling component for Strategic Bombing Air Battles, including for Low Luck. (veqryn)
  • Moved 'Fire' out of MustFightBattle with the hopes of abstracting it and making it a general class one day. (veqryn)
  • Created battle steps and interfaces for Air Battle, but still not done actual combat. (veqryn)
  • Created ability for Air Battles to create Bombing Raids when they are finished if any bombers remain. (veqryn)
  • Created new unit attachments, "canIntercept", "canEscort", "airDefense", "airAttack", which can be combined with new game option, "Raids May Be Preceeded By Air Battles", to allow air battles. (veqryn)
  • Abstracted hashCode and equals methods from all battles and put into AbstractBattle class. (veqryn)
  • Created StrategicBombingRaidPreBattle class, which will handle air battles and other things that occur before bombing raids. (veqryn)
  • Changes to allow Strategic Bombing raids to have multiple targets, with units assigned to different targets. (veqryn)
  • Some further abstraction of AbstractBattle class. (veqryn)
  • Cleanup of some tests to use ChangePerformer to edit data directly, instead of Change.perform(). (frigoref)
  • Allowed scrambling to any territory, and allowed moving the units after scrambling is completed, to anywhere. (veqryn)
  • Allowed scrambling units to move to find new landing zones if their originating territory was taken or they are not forced to return to it. (veqryn)
  • Wrote new Scrambling ui dialog from scratch, and made it work over the network. (veqryn)
  • New game option, "AI Bonus Income Flat Rate", which gives a flat bonus every turn to all AIs. (veqryn)
  • Changed PlayerID.getData() to be deprecated, and removed all uses of it that I could. (veqryn)
  • Fixed various bugs in Scrambling, like not having dependent battles, not adding the units to existing battles, not removing units from old battles. (veqryn)
  • Completely re-wrote how scrambling works. All scrambling now takes place before any battles begin. (veqryn)
  • New game option, "Scramble To Any Amphibious Assault", allows bases not being attacked to scramble to defend bases that are being attacked amphibiously. (veqryn)
  • Allowed double clicking on a game in the lobby to equal joining that game. (veqryn)
  • Removing all scrambling code from the engine, in order to start over and code correctly. (veqryn)
  • Created new TripleAUnit variable for keeping track of bonus movement, and eliminated use of unit attachment getMovement. In order to see a units movement, please use either getMaxMovementAllowed() or getMovementLeft(), both in TripleAUnit. (veqryn)
  • Complete cleanup of all code, adding final on to everything that can take it. (veqryn)
  • Redoing of movement validation to use movement costs, and completely rewriting the movement validation of carriers and aircraft for landing zones. (edwin van der wal)
  • Refactoring Route class to use movement costs, rather than number of steps. (edwin van der wal)
  • Changing the internal logic of scrambling to correctly test for the max scrambling length, and a new unit attachment, maxScrambleCount, which determines how many units can scramble. (bung)
  • Allowed "each" as a count number for National Objectives, which then multiplies the bonus by the number of territories in that list who have their conditions met. (veqryn)
  • Network menu option, "Show Who is Who", now shows players who are AI. (veqryn)
  • Players who have both no movable attacking land units units, and either no factories or no land, will no longer be able to do any political actions, and any political actions affecting only them can not be done. They will now auto-accept any action from another player in addition. (veqryn)
  • Allowed alliances to stop having war with each other. (veqryn)
  • Allowed players to leave an alliance completely, with all members. (veqryn)
  • Forced all alliance players to go out of war if one of them goes out of war, with a player. (veqryn)
  • Forced players to have their ally's agreement when going into or out of war, and letting new people into the alliance. (veqryn)
  • Created new relationshipTypeAttachment, isDefaultWarPosition and alliancesCanChainTogether, which handle if and when relationships will chain. (veqryn)
  • Created new game option, "Alliances Can Chain Together", which causes anyone who is allied with your ally, to become your ally, and any of your ally's enemies to become your enemy. (veqryn)
  • Created new game option, "Relationships Last Extra Rounds", which lets a player have relationships last additional or fewer rounds than default. (veqryn)
  • Added ability for TripleA to remember which type of player you selected when you reload the game. And fixed bug where hosted online games did not remember your selection. (veqryn)
  • Added methods for AI to cheat in all games, using new properties: "AI Bonus Income Percentage", "AI Bonus Attack", "AI Bonus Defense". (veqryn)
  • Fixed "not all units can blitz" bug. (veqryn)
  • Made the engine write who (ai/human/client) is playing each player, each time game is loaded, to the history panel. (veqryn)
  • Adding political map skin, and reconstructed basetiles, for Napoleonic Empires. (veqryn)
  • Stopped blitzing out of a combat into further combat, if you began in same territory. (veqryn)
  • Allowed less strict Edit Mode options. (veqryn)
  • Changed PlayerID to record if the player is Human or AI, and which type of AI. (veqryn)
  • Allowed territories with now hostile units to be redrawn, and have red markup, at the end of the politics delegate. (veqryn)
  • Fixed bug where you could capture territory from a power you were neutral or allied with, if you attacked an enemy on their territory. (veqryn)
  • Fixed multiple bugs surround territories suddenly made hostile. And created a new class, "RouteScripted", which allows for Routes that do not follow the normal rules. (veqryn)
  • Fixed bug where territories with no units, had enemy units in them from a previous turn, did not start any battle, and where therefore never taken over. (veqryn)
  • Fixed null pointer in Moore AI for when it owns a factory in a territory it does not control. (veqryn)
  • Created new unit attachment, "special", which currently allows for "canOnlyPlaceInOriginalTerritories". (veqryn)
  • Fixed zoom out and zoom in on the map with the Mouse Wheel, by holding down the "ALT" key. (veqryn)
  • Changing relationship type attachment, upkeepCost, to allow an integer percentage, which will effect all income gained during the end of turn step. (veqryn)
  • Re-allow booting (boot-slapping) of admins. (veqryn)
  • Allowed double clicking for selecting a game, and had the choose game list be cached, with a refresh button. (qwertgold)
  • Fixed bug in stats and xml exporter where the file name contained illegal characters, causing the file creation to fail. (veqryn)
  • Fixed bug where clicking cancel in order to look around the map, during casualty selection, generated an error. (frigoref)
  • Fixed bugs in alliance tracker related to players not being in an alliance. (veqryn)
  • Fixed bugs in 'example' maps: Tic Tac Toe, King's Table, and Sliding Tiles 8-number. (veqryn)

New in TripleA 1.4.0.0 (Nov 5, 2011)

  • Adding politicstext.properties for Napoleonic Empires. (veqryn)
  • Massive update to Napoleonic Empires: FFA, to allow it to use Politics. (veqryn)
  • Updating Pact of Steel 2 and Pacific test xmls. (veqryn)
  • Added scroll bars to select casualties dialog panel. (veqryn)
  • Sorted political actions based on player, type, and name. (veqryn)
  • Capped Politics ui actions, and added scroll bars to the bottom button part. (veqryn)
  • Fixed rendering issue where nations that were neutral to each other still caused red markup when in the same territory or sea zone. (frigoref)
  • Fixed bug where victory city victories happened in FFA maps according to the current alliance rather than the player's alliance tracker. (veqryn)
  • Added "upkeepCost" as an attachment for RelationshipTypeAttachment, which allows you to have a cost in order to maintain a relationship. (veqryn)
  • Changed "invert" in rules attachments, trigger attachments, and political attachments, to work as a real logical negation. Now correctly follows boolean math. (veqryn)
  • Added roundValue to relationshipInitialize, which is the beginning round a relationship starts out at. This should normally be "1", but if you have certain conditions set up, you may wish to change this to a negative or positive number to reflect what round you would like the condition to be true on. (veqryn)
  • Made AI behavior towards politics to be a bit more random, allowing it to take any political action so long as it has 10x the amount of PUs as the political action's cost. (veqryn)
  • Abstracting isMet logic for rules attachments into a single place, areConditionsMet, in RulesAttachment. (veqryn)
  • Changed unitPresence to allow inputting of multiple units on one line for an OR relationship between those units. (veqryn)
  • Fixed bug surrounding infinite loop caused by having nations A and B neutral with each other, but at war with C nation owning both subs and transports in a sea zone, attacked by the C nation. (frigoref & veqryn)
  • Fixing bug introduced into must fight battle, by the battle class abstraction. Also slightly updating the dev documentation. (frigoref)
  • Changed triggers "uses" to use up a single 'use' every round that they are used. So a trigger with 4 action types will use up a single use (instead of 4), assuming those four actions were done in the same round. (veqryn)
  • Some code cleanup. (veqryn)
  • Fixed null pointer error in Moore AI's rank territories method, due to politics change. (veqryn)
  • Adding PoliticalActionAttachment to the list of attachments that triggers can change through players + playerAttachmentName + playerProperty. (veqryn)
  • Adding invert and conditionType to Political Action Attachments, also changing conditions to allow multiple conditions. (veqryn)
  • Changing Pact of Steel 2 to allow for politics, without greatly affecting the game. (veqryn)
  • Adding baseAI code for AIs to declare war on people. (edwin van der wal & veqryn)
  • Abstraction of various fighting battles into AbstractBattle, and renaming of Battle.java to IBattle. (frigoref)
  • Added ability for BaseDelegate to keep track of whether triggers have fired or not, and changed all delegates to record and load super's saveState data when saving and loading. (veqryn)
  • Some small ui fixes for politics. (edwin van der wal)
  • Removing @Overrides for implemented methods, in order to maintain Java 1.5 compatibility. Also removing unnecessary casting. (veqryn)
  • Adding web links to normal game menu bar, and also adding link for guides page on triplea homepage. (veqryn)
  • Created two new game options, "Use Politics" and "Units Can Be Changed On Capture". (veqryn)
  • Fixing bugs in last patch on politics. Deleted relationshipExistance and instead made it part of "relationship" setter. (veqryn)
  • Added Politics UI. (edwin van der wal)
  • Created relationshipExistance property in RulesAttachment, if this is set in combination with a relationship property, the relationshipExists property will indicate the number of complete rounds this relationship needs to have been in existance. (edwin van der wal)
  • Created new attachment, politicalActionAttachment, which sets which actions are allowed during the politics phase for a player. (edwin van der wal)
  • Removing trigger when notifications from TripleAPlayer (because no gamedata changing logic should ever be in TripleAPlayer), and moving them to basedelegate. (edwin van der wal & veqryn)
  • Fix for Casualty Reset Bug 1730391, where casualty screen clears after saving and reloading. (frigoref & veqryn)
  • Changed whenCapturedChangesInto to allow the transferring of combat damage and unit damage to the new units. (veqryn)
  • Changed whenCapturedChangesInto to allow creating multiple unit types and multiple of a unit. (veqryn)
  • Changed whenCapturedByGoesTo to not work when liberating an ally's territory. (veqryn)
  • Created new unit attachment, whenCapturedChangesInto, which allows you to have a unit change into a different unit type when it is captured. (veqryn)
  • Created new territory attachment, whenCapturedByGoesTo, which allows you to have a territory be given to another player when captured by a certain player. (veqryn)
  • Workaround fix to screenshot export bug. (edwin van der wal)
  • Code cleanup of needless casting. (veqryn)
  • Code cleanup of warnings. (veqryn)
  • Fixed bug in Increased Factory Production tech, where it discounted any units bought by half, so long as you bought only 1 type of unit this turn. (veqryn)
  • Allowing the map to be redrawn if territory attachments are changed mid-game. (veqryn)
  • Fixed null pointer error in Moore AI, and also an incorrect validation of warning the user when they have produced more than they can place. (veqryn)
  • Fixing some bugs based on FindBugs, and general code cleanup. (veqryn & edwin van der wal)
  • Fixed bug where memory for online and hosted games was set artificially low at 128, instead of being set to the max memory set by triplea run scripts and exe. (veqryn)
  • Removing one memory leak from battle calc, it was recording the units is created to game data, inflating the savegame size. (veqryn & frigoref)
  • Source code formatting on entire engine. (veqryn)
  • Using cleanup to add @Override to anything that overrides something. (veqryn)
  • Correcting problems with frig last patch to do with extended methods no longer overwriting super's methods. (veqryn)
  • Removing more needless gamedata passing. (frigoref)
  • Some general code cleanup, especially with iterators and rawtypes. (veqryn)
  • Removed needless gamedata passing, and added methods to get game data out of bridge. (frigoref)
  • Updated export stats to display far more information, about actual techs gained, and number of each unit type for each player, etc. (veqryn)
  • Updated game data to record the playerIDs of whoever wins the game. (veqryn)
  • Started making tests for all the features added in the last year. Made placeholder tests for everything revision 2800-3000. (veqryn)
  • Changing UIContext.m_mapDir static, so that is may be accessed anywhere. (frigoref)
  • Added information on productionRules and UnitTypes to the export stats function. (veqryn)
  • Changed some string comparing from == and != to .equals() and !.equals(). (veqryn)
  • Created new rules attachment, placementAnySeaZone, that allows placing sea units beside any land territory owned at the beginning of the turn. (veqryn)
  • Fixing bugs in old victory conditions and moving them to endRoundDelegate, and also fixing bugs surrounding strings in attachment property change triggers. (veqryn)
  • Adding PactOfSteel2 and Pac40 xmls to test xml suite. (veqryn)
  • Changed destroyedWhenCapturedBy to allow destroying when capturing from a player, not just by a player, by adding a prefix of "BY:" or "FROM:" and also created destroyedWhenCapturedFrom which calls destroyedWhenCapturedBy with a "FROM:" prefix. (veqryn)
  • Changed unitAttachment toString to be much more informative, and include all values. (veqryn)
  • Created new Relationship attachments for canMoveLandUnitsOverOwnedLand and canMoveAirUnitsOverOwnedLand, and set them to validate movement. (veqryn)
  • Allowed conditionType for both triggers and conditions (objectives) attachments to have integer values, in addition to other values,
  • conditionType now allowing: 'AND' or 'OR' or 'XOR' or 'y' or 'y-z' where Y and Z are valid positive integers and Z is greater than Y. (veqryn)
  • Allowing html to be used for both triggered notifications and for triggered victory messages. (veqryn)
  • Added ability for the defender to capture units if it wins on defense and the attacker brought capturable infrastructure units to the battle. (veqryn)
  • Fixing bug in moving defending air to land when a carrier is damaged on defense. (veqryn)
  • Fixing bugs surrounding unitsMayNotLandOnCarrier and unitsMayNotLeaveAlliedCarrier interacting with each other. (veqryn)
  • Updated whenCombatDamaged to work with unitsMayNotLeaveAlliedCarrier. (veqryn)
  • Updated whenCombatDamaged to work with unitsMayNotLandOnCarrier. (veqryn)
  • Created new unit attachment ability to have a unit behave differently when damaged, using whenCombatDamaged. (veqryn)
  • Adding notes about all properties to Pact of Steel 2 xml, and some code cleanup. (veqryn)
  • Updated receivesAbilityWhenWith to work for "canBlitz". (veqryn)
  • Created new unit attachment ability to have a unit receive an ability when in the presence or on the same route with another unit, using "receivesAbilityWhenWith". (veqryn)
  • Created triggers for changing any attachment that is attached to a territoryEffect by using: territoryEffects, territoryEffectAttachmentName, and territoryEffectProperty. (veqryn)
  • Created triggers for changing any attachment that is attached to a relationshipType by using: relationshipTypes, relationshipTypeAttachmentName, and relationshipTypeProperty. (veqryn)
  • Created triggers for changing any attachment that is attached to a territory by using: territories, territoryAttachmentName, and territoryProperty. (veqryn)
  • Created triggers for changing any attachment that is attached to a unit by using: unitType, unitAttachmentName, and unitProperty. (veqryn)
  • Created triggers for changing any attachment that is attached to a player by using: players, playerAttachmentName, and playerProperty. (veqryn)
  • Completely re-wrote how raw changes were done, and deleted attachmentToBeChangedName and attachmentToBeChangedProperty. (veqryn)
  • Created new ability to set when a trigger fires, with "when", setting "before/after:stepName", that works with all triggers. Triggers still maintain a default step for firing. (veqryn)
  • Finished work on making triggers for rules and trigger attachments, using attachmentToBeChangedName and attachmentToBeChangedProperty. (veqryn)
  • Preliminary work on making new triggers for rules attachments, and fixing issue with clearing properties without setting. (veqryn)
  • Created new triggers for changing player attachments, using players and playerProperty. (veqryn)
  • Finished work on allowing triggers to clear data from properties that add rather than overwrite data, by adding "-clear-" to the beginning of the new property, in the triggered change. (veqryn)
  • Fixed issue where stats panel and exported stats relied on the first game steps it saw to determine turn order, which meant it considered the order of bids as representative of turn order, instead of looking at things like movement. (veqryn)
  • Preliminary work on allowing triggers to clear data from properties that allow multiple sets, in other words, properties that add data rather than overwriting. (veqryn)
  • Created new triggers for changing territory properties, using territoryName and territoryProperty. (veqryn)
  • Fixed unitProperty trigger change to accept properties with more than one colon. (veqryn)
  • Created ability to make conditions and rules attachments that include other conditions in them, and the ability to set the relationship of these conditions to AND, OR, XOR. (veqryn)
  • Fixed bug where getCosts in BattleCalculator was only returning the costs for the units that a nation could produce, instead of all units that nation could own. Changed to BattleCalculator.getCostsForTUV (veqryn)
  • Fixed bug where TUV in stats panel showed units that had multiple given per production, like NWO's artillery was buy 2 for 7 PUs, incorrectly show on the TUV panel as 7 PUs each. Now it shows up as the rounded up value. (veqryn)
  • Updating client game and server model to carry information on alliances and player order. (veqryn)
  • Allowed the exporting of stats based on the individual phases in a players turn. (veqryn)
  • Updating local player selection screen to show players in turn order, assuming xml was done properly, and to show their alliances. (veqryn)
  • Updating 'Export Game Stats...' to give more general information about the game. (veqryn)
  • Fixing bug where newly created battles now included duplicates of any units that were strategically bombing a territory. (veqryn)
  • Allowed for units that were in territories suddenly made hostile by a change in politics to create battles in those territories. (veqryn)
  • Fixed remaining unit tests. (veqryn)
  • Engine code cleanup. (frigoref)
  • Some small fixes for unit tests, and some small abstractions. (frigoref & veqryn)
  • Changed combat filters to allow infrastructure with support or combat abilities to take part in combat. (veqryn)
  • Fixing some unit tests, creating tests for Revised sub bug. (veqryn)
  • Fixed casualty selection hang bug, and also abstracted CasualtyDetails. (veqryn)
  • Fixing some unit tests. (veqryn & frigoref)
  • Updated all test xmls. (veqryn)
  • Fixed bug introduced into undoing moves, where undoing a sea placement generated an error. (frigoref)
  • Created new trigger ability to add and remove production rules from a production frontier. (veqryn)
  • Beginning work on territory effects, and some cleanup in the use of basedelegate. (edwin van der wal, with help from frigoref and veqryn)
  • Adding ability to trigger notification messages to the players. (edwin van der wal)
  • Some beginning work on Dynamix AI sea transportation methods. (wisconsin)
  • Fixing of some matches to use new relationships, and some general code cleanup. (veqryn)
  • Various code cleaning. (frigoref)
  • Some changes to how politics gets initialized. (edwin van der wal)
  • Cleaning up of relationships, have alliances auto-create relationships based on default war or allied, and creation of relationship interpreter class. (frigoref)
  • Allowed basic html to be used inside unit tool tips. (veqryn)
  • Created new unit attachment, createsResourcesList, which allows units to create resources like PUs and techTokens each turn for their owner. (veqryn)
  • Created framework and objects for having individual relationships between players, rather than set alliances and war as the only option. (edwin van der wal, with some help from frigoref and veqryn)
  • Created politics delegate, which will eventually be filled with the logic and ui elements to allow players to change their alliances and relationships with other players. (edwin van der wal)
  • Fixed inability to save games during placement phase. (frigoref)
  • Added ability to customize tooltips for units, using "tooltips.properties". (edwin van der wal)
  • Stop caching of production_tabs properties, will now read the file each time purchase screen is displayed. (edwin van der wal)
  • Small fixes to new production_tabs properties and display. User specified production tabs must include all units possible to be purchased by a player, or else an error will be thrown. (veqryn)
  • Added ability to customize production tabs for each map, using "production_tabs.properties" and "production_tabs.PlayerName.properties". (edwin van der wal)
  • Added matches for dependencies and transported by. (veqryn)
  • Fixed route finder to find better routes for units. Will stop finding sea routes for land units, and land routes for sea units. Will try to avoid enemies, AA guns, and neutrals. (veqryn)
  • Fixed bugs in canInvadeOnlyFrom. (veqryn)
  • Created new unit attachment, canInvadeOnlyFrom, which determines if a unit can conduct amphibious assaults or if it has to disembark in noncombat. (edwin van der wal)
  • Made placements appear as a list, just like moves do, and can now be undone individually. Abstracted undoable moves and placements. (frigoref)

New in TripleA 1.3.2.2 (Jul 22, 2011)

  • Fixed infinite loops in purchasing methods for both Strong AI and Weak AI, for low cost units. (veqryn)
  • Fixed null pointer error in Strong AI landing of air units for players with impassible capitals. (veqryn)
  • Changed savegame-xml exporter to add occupiedTerrOf to any territory not owned by current owner. (veqryn)
  • Fixed bug in validation of air that can't land for mixed allied and owned air attempting to land where there already is a carrier and a new carrier will also be placed. (veqryn)
  • Fixed null pointer error in Strong AI sea movement. (veqryn)

New in TripleA 1.3.2.2 Dev (Jul 12, 2011)

  • Allowing lobby to parse user data more effectively. (wisconsin & veqryn)
  • Fixed major bug in low luck support attachments, where units got up to double the support they were supposed to get. (veqryn)
  • Fixed Dynamix settings menu to use java 1.5 compatible coding, instead of java 1.6. With this change, and the removal of string isEmpty calls, TripleA is once again compatible with java 1.5 and Mac OS computers. (wisconsin)
  • Updated then Added "Big World : v3 Rules" game, a mod of the original Big World mostly by Prussia, to triplea. (veqryn)
  • Removed String .isEmpty calls, as they are not supported under Java 1.5, also called java 5. (veqryn)
  • Fixed fighters and air disappearing even if you bought a carrier, if there is another turn like china, between yours and the placement of the carrier. (veqryn)
  • Fixed paratrooper loading creating multiple copies of units. Fixed bugs for deselection of paratroopers and air. (veqryn)
  • Fixed minor bugs, including units having to roll to kill unescorted transports. (veqryn)
  • Added more ways to get user info for connecting to the lobby on older max-os / unix machines. (veqryn)
  • Got lobby actions to correctly be logged, and fixed bug in banning system. (wisconsin)
  • Fixed all issues surrounding connecting to the lobby. (veqryn)
  • Updated packaged java JRE to java 6 update 25. (veqryn)
  • Added ability to remove games from the lobby screen. (wisconsin)
  • Fixed error for old java versions that were unable to access online lobby. (wisconsin)
  • Created new unit attachment, createsUnitsList, which allows automatic creation of units by other units at end of turn. (veqryn)
  • Fixed unitAttachment validation to allow factories to have maxDamage. (veqryn)
  • Fixed build.xml to work for macRelease. (veqryn)

New in TripleA 1.3.0.0 (Apr 18, 2011)

  • Added the new username banning system, which will help a lot on the lobby. Like to ban offensive usernames without necessarily banning the player. (wisconsin)
  • Another patch for Dynamix AI (wisconsin)
  • Added airfield_disabled.png and harbour_disabled.png for all nations (veqryn)
  • Flipped all unit graphics. All axis sea and air point left, while allies point right (except russian air points left). All ground units for a country point same direction, left for japan and russia, right for everyone else. Non-combat units and aaGuns do not point any direction, or are same for all nations. (veqryn)
  • Fixed Neutrals charge to work properly, without java errors, if the neutral is attacked and there is a battle. Will now display a message in history panel if there is not enough PUs to remove. (veqryn)
  • Determine if units are 'disabled' and display a unique icon for them (ComradeKev)
  • Initial work on Scrambling aircraft (ComradeKev)
  • Fixed bug in StrongAI/MooreAI where it would never attack a player if it lost too much TUV, and the TUV calc thought the enemy had zero TUV. Also fixed bug where it calced for the offensive value of walk in territories, instead of defensive value. (veqryn)
  • Added a global property, "Capture Units On Entering Territory", which if true allows units to be captured instead of fighting. (veqryn)
  • Added new player attachment, captureUnitOnEnteringBy, which will allow this player to let some of the units be captured when a territory is taken over. (veqryn)
  • Added new territory attachment, captureUnitOnEnteringBy, which will allow units in the territory to be taken when the territory is captured. (veqryn)
  • Added new unit attachment, canBeCapturedOnEnteringBy, which will allow a unit to be taken when the territory is captured. (veqryn)
  • Changed Strategic Bombing to account for isSuicide units. Now isSuicide units will also die if they strategic bomb something. (veqryn)
  • Fixed error unit display of unit graphics, where things that were _hit needed _it on the end instead of front, sometimes resulting in needing _it_hit_it, etc. (veqryn)
  • Fixed null pointer in game data getNeighbors match. (veqryn)
  • Updating default maps to use latest properties. (veqryn)
  • Rewrote entire RulesAttachment.java so that territory conditions could use "count" with options like "original", "controlled", etc. (veqryn)
  • Added new rule property option, "map", for use with Presence and Exclusion conditions. If used, it will return the entire map's territories. (veqryn)
  • Made it so that jet power technology and super subs technology no longer affect units with zero attack and zero defense. (veqryn)
  • Completely re-wrote checkUnitExclusions and Made unitPresence work with directExcludedTerritories, alliedExclusionTerritories, enemyExclusionTerritories, enemySurfaceExclusionTerritories. (veqryn)
  • Added new rule property and condition/objective, "directExcludedTerritories", which applies to the attached player. (veqryn)
  • Added new rule property and condition/objective, "unitPresence", as well as "directPresenceTerritories", "alliedPresenceTerritories", and "enemyPresenceTerritories".
  • unitPresence is a unit and count for that unit, which must be used with a presence territories to determine if there are those units in those territories or not. (veqryn)
  • Added new trigger option, "conditionType", which can be set to AND, OR, XOR. This option defines the relationship conditions in a trigger must have, when there is more than 1 condition in the trigger. (veqryn)
  • Fixed bug in triggers where an inverted trigger would activate when it should not, when one condition was false but another true. (veqryn)
  • Added the ability for any construction of type ending in "structure" not to be changed by setting global values for unlimited/more constructions. Also fixed issue with submarine suicide units able to attack aircraft. (veqryn)
  • Updating UnitImageFactory to not rely on hardcoded unit names. Now any unit with isAA unit attachment will require _r and _rockets and _rockets_r IF you have those technologies. Same applied for new aa gun rules and factories. (veqryn)
  • Added new unit attachment, isRocket, which will turn the unit into a rocket when the player has the rocket technology, without the unit being an AA gun.
  • If the unit is named exactly "aaGun" then it will require an image called "rockets". If the unit is named anything else, then it will require an image with "_rockets" appended to its original name. (veqryn)
  • Added new unit attachment, isAAmovement, which when true the unit will follow the rules specified for movement of an AA gun, even if it is not an AA gun, or is a special kind of AA gun. (veqryn)
  • Fixed issue where battle calc calls with AA units was generating divide by zero. (veqryn)
  • Fixed bug where battles never ended between units with zero attack/defense power. (veqryn)
  • Added new menu option during a game, "Roll Dice...", in the "Game" drop down menu. It allows a player to roll as many dice, with any dice sides, that they want, independant from playing the game. (veqryn)
  • Added new unit attachments, and , allow units to be AA guns for only certain attack types. (veqryn)
  • Added new unit attachments, and , which allow you to independently set the attack values and max dice sides for AA units. Radar Tech changed to add "1" to the attack values.
  • Attack values, including radar, may never go above half of the max dice sides. All attack values (with and without radar) should divide into diceSides without any remainder, otherwise the players will get errors during LowLuck. (veqryn)
  • Fixed a bug where a player with both Mechanized Infantry and Paratroopers technology could no longer do any mechanized infantry movement because the validator was checking for paratroopers first. (veqryn)
  • Created Low Luck for Strategic Bombing and Rockets. New global property, "Low Luck for Bombing and Territory Damage", and new Unit Attachments, bombingMaxDieSides and bombingBonus. Can be used to set different values for strategic bombing and rocket attacks, separate from the rest of the game. (veqryn)
  • Added new unit attachment, , and global property, "Units May Give Bonus Movement", which allow units to give movement to other units. (veqryn)
  • Fixed edit mode to allow changing ownership of sea territories, so long as it is not un-owned. (veqryn)
  • Fixed convoy zone movement validation, and created new global property to manage it: "Naval Units May Not NonCombat Move Into Controlled Sea Zones". Previously was disallowing moves into convoy zones during non-combat, and was marking transported land units as having been in battle. (veqryn)
  • Updates to Pact of Steel 2, so that Japanese make use of isKamikaze and isSuicide. (veqryn)
  • Added new unit attachment, isKamikaze, which will allow an air unit to use up all of its movement to go to a battle, if it wants to. (veqryn)
  • Fix for bug 3052260, Ww2v2 revised subs should now roll dice correctly, instead of dying prematurely in cases where the enemy has a destroyer. (veqryn)
  • Fixed suicide units combat to take into account subs and destroyers. Follows relatively simple rules compared with normal combat. (veqryn)
  • Created new global property, "Defending Suicide and Munition Units Do Not Fire", which when true will stop defending suicide units from acting like suicide units: dying first round, shooting before everyone else.
  • So if true, defending suicide units act like normal units, however they still can not be taken casualty to attacks by other suicide units. (veqryn)
  • Fixed various matches and places in the code to do with non-combat units, so that they will now also include isInfrastructure. (veqryn)
  • Finished work on isSuicide, and also created new game property, "Suicide and Munition Casualties Restricted", which stops casualties from returning fire if true.
  • Please be aware that the the code in MustFightBattle for these two new features needs to be double checked, especially for multiplayer games. (veqryn)
  • Beginning work on unit attachment "isSuicide", which will allow a unit to die at the beginning of combat. (veqryn)
  • Changed "isInfrastructure" to NOT be bombable. Made it so that "canBeDamaged" is now the switch to make something bombable. (veqryn)
  • Changed "isInfrastructure" to be captured when taken. isInfrastructure will now be used in place of the planned 'isNonCombat'. (veqryn)
  • Added new unit attachment, destroyedWhenCapturedBy, which is a list of players who would destroy a unit rather than capture it. New global property to activate it, "Units Can Be Destroyed Instead Of Captured". (veqryn)
  • Added new unit attachment, maxBuiltPerPlayer, which limits the number of a unittype that can be built for each player. (veqryn)
  • Added history entries for many triggers. (veqryn)
  • Updated ui and utilities to allow islands to be selectable if they are inside a sea zone that ends or begins with "Sea Zone". Previously only allowed water territories to end with, not begin with "Sea Zone". (veqryn)
  • Updated giveUnits and takeUnits to not throw Java errors for older maps. Not backwards compatible, just ignore it if true or false. (veqryn)
  • Dice change: now allows max dice sides to be set in the xml, . Defaults to 6 if not present. Can be any number between 1 and 200. This will allow many new types of games to be made. (veqryn and gansito)
  • Bug fix in Trigger Attachments Tech change, was disqualifying techs based on attached player instead of aPlayer. (veqryn)
  • Redid canBeGivenByTerritoryTo unit attachment to be a colon delimited list of players, who are the players this unit can be given to. Also added a missing toString. (veqryn)
  • Completely redid giveUnitControl to be flexible. giveUnitControl and changeUnitOwners are now lists of players to give to, and a new unit attachment, canBeGivenByTerritory, and a new global property, "Give Units By Territory".
  • takeUnitControl is deleted since no longer needed. This will break compatibility with 2 maps, but I have already updated them, so users just have to update their maps after the next version comes out. (veqryn, with some inspiration from rolflarsson)
  • New game property, "Triggered Victory", and new trigger option, "victory" value = victory message. Can be based on any condition. (veqryn)
  • Dynamix AI patch, various small improvements and logic fixes. (wisconsin)
  • New game property, "Low Luck for Technology", which will apply low luck rules to rolling for tech. (veqryn)
  • Dynamix AI logging patch, should make logs easier to read. (wisconsin)
  • Completely re-wrote NoPuDelegate, and re-wrote the Rules Attachment for productionPerXTerritories. Now looks like: , and you can have multiple instances of this. (veqryn)
  • Small bug fix for Support attachments (squiddaddy), and a bug fix for the new placement logic. (veqryn)
  • Dynamix AI patch, adding more features and improving some logic. (wisconsin)
  • New Repair options. New unit attachment: will cause the attached unit to repair units in the list. New game properties: "Battleships repair at beginning of round" and "Two HitPoint Units Require Repair Facilities". (veqryn)
  • Created 2 new autosaves: autosave_round_even and autosave_round_odd, which will autosave at the beginning of each round. Provides only the last 2 rounds in order to keep file spam to a minimum. (veqryn)
  • New Carrier-Fighter interleaver for AI casualty selection. Another patch for Dynamix AI. (wisconsin)
  • Fixed bug where the NoPuPurchase delegate was calling the normal Purchase delegate if the player had PUs left over, Resulting in the player getting multiple purchase screens. (veqryn)
  • New game property, "Unit Placement Restrictions", and new Unit Attachment option, , prevent a unit or units from being placed in any given territory. (veqryn)
  • Beginning work on Unit Placement Restrictions. (veqryn)
  • Moore AI's casualty picking fixed to work with all maps, not just ww2vX maps. (veqryn)
  • Caching of game data to speed up dynamix ai and multiple battle calcing in one turn. And another patch for Dynamix AI. (wisconsin)
  • Added new method for Moore AI to move unused transports back to factories. (wisconsin)
  • Fix for Moore AI moving units towards capitals already conquered, and not letting units leave once they get there. (wisconsin)
  • Fix for Null Pointer error in Moore AI's factory movement. (veqryn)
  • Fix for Null Pointer error in Moore AI's movePlanesHomeNonCom. (veqryn)
  • Fix for Moore AI's horrible purchasing of transportable land units, which often resulted in the purchase of no land units. This also fixes the 'moore ai buying too many sea transports' issue. (veqryn)
  • Added new method for Moore AI to move landlocked units to coastal territories if amphibious (wisconsin), and fixed the purchasing of Transports to purchase land when needed and transports when needed, hopefully without over-purchasing either. (veqryn)
  • Added new option for alliedExclusionTerritories: "controlledNoWater", which will not count water or impassible territories. (veqryn)
  • Major patch for Dynamix AI. Updated battle calc to cache sorted casualty lists. (wisconsin)
  • Created a map skin for Middle Earth based on the alterate relief tiles. (veqryn)
  • Added Middle Earth 12 player map, thanks to original creators: (flanagany & ajmdemen)
  • Balancing changes to Napoleonic Empires, removed a connection, added fortress to majorca, removed tower from catalonia, changed two fortresses in candia into chasseurs. (veqryn)
  • Fixed battle calc to show correct results in battles where artillery and supportables had same attack power. (veqryn)
  • Changed default casualty picker to choose optimal casualties based on artillery and supportability. (veqryn)
  • Added relief tiles to Pact of Steel. (conarymor)
  • Fixed a bug where Undo-ing the placement of a factory, to a territory that already had a factory, under ww2v3 isSBRAffectsUnitProduction rules, caused max damage to be done to the original factory. (veqryn)
  • Completely re-wrote isConstructions to be completely customizable. Factories now count as constructions when being placed, eliminating placement code specifically for factories.
  • New properties for isConstructions: "constructionType" is a string identifying what kind of construction it order to determine stacking, "constructionsPerTerrPerTypePerTurn" and "maxConstructionsPerTypePerTerr" to limit placement.
  • Created a new property called "More Constructions with Factory" as the counterpart to the without factory version. isConstructions can be any unit, factory, aaGun, airfield, infantry, land unit, etc. (veqryn)
  • Some work on completely rewriting isConstructions. (veqryn)
  • Another patch for Dynamix AI. (wisconsin)
  • Major patch for Dynamix AI, including new settings window to customize in-game certain variables the AI uses. (Wisconsin)
  • Fix for serializing and techs java error. (squid daddy)
  • Added Napoleonic Empires, a beautiful map created by Veqryn and Lssah. Updated to use triggers and combat transports. (veqryn & lssah)
  • Fix for support/triggers/rules java error. (squid daddy)
  • New player attachments, "destroysPUs", which when set for a player means that player destroys their PUs rather than let them be captured. (veqryn)
  • New player attachments to deal with multiple capitals, "retainCapitalNumber" and "retainCapitalProduceNumber", which be set to the number of capitals need to lose money and gain/spend it respectively. (veqryn)
  • New player rule, "maxPlacePerTerritory", overrides both factory rules and infinite placement. Also fixed a bug in isCombatTransport that stopped the casualty picker from choosing it. (veqryn)
  • Fixed bunker placement validation to work properly. No longer able to place infinite units by creative clicking orders. Also fixed a bug that allowed infinite placement. (veqryn)
  • Bunker rules allowed by new unit property, isConstruction, and new game properties for it (crystalct), heavily modified and bugs fixed, with updated NWO and POS2. (veqryn)
  • Updating Pact of Steel 2, to take advantage of latest technology list abilities. (veqryn)
  • Patch for technology lists, to allow creation of new technologies and renaming of old ones. Allows adding new technologies by trigger. (squid daddy)
  • Created two new properties for map.properties, "map.showConvoyNames=true" and "map.useNation_convoyFlags=true". If useNation_convoyFlags is true, the flags folder of a game must have "_convoy.png" for each nation with convoys. Convoy names can be moved in name_place.txt (veqryn)
  • Increasing Max Memory to 512mb for linux/mac/windows, and to 192mb for the server. (veqryn)
  • New Property, "Low Luck for AntiAircraft", will turn on Low Luck only for Anti Aircraft shots. (veqryn)
  • Allowed blockade and convoy images to be moved with 2 new txt files: "blockade.txt" and "convoy.txt". Also fixed bug where a convoy zone that was occupied territory displayed the wrong owner, and the bug where a convoy route was displayed as a convoy zone. (veqryn)
  • Added images to be displayed for Blockades. Default image is "blockade.png" in the misc folder of a map. (veqryn)
  • Added new unit property, "isCombatTransport", which allows a transport to fight, be taken casualty, and not allow enemies to move through it, under ww2v3 rules. (veqryn)
  • Added new property, "Multiply PUs", which will multiply all PUs gained or lost during a turn, but not yet multiply costs of units, repairs, or starting PUs. (squid daddy)
  • Added Technology Frontiers, and ability to customize which tech is available to which player. (squid daddy)
  • Changed Pact of Steel 2 to take advantage of new Tech choosing attachments. (veqryn)
  • Added a new About... dialog box to main screen. Shows TripleA, engine version, authors, website, as well as a short how-to-play. (veqryn)
  • Added a new AI, Dynamix AI, a scripted AI that seeks to be properly coded and easy to understand, as well as solving all problems in moore ai. (wisconsin)
  • Added some flags made by Veqryn, and some by Pulicat. Added "airfield" and "harbour" unit images to all nations, thanks to Hepster. (veqryn)
  • Created Pact of Steel 2, a mod of pos that runs on ww2v3 rules but with drastic changes. Designed to show off every single feature TripleA has to offer on customizing maps.
  • Includes detailed notes on each any every property, option, attachment that exists in triplea. Can be used as an example by future map makers on what everything should look like when it works. (veqryn)
  • Added Pact Of Steel map to triplea, thanks to makers: TripleElk and others. Also fixed baseTiles, updated to current engine. (tripleelk, veqryn)
  • Added New World Order map to triplea, thanks to makers: Sieg, ErnieBommel, and others. Also updated to remove special characters from name and files, and updated to take advantage of Triggers. (sieg & erniebommel, veqryn)
  • Deleted unused uncoded game Properties. (veqryn)
  • Made "LHTR Carrier production rules" completely over-ride the other 4 carrier-fighter properties, that way it is finaly a single switch toggle for the rules-set. (veqryn)
  • Small bug in triggers, production changes were always occuring no matter what, missing brackets. (veqryn)
  • Further updates to Trigger Attachments and Support attachments, as well as creating a new property to turn triggers on and off, defaults to false: "Use Triggers". (squid daddy)
  • Bug fix in alliedOwnership and directOwnership NatObj's use of original and enemy, was returning a list of territories that did not exist. (veqryn)
  • Trigger Attachment and Rules Attachment updates. (squid daddy)
  • Added isLandTransport to support moving isInfantry land units using Mechanized Infantry tech, now separated from canBlitz and isMarine. (veqryn)
  • Minor Updates to Big World and Great War, updates for bugs in the xml as well as small balancing changes. (veqryn)
  • Added Purchases to the Trigger Attachment. (squid daddy)
  • Fixed giving technology to be actually random, as previously when the list was smaller than 6, some techs had a higher chance of getting picked than others. (squid daddy)
  • Changing LHTR Heavy Bombers with Low Luck to give strength+1 instead of 2*strength for attacks, maxing out at max_dice. (squid daddy)
  • Triggered Rule Changes patch added. (squid daddy)
  • Lobby Moderator Enhancement patch added. (wisconsin)
  • Moore AI fix to Rank Territories, was considering islands as being closer to enemy capitols than other territories with a land route. Also much improved the defense of transports and trasporting locations. (veqryn)
  • Moore AI improvement: created a new method so that the AI will attempt to defend the beginning and end of its transport chain. (veqryn)
  • Fixed a null pointer errors in Moore AI's rank territories method. (veqryn)
  • Combined isTerritoryEnemyAndNotNuetralWater AND isTerritoryEnemyAndNotNeutral INTO isTerritoryEnemyAndNotUnownedWaterOrImpassibleOrRestricted. (veqryn)
  • New Territory Attachment, blockadeZone, and Unit Attachment, blockade = value, will allow sea units to blockade territories. (squid daddy)
  • national objectives addition of 'uses' and 'atWarPlayers'. Still needs some work on atWar. (squid daddy)
  • directOwnershipTerritories National Objective added, ownership by an ally doesn't count. (astabada/franz)
  • Enhanced Combat Support attachments. (squid daddy)
  • Moore AI purchases tweaking and speeding up. Will no longer consider for purchasing units with zero movement, units with 3 or more attack than defense or defense than attack,
  • and units with zero defense, and sea units with 1 movement, if there are 2 movement sea units available. Also now records when it purchases transports in getDidPurchaseTransports(). (veqryn)
  • Null Pointer Exception fix in StrongAI transporting. (veqryn)
  • Moore AI fixes for previous update. (veqryn)
  • Create new CompositeRouteFinder.java, which will find a route based on 3 territory composite matches. (wisconsin)
  • Moore AI fixed several of the reasons why ai can't seem to transport units intelligently or at all. Also made it buy more transports if it needs them. Added new matches and renamed findCertainShips to findTersWithUnitsMatching. (wisconsin)
  • Moore AI out of bounds exception fixed in SUtils.removeUnit(). (veqryn)
  • Moore AI speed fix, and added combined getNeighbors() to GameMap.java. Moore AI now as additional logging properties, comments, and several methods updated to work much faster. (squidbait)
  • New Unit Option: "isAirBase" allows units to scramble to combat (ComradeKev)
  • New Unit Option: "maxOperationalDamage" sets max damage to be sustained before unit is disabled (ComradeKev)
  • New Unit Option: "maxDamage" sets total max damage for a unit (ComradeKev)
  • New Unit Option: "isInfrastructure" infrastructure units can be bombed (ComradeKev)
  • New Unit Option: "isCombatInfrastructure" units can be bombed or taken as casualties in regular combat (ComradeKev)
  • New Property: "Display Units as Counters" (COUNTERS_DISPLAY), will make stacks out of units up to a certain amount. (Edwin van der Wal)
  • Moore AI SUtils fix, findNearest() and distanceToEnemy() completely re-written to be much faster. (squidbait)
  • Moore AI and Easy AI repair rules fix, will now repair intelligently, and never under repair at all, or over repair by more than a couple pu's. (veqryn)
  • Moore AI fixed a bug in SUtils.distanceToEnemy() so that it will return the minimum distance, rather than the first distance it finds. (squidbait)
  • Moore AI will now move factories if they can move them and there is more than 1 in a territory (veqryn), and some non-combat fixes and logging (squidbait)
  • Moore AI will now bid single units to territories, and bid to all it territories before cycling over to bid to the first one again. Starts with territories touching the enemy. Also fixed a bug in SUtils.distanceToEnemy(). (veqryn)
  • MustFightBattle was removing all movement from all units (including air) that stopped to kill an undefended transport, and should not remove movement of air units. (veqryn)
  • Moore AI and Weak AI fixes, they were not repairing any factories when they had multiple damaged factories. Both will now repair correctly, and limit repairs to half of total PUs, and limit individual factories to a repair of one quarter total PUs. (veqryn)
  • Moore AI fixes, will now return immediately if it has nothing to do for moves and purchasing (wisconsin), and will now repair damaged factories correctly (veqryn).
  • Moore AI major fix, was considering defender's attack values instead of defense values under some circumstances. Formula to remove casualty units was returning the list as is without properly sorting first,
  • and was saying that anything with zero attack value has zero rolls in any battles, even if defending. Removed zero-movement units from combat-movement considerations. Also added a debug logger to moore ai properties. (veqryn)
  • Moore AI major fix, was disqualifying all land units from attacking when those land units did not have artillery, isInfantry, or blitz. Much improved performance on 270BC. (veqryn)
  • Moore AI SUtils getExactNeighbors() fix, was returning incorrect data for any distance greater than 2. (veqryn)
  • Moore AI logic fix, calculations for taking enemy capitol with allied help included owned strength when looking at allied strength, also
  • getExactNeighbors was returning incorrect data by not fully removing previous iterations (getExactNeighbors still returns incorrect data if distance > 2). (squidbait)
  • Easy AI major fix, was considering all water territories on the map in the list of territories to attack with land units. (veqryn)
  • Easy AI will now purchase units for bid, however it will only purchase land units, and only place them in the capitol. (veqryn)
  • Easy AI bug fix, was purchasing zero units when it had to repair a factory and also had at least 1 other factory with no repairs. Also fixed AI not using all of its money when it had enough left to buy one more unit. (veqryn)
  • Fixed Moore AI not puchasing anything when it has placeanywhere rules and no factories, and fixed it placing everything inside a capitol which is impassable (bug 2965154),
  • and fixed a list which was growing indefinitely each round with duplicates, the AI will no longer place in any impassible territory, the AI will not attempt to place factories in territories just conquered,
  • and also made further tweaks to the AI (veqryn).
  • More work on Moore AI's purchasing and placing. Will now sort territories into a list which represents both production ability and closeness to enemy.
  • AI is now discouraged from buying submarines. And AI will now attempt to buy a factory if it has no factories. (veqryn)
  • Added a swap sides button to the battle calculator, corrected a misspelled class, and reduced default calcs from 5000 to 3000 (dav_eagle)
  • Moore AI purchase fixes. AI was buying factories then trying to place them in water. When rich it was purchasing only the cheapest unit (bug 2989178),
  • and even when it was supposed to it was not buying any factories. Tried to purchase all air way too often. Was attempting to place factories it did not have.
  • Was purchasing specialty units like walls, bunkers, and mortars, way too often. Was not buying factories if the enemy had any units within 3 territories of potential factory territory.
  • And lots of small tweaks to purchasing algorithm to allow moore ai to work for more maps other than ww2v3, especially bigger maps. (veqryn)

New in TripleA 1.2.5.5 (Aug 17, 2010)

  • better server side INode validation (sgb)

New in TripleA 1.2.5.3 (Mar 31, 2010)

  • fix bug 2979108 Multiplayer LL AA guns Java Error

New in TripleA 1.2.5.2 (Mar 29, 2010)

  • fix bug 2977842 Black sea zone movement bug (sgb)
  • fixed bug ConcurrentModificationException (sgb)
  • low luck air now works according the to the Veqryn rules (sgb)
  • validate zip file on downlaod (sgb)

New in TripleA 1.0.3.2 Beta (Apr 24, 2009)

  • The following list of bugs were fixed- primarily for AA50 (Comradekev unless otherwise specified).
  • Darkened/moved Italian flag (Seidelin).
  • Tech tokens not removed from client after successful roll (Seidelin).
  • Factories not repaired on Client.
  • Not charged for tech rolls in non-AA50 games.
  • Out of Bounds exception thrown when trying to save games (all games).
  • Fix Null Pointer when selecting 'do not attack' subs.
  • Transports with cargo blocking movement.
  • Can't build new fighters on old carriers.
  • Defending carrier with fighters aboard- fighters don't return fire in 1st combat round.
  • Defending subs should be able to return sneak attack fire.
  • Transports killed after subs submerge.
  • Transports/subs causing Itialian NO to not be met.
  • Repairing multiple factories is buggy.
  • Defending fighters should be allowed 1 move if their CV dies.
  • US/China combined turn.
  • Added New World Order 5 and 9 player games (Sieg).
  • Added relief map and blending support to NWO map (ComradeKev).

New in TripleA 1.0.0.3 (Apr 10, 2009)

  • Allow factories with non 0 movement to move