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Game Maker 8 Enemy Airplanes

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Game Maker 8 Enemy Airplanes

Release Notes See the. - November 25th 2017 Added • Wait indicator while loading default map at startup (#2573) • Wait indicator while parsing maps (#2572) Changed • Parse maps in parallel (#2571, #2572) Fixed • Air units not able to attack after being transported by allied carrier (#2634) • Unexpected hits to multi-hit units in Hard AI games (#2617) • Slow battle calculator in network games (#2617) • Bot crash when joining game (#2610) • History reflection attachment calls (#2607) • Combat client settings (#2599) • Hotmail PBEM (#2598) • Game crash when attacking neutral territories (#2596) See the. - November 5th 2017 Added • Support for dice image “0” (#2561) Changed • Only check non-transported units for requiresUnitToMove (#2560) See the.

- November 1st 2017 Added • Wait indicator during lobby login (#2548) Changed • Reduced default simulation run counts (#2531) Fixed • Slow battle calculator (#2544) • Map blend rendering when zoom 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) Changes for 1.8.0.1 • Adding new sci-fi sound for “future” era.

Directions from the Game Maker's Apprentice book by Jacob Habgood and Mark Overmars. This is your first. Select the up arrow and set Speed to 8. Add an Other, Outside. As the name suggests, damage will start at 0 at the beginning of the game and increase for each collision with enemy planes or bullets. If a plane's.

(pulicat, cernel, veqryn) • Allowing “NONE” as a valid option value in sounds.properties file. (veqryn) • Fixed null pointer exception in Moore AI for water based factories. (veqryn) • Fixed bid delegate so that it will still run even if the player has no resources other than the bid amount.

(veqryn) • Fixed possible null pointer exception in Triggered Victory which is triggered from outside of the end round delegate. (veqryn) • Making TransportTracker a static implementation to clean up the engine a little bit. (veqryn) • Fixing various bugs in Global 1940, ww2v3, v4, v5, and v6. (veqryn) • Created new Player Rule Attachment, “immuneToBlockade”, which will prevent blockade production loss for that player.

Game Maker 8 Enemy Airplanes

(veqryn) • Allowed 1940’s paratroopers tech (ariborne combat) to move to / attack territories that have been blitz or already conquered this turn. (veqryn) • Allowed 1940’s paratroopers tech (airborne combat) to move from allied bases, and to allow travel over water. (veqryn) • Created new step properties for special move delegates, “airborneMove”, which controls if it is an Airborne Combat move phase.

(veqyrn) • Adding some more pre-industrial sounds. (pulicat) • Allowed muting of custom aa gun sounds and custom notification, victory, and defeat sounds. (veqryn) • Created resource image factory for making images and icons of resources. (veqryn) • Fixed user interface to allow purchasing resources. (veqryn) • Fixing engine to allow purchase rules for purchasing resources. (veqryn) • Fixed memory leak in repair rules for repairing factories. (veqryn) • Creating a menu option in the “File” menu called “Post PBEM/PBF Gamesave”, which will for pbem games post/email the savegame to the forum, without having to wait for the end turn phase.

(veqryn) • Changing trigger “notification” to use “players”. (veqryn) • Changing unit attachment property, “repairsUnits”, to allow multiple and to have repair values associated with each unit, thereby allowing units to be repaired by X amount each turn.

(veqryn) • Created new unitPlacement attribute, “unitDamage”, which will let a unit start with bombing factory damage. (veqryn) • Created new unitPlacement attribute, “hitsTaken”, which will let a unit start damaged.

(veqryn) • Deleting game option property, “SBR Affects Unit Production”, and simplifying the engine to only use direct unit damage. (veqryn) • Getting units with different bombing unit damage to not stack. (veqryn) • Allowing selection of casualties for multiple hit units to allow damage points past one. (veqryn) • Getting “hitPoints” to work in the graphical user interface.

(veqryn) • Getting “hitPoints” to work on the back end inside the engine. (veqryn) • Created new unit attachment property, “hitPoints”, which sets the number of hitpoints a unit has, and also deleted property “isTwoHit”.

(veqryn) • Allowing sounds to be played by trigger, by putting “ sounds” after a duplicate of the Notification message key, with the value equal to “notification” or “victory_” or “defeat_” + the sound key found in the sounds.properties file. (veqryn) • Added logfile “dump” command for host bots, that will from the command line print out all status, connection, memory, and thread information to the log. (veqryn) • Created ability for lobby admins to mute and/or boot players in a host bot, remotely. (veqryn) • Created ability for lobby admins to see the player connections in any host game. (veqryn) • Created ability for lobby admins to see chatlog of a host bot remotely. (veqryn) • Adding a new autosave, ‘autosave2’, which will take turns being saved to with ‘autosave’.

(veqyrn) • Changing movement validation to disallow moving from a contested battle territory into an enemy territory. (veqryn) • Fixed bug with a territory owned by one player but having enemy units in it, if the owned reconquers the territory it is no longer marked as newly-conquered. (veqryn) • Fixed bug preventing sounds inside a zipped map from playing if the zipped map file path had any spaces or special characters in it. (veqryn) • Fixed bug preventing phase sounds from playing more than once in a non-pbem game. (veqryn) • Creating an option to select local players and AI’s for PBEM games. AI’s will not post/email the turn summary and savegame at the ends of their turns however. (veqryn) • Fixing bug with host bots where disabling players, quitting, then reloading and disabling even more players, resulted in game crash.

(veqryn) • Disallowing previously disabled players from being re-enabled after a game has started. (veqryn) • Fixed bug with moderator lobby unbanning utility. (veqryn) • Created ability for lobby admins to ban players inside a host bot, remotely. (veqryn) • Created ability for lobby admins to stop game on a host bot remotely. (veqryn) • Created ability for lobby admins to shut down a host bot remotely. (veqryn) • Created new option for host bots, “triplea.lobby.game.supportPassword”, which when set will allow remote actions on the host bot from the lobby admins. (veqryn) • Created new option for host bots, “triplea.lobby.game.reconnection”, which will set the time between lobby reconnection refreshes, with the minimum and default being 6 hours.

(veqryn) • Created new game option property, “Disabled Players Assets Deleted”, which will delete all units and resources from a disabled unused player during game startup. (veqryn) • Allowing clients to disable and enable players for host bots, but not normal hosts. (veqryn) • Forcing random start to not allow disabled players to select territories, and also letting savegames keep disabled state, and disabled players switched to an AI. (veqryn) • Creating new playerlist option for players, “canBeDisabled”, which if set to true will force the game to delete all delegates for that player, thereby allowing more customized multiplayer games. (veqryn) • Forcing hosts and hosting bots to always use Secure Random source when playing online, even when the host is not playing.

(veqryn) • Updating TripleA to require at least Java 6 or greater. (veqryn) • Updating included jar libraries to latest versions. (veqryn) • Updating embedded JRE to Java 7 update 51 for x86. (veqryn) • Updated Substance UI to version 7.2.1, and included approximately 14 new Look and Feel skins. (veqryn) • Created a menu option called “User Notifications” which lets you turn off notifications you would receive from End Turn Reports, Triggered Notifications, Chance rolls that are successful or failed.

(veqryn) • Fixing Comment Log so that it updates in real time. (veqryn) • Changed automated hosting bots so that they show up as having 1 less player (ie: the bot itself doesn’t count), which means zero players if noone else has joined.

(veqryn) • Changed unit resource creation so that positive resources will be created before negative resources. (veqryn) • Fixing bug in destroyedTUV condition for allRounds that prevented it from working at all. (veqryn) • Added an updated engine jar for 1.7.0.5 so that the new engine can play old 1.7.0.x savegames. (veqryn) • Changed game setup screen so that the buttons for “Choose Game”, “Load Saved Game”, and “Game Options”, will no longer be greyed out for Clients who have connected to an automated hosting bot. Those buttons will perform the same as if the client used the “Network” menu instead. (veqryn) • Adding a menu option to change an automated hosting bot’s game options, and creating backend to process this request. (veqryn) • Forcing automated hosting bots have have a “support email address”, so that when a bot has hung or stopped responding, a moderator in the lobby can email the bot’s owner to notify them of the situation.

(veqryn) • Forcing automated hosting bots to have no password, to start with the string “Bot”, and have “automated_host” somewhere in comments. (veqryn) • Adding a column to the lobby called “B” for “Bots”, which will show which hosts are automated hosting bots. They will also show up as italics. (veqryn) • Fixed order of firing in ww2v3 and Global 1940, so that defending subs that are not sneak attacking will fire after all attackers have fired. (veqryn) • Fixing a bug where attacking with a carrier loaded with allied fighters, then retreating, would prevent those fighters from being able to participate in battles for the rest of the game. (veqryn) • Allowed TripleA clip player to access sound files within a zipped map.

(veqryn) • Fixed bug that allowed fighters to be moved greater than their allowed movement if paired with a carrier. (veqryn) • Adding scroll bars to placement window. (veqryn) • Fixed another bug in getMaxUnitsToBePlaced, it will no longer stop the game if it frees up enough capacity to place but not equal to theoretical maximum. (veqryn) • Fixed bug where a strategic bombing unit receiving negative support and/or negative terrain modifier would be unable to bomb is its attack power decreased to zero. (veqryn) • Created new step properties for move delegates, “combinedTurns”, which changes some validation for intermeshed player phases, such as allowing air to live if the ally could place a carrier under them.

(veqyrn) • Created new step properties for purchase and place delegates, “bid”, which controls if it is a bid phase. (veqyrn) • Created new step properties for move and end turn delegates, “repairUnits”, which controls when units get repaired. (veqyrn) • Created new step properties for move and place delegates, “removeAirThatCanNotLand”, which controls when air that can not land gets killed. (veqryn) • Created new step properties for move delegates, “resetUnitState”, which controls when units get their movement and other stats reset. (veqryn) • Created new step properties for move delegates, “giveBonusMovement”, which controls when bonus movement is given. (veqryn) • Created new step properties for move delegates, “fireRockets”, which controls when rockets fire.

(veqryn) • Created new step properties for move delegates, “combatMove” and “nonCombatMove”, which control movement validation. (veqryn) • Prevented AA type units from firing on both start and end of movement, when option “Force AA Attacks For Last Step Of Fly Over” is turned on. (frogg) • Created new game property option “Abandoned Territories May Be Taken Over Immediately”, which allows an abandoned territory to be taken over on the turn it was abandoned, rather than waiting for it to be attacked.

(veqryn) • Created new game property option “Sea Battles May Be Ignored”, which allows attackers to not create a battle in a contested sea zone. (frogg) • Created new game property option “Contested Territories Produce No Income”, which will stop all production in territories that contain enemy units.

(frogg) • Created new game property option “Retreating Units Remain In Place”, which will allow retreats to only the same territory as the battle. (frogg & veqryn) • Allowed AxisAndAllies.org forum poster to maintain “notify me” settings. (Bruce Nielsen) • Changed trigger property “when” so that it can be set multiple times, allowing a trigger to fire multiple times per round. (frogg) • Changed game property option “Battle Rounds” to “Land Battle Rounds”. (veqryn) • Added game property option “Sea Battle Rounds”. (frogg) • Possible fix for host game hang, when host is launching and another player leaves or joins at start of launch. (veqryn) • Possible fix for game hang / game freeze during hosting, client start step should now wait for delegate bridge to finish updating.

(veqryn) • Possible workaround for game hang / game freeze during hosting, if error occurs game should now drop back to waiting screen instead of just hanging or ghosting. (veqryn) • Adding much more logging to HeadlessServerGame in order to try to find cause of the CastClassExceptions in TripleAPlayer.start() and NullPointer/IllegalArgumentExceptions in RemoteName. (veqryn) • Fixed null pointer error in battle calculator when spamming the cancel button. (veqryn) • Rebalancing Great War world war 1 game. (veqryn) • Fixed bug where chanceIncrementOnFailure and chanceDecrementOnSuccess were not allowing any number of zero or less for chance.

(veqryn) • Fixed error where games with a round offset where doubling what round the game started on each time it was saved via the history panel. (veqryn) • Creating a headless chat service, so that server can be created in a headless environment and still chat. (veqryn) • Fixed bug causing fatal errors in client-server games when client owned very last step/delegate of game (only applied to some grid based games). (veqryn) • Adding a log file for the headless server located at /log/headless-game-server--log.txt, to keep track of events. (veqryn) • Adding many more additional commands to headless game server console, including show connections, ban player, save game, and stop game. (veqryn) • Stopped headless game server from being able to load any savegame for a map to which it does not have the required map files for.

(veqryn) • Possible fix another possible hang/freeze point causing a Could Not Block Delegate Execution error. (veqryn) • Fixed headless game server’s connect to lobby so that resetting the connection does not erase info about the game.

(veqryn) • Possible fixes two possible hang/freeze points in Server Game, one caused by a bogus ClassCastException in ClientGame, the other by a bogus NullPointerError/IllegalArgumentError in RemoteName from PlayerDelegateBridge. (veqryn) • Making sure sound system never loads sound clips for headless game server. (veqryn) • Added a console to automated headless game server host, which allows commands such as ‘help’, ‘status’, ‘memory’, ‘threads’, and ‘quit’.

(veqryn) • Created a headless UIContext for use with headless game server, so that it may run on a linux platform that has no configured graphics environment. (veqryn) Changes for 1.7.0.3 • Got headless game to show options to client’s, for changing the game, changing to an autosave, sending a save to the server, and getting the savegame from the host. (veqryn) • Got headless game to restart its lobby connection once per 8 hours.

(veqryn) • Got headless game server to be able to connect to lobby, and host games repeatedly without requiring any UI or swing event thread. Also got to immediately reload autosave when a player quits. (veqryn) • Got headless game server to be able to pick games, and have a mini-ui for hosting and for during the game. (veqryn) • Got headless game server to be able to host minimap, with the game screen headless.

(veqryn) • First pass at setting up framework for a headless game server. (veqryn) • Preventing AA units with maxRoundsAA from getting removed early from battle. (veqryn) • Fixed bug causing Random Territory Start delegate to fail in online games due to requesting dice too quickly. (veqryn) • Updating Great War ww1 map and xml, to improve options and balance. (veqryn) • Updating packaged JRE to Java 7 update 21 for x86.

(veqryn) • Made fuelCost no longer charge for allied air dependants, paratroopers, and owned air on owned fighters not making an attack. (veqryn) • Created new game option property, “Use Fuel Cost”, which will control if we charge for fuel in our movement. (veqryn) • Added an option to turn off the end of turn report, into the game menu bar. (veqryn) • Changed engine preference for max memory into a “system.ini” file, that way a user can delete or reinstall TripleA if they screw up.

(veqryn) • Created new engine preference option to set the maximum memory used for triplea, for joining, hosting, and also an option to have triplea always restart with higher memory maximum. (veqryn) • Created new option in engine preferences to show engine log console, and also had the console show current memory usage.

(veqryn) • Reducing maximum memory to 896mb, down from 1024mb, in order to stop these errors from happening, and not allowing engine to add 20% to this when joining online games or hosting. (veqryn) • Figuring out some user’s Java jvm’s and/or the JRE included with triplea, only allow up to xmx 1024mb of memory maximum, and that the program completely fails when going over this limit, often causing the user to be unable to join or host games online. (veqryn & diaz) • Fixing some lock not held errors. (veqryn) • Fixed bug causing triggered notifications to not use local images when shown on a client computer.

(veqryn) • Not allowing scrambling question when only and SBR raid is in a territory and scramble to SBR is turned off. (veqryn) • Fixed bug causing Territory Effects to not be applied at all, ever. Also fixed possible issue with ‘choose best roll’ in low luck.

(veqryn) • Fixed bug causing national objectives which rewarded players on a per-territory basis using the “each” modifier to not work. (veqryn) • Fixed bug causing paratrooping land units who’s air transports were hit by AA fire to not be removed from the battle. (veqryn) • Fixed possible null pointer in color chooser for color property, which occurred when chosing the color for map text.

(veqryn) Changes for 1.7.0.1 • New attachment properties for Triggers, Politics, and User Actions: “chanceIncrementOnFailure” and “chanceDecrementOnSuccess” which will modify the “chance” value. (veqryn) • Fixing fuelCost to not be charged for units in transports. (veqryn) • Major changes to both the map and the placements and the rules for “Great War” world war one game. (veqryn) • Implemented all sounds through IDelegateBridge.getSoundChannelBroadcaster().playSoundForAll() or through DefaultSoundChannel.playSoundOnLocalMachine() for a few local sounds like slapping in chat.

(veqryn) • Created new channel broadcaster for use with playing sounds on both server machine and client machines. (veqryn) • Created user interface element for RandomStartDelegate, so that players can pick which territory they want and what units they want in it. (veqryn) • Gave all AIs methods to pick territories, and they will attempt to focus on a single area of the board.

(veqryn) • Created new game option property, “Territories Are Assigned Randomly”, which determines if territories are randomly assigned or picked by players during RandomStartDelegate. (veqryn) • Created new delegate, “RandomStartDelegate”, which will allow for randomly assigned territories or territories chosen in turn order. (veqryn) • 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. (veqryn) • Fixed null pointer error in signalGameOver when called by a trigger for a game that has never reached the end round step. (veqryn) • 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.

(veqryn) • Created new delegate, “UserActionDelegate”, which will allow nations to take any kind of condition/trigger based action. (veqryn) • Created new text file, “actionstext.properties”, which contains action text for the user interface for taking user actions, similar to politicstext.properties.

(veqryn) • Added new property, “activateTrigger”, to UserActionAttachment, which will fire a trigger when the nation takes this action. (veqryn) • Added properties for conditions, conditionType, invert, chance, costPU, text, actionAccept, and attemptsPerTurn to the User Action Attachment. (veqryn) • Created new attachment, “UserActionAttachment”, which holds actions that can be taken by a player, based on an abstraction of the political action attachment. (veqryn) • 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. (veqryn) • 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. (veqryn) • Abstracted methods to find the power and rolls of units into a single method.

(veqryn) • Fixed issue with Marine amphibious attackers showing a bonus on the battle screen even when attacking via land. (veqryn) • Fixed null pointer error in Strong AI (Moore AI). (veqryn) • Getting the UnitSupportAttachment faction option to handle both allied and enemy, thereby allowing giving positive or negative support to enemy units. (veqryn) • Getting the UnitSupportAttachment dice option to handle both strength and roll, thereby allowing giving extra rolls to units. (veqryn) • Changing defending submarines to fire after all attacking units under classic rules, where property Defending Subs Sneak Attack is false. (veqryn) • 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.

(veqryn) • 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. (veqryn) • 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. (veqryn) • Adding a visual log to AutoPlacementFinder and TileImageBreaker, and getting the AutoPlacementFinder to cut out at a max of about 50 placements per territory. (veqryn) • Changed unit attachment “isMarine” to allow for integers instead of boolean. (veqryn) • Updated default casualty selection to take territory effects into consideration. (veqryn) • Updating web poster to keep track of many entered websites, and save them all to the local cache but not to the savegame. (veqryn) • Created new unit attachment property, “canAirBattle”, which determines if a unit participates in a normal battle’s air battle.

(veqryn) • 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. (veqryn) • 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. (veqryn) • Allowed AA Gun type units to fire back in same round if killed by other AA Gun type units. (veqryn) • Added new steps to must fight battle so that offensive aa guns will work correctly. (veqryn) • Created new unit attachment properties, “offensiveAttackAA” and “offensiveAttackAAmaxDieSides”, which will be used by offensive aa guns. (veqryn) • 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. (veqryn) • 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. (veqryn) • 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. (veqryn) • Set up battle delegate and tracker to allow air battles to be created for normal battles.

(veqryn) • Created new game option property, “Battles May Be Preceeded By Air Battles”, which will allow normal battles to have air battles first. (veqryn) • Created new game option properties, “Air Battle Attackers Can Retreat” and “Air Battle Defenders Can Retreat”, which allow retreating from air battles. (veqryn) • Created new game option property, “Air Battle Rounds”, which will allow setting the number of rounds of combat for air battles. (veqryn) • Abstracted StrategicBombingRaidPreBattle to become AirBattle, no longer extending StrategicBombingRaid. (veqryn) • Fixed bug that caused a rare skipping of a battle involving transports and air vs undefended transports.

(veqryn) • 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. (veqryn) • Expanded Unit tool tips to include unit support attachments, and also to detail more info for other abilities.

(veqryn) • Increasing maximum memory to 1gb (1024mb), up from 768mb. (veqryn) • 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. (veqryn) • Allowed “men” in International Draughts to capture backwards, which appears as a game option in Checkers. (veqryn) • 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. (veqryn) • 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. (veqryn) • 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. (veqryn) • 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. (veqryn) • Adding text labels to the Battle Calculator for the number of hitpoints and the total attack or defense power of each side. (veqryn) • 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. (veqryn) • Allowed Edit Mode to remove units owned by different players.

(veqryn) • 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. (veqryn) • Added more info to Battle Calc including total TUV swing, and allowing retreat after losing all air units or having only x units left. (veqryn) • 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. (veqryn) • Fixed bug where you could move a destroyer after it had killed a sub, during noncombat move. (veqryn) • Updating text xml’s and adding TWW xml for new tests. (veqryn) • Fixing bug in air movement validation for complex movement cases.

(veqryn) • Fixing several memory leaks related to game notes staying in memory multiple times. (veqryn) • Creating Edit Mode for Grid Based games like chess, checkers, and go.

(veqryn) • 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. (veqryn) • Adding ability to specify when the attacker should retreat after how many rounds, to the battle calculator. (veqryn) • 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. (veqryn) • Added new Edit option to change political relationships between players. (veqryn) • 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. (veqryn) • Fixed serious bug with process runner util that prevented a new classpath from being used, most notably preventing the ‘old jars’ from getting run.

(veqryn) • 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. (veqryn) • 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. (veqryn) • Creating simple message dialog report for end of turn collection of PUs and national objectives and any blockade action. (veqryn) • 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. (veqryn) • Possibly fixing bug where the game host process does not end, even though all windows close. (veqryn) • Allowing all Grid Games to use the play by email and forum posters.

(veqryn) • 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. (veqryn) • Creating victory conditions for Go, and creating a UI for players to negotiate which groups of stones are alive or dead. (veqryn) • Creating all game logic for Go.

(veqryn) • Creating UI for Go. (veqryn) • Allowing Grid Games to change their width and height mid-game, like through game options. (veqryn) • Creating initial framework and loader for Go. (veqryn) • Creating simple AI for Checkers, and adding rules to enforce the forcing of jump capture moves when available. (veqryn) • Creating UI for Checkers. (veqryn) • Adding all game logic for Checkers.

(veqryn) • Adding sound for joining a game chat room. (cpp-ose & jeparedes) • Creating framework and loader for Checkers. (veqryn) • Adding Chess to available games that come with TripleA, and cleaning up source and UI, and fixing various bugs in the grid games framework.

(veqryn) • Getting Grid Games to use the History Panel, and adding the history panel and other options to their menu bar. (veqryn) • Getting GridMapPanel to scroll by having it extend ImageScrollerLargeView, and fixing up all grid based games to use this.

(veqryn) • Getting Grid Games to allow having a chat panel in multiplayer and networked games. (veqryn) • Abstracting both Sliding Tiles (N-Puzzle) game and Tic Tac Toe game into Grid Game. (veqryn) • Created a min-max/alpha-beta type of AI, which takes a long time to think but actually makes OK moves. (veqryn) • Created a very very simple AI for Chess, based on random moves plus capturing pieces when available.

(veqryn) • Finished checking for Check and Check Mate in Chess. (veqryn) • Finishing movement validation for Chess. (veqryn) • Adding a visual cue for which moves are legal for Chess and other Grid games.

(veqryn) • Added movement validation logic for Chess. (veqryn) • 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.

(veqryn) • Major abstraction of both King’s Table and Chess into a single framework for Grid based games. (veqryn) • Completing most of UI aspect of Chess game. (veqryn) • Creating framework for a Chess game. (veqryn) • Created a notification to the user when they start a version of TripleA for the first time, showing the new features of this version. (veqryn) • 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.

(veqryn) • 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. (veqryn) • Added the default map downloader xml web link to the download maps feature, if the user does not already have any. (veqryn) • 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. (veqryn) • Fixed bug where units being transported or otherwise dependent were being counted towards unit presence and unit exclusion objectives. (veqryn) • Changing territory attachment “occupiedTerrOf” into “originalOwner”. (veqryn) • Deleting game option property “Occupied Territories” since it does not do anything anymore.

(veqryn) • 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. (veqryn) • 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]. (veqryn) • Abstracted delegates so that the server can now determine if it needs to wait on the user for input for a delegate or not.

(veqryn) • 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. (veqryn) Changes for 1.6.1.4 • 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. Hyper Electronics Mappers Keygen Download. (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) Changes for 1.6.1.2 • Fixed bug in Paratroopers code, causing paratrooper attacks in coast territories on maps with scrambling to never actually take the territory. (veqryn) • Creating a simple Ping method inside of the Chat Controller, that will ping all computers once every minute, hopefully improving everyone’s connections.

(Sean Bridges & veqryn) • 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. (frigoref) • Changed EndTurnDelegate so that Units Changing Ownership, and Hitpoint Repair, will still happen even if you have lost your capital. (veqryn) • Getting MooreAI to submerge subs if only enemy air is left. (hakon) • Fixing “Edit Unit Bombing Damage” for maps that use territory based damage, such as ww2v3. (veqryn) • Allowing new option for the Play By Email / Play By Forum poster, to “Include Overall Dice Statistics” in the post/email.

(veqryn) • Improving the menu “GAME ->SHOW DICE STATS” to give information per player, as well as totals. (veqryn) • Getting engine to record if the dice thrown is in Combat or not, for the dice statistics. (veqryn) • Getting engine to record which player is rolling dice for the dice statistics. (veqryn) • Adding scroll bars to edit place unit panel and non-tabbed purchase unit panel. (veqryn) • Fixing non-serialization error when attempting to save the game after a successful aa gun roll, but before selecting casualties. (veqryn) • Improved bombing result display to show ignored dice if there are any, and improving history panel to show the rolls for each target unit. (veqryn) • 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.

(veqryn) • 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]. (veqryn) • Creating framework for TripleA to use proxies to connect to the internet. Allowing map downloading, PBEM/PBF, and dice servers to use a proxy.

(veqryn) • 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. (veqryn) • Changing lobby moderator ban/mute options to make more sense, by only giving 3 options: name only, everything, or cancel. (veqryn) • Adding a backup lobby properties location on the tripleawarclub, in addition to the one on sourceforge. (veqryn) • Fixed null pointer error in MovePanel.selectEndPoint when clicking to move a unit to a territory with no connections. (veqryn) Changes for 1.6.1.1 • Fixing in loading old engine jars caused by odd pathnames. (veqryn) • Made AA Guns appear in battle, then disappear after firing if they could not participate any further. (veqryn) • Fixed bug causing stacked aa guns to all fire with the attack power of the most powerful aa gun in the group.

(veqryn) • Fixed some math bugs in low luck picking of aa casualties for maps with non-standard aa guns. (veqryn) • Made massive updates to 1.5.2.1 and 1.6 so that they can work as ‘old’ jars and be run from 1.6.1.1 or future versions.

(veqryn) • Disallowing starting of games if game data is null. (veqryn) • Allowing hosts to load an old savegame, causing old engine to join lobby and host directly, if they have the jar to run it. (veqryn) • Allowing members in online lobby to join games hosted by older versions of triplea, if they have the jar to run it. (veqryn) • Adding game version (GV), and engine version (EV), columns to lobby. (veqryn) • Fixing many bugs in the handling of command line arguments. (veqryn) • Adding Passworded (PW) column to lobby. (veqryn) • Making game notes non-modal (doesn’t stop all action til closed) and making it always on top so that you can read it while you play.

(veqryn) • Fixing movement validation to allow submarines that are transports to carry land units through other ships. (veqryn) • Forcing default map selection when TripleA starts to avoid the last file path uri used if it is not within the user’s triplea folder or the program’s folder. (veqryn) • Fixing bug with connections being lost during end of Air Battles, resulting in a game that can not continue. (veqryn) • Made xml exporter also add original territory owner as occupiedTerrOf until such a time as we can just use originalOwner. (veqryn) • Fixed bug causing land units carried by air units (paratroopers tech) to blitz unoccupied enemy territories on route if going behind enemy lines.

(veqryn) • Fixing bug preventing renamed hardcoded techs from working properly. (veqryn) • Fixing some errors with Sliding Tiles game, Tic Tac Toe, and Kings Table.

(veqryn) • Cleanup and abstraction of some AI classes and constructors and superclasses. (veqryn) • Fixed string index out of bounds error with notifications, and also forced them to shorten for the history event record, to 150 characters if needed by removing all html code then truncating the string. (veqryn) • Fixed issue with moving of old fighters to a new carrier by making sure it only used the producer territory.

(veqryn) • Updating build to include old jars. Updating framework to ignore micro version numbers, so that 1.5.2.1 will also load 1.5.2.0 savegames, etc.

(veqryn) • Created dialog to ask user if they want to load an old savegame. Fixed framework so that it can load any old savegame if it can find an old engine to match.

And added 1.6.0.0 jar engine. (veqryn) • Including old 1.5.2.1 jar file with slight modifications, so that 1.6.1.1 can play 1.5.2.1 savegames by simply running them with 1.5.2.1, but as a separate application.

(veqryn) • Creating framework for loading older savegames using older included jar files. (veqryn) • Fixing some errors with command line options, and abstracting some game running utilities. (veqryn) • Fixing display error in old paratroopers tech that caused the land unit to appear to die with the air unit even after it has landed and survived any aa fire. (veqryn) • Making sure technology still has an effect even if it is not in a player’s tech frontier. (veqryn) • Make sure the game chooser menu is cleared from memory after closed. (veqryn) • Created method to maintain savegame compatibility between 1.6.1 and 1.6.1.1 with regards to techs. (veqryn) • Removing static instances of all hardcoded Technologies.

Everything now done with locally created instances per game data. (veqryn) • Changed choose how “best dice roll” / “LHTR heavy bombers” works with Low Luck on, so that it will add a bonus equal to the number of dice sides divided by 6. (veqryn) • Fixing scrambling again, so that even an amphibious assault on an undefended (blitzable) land territory, from an undefended sea zone, will still trigger scrambling. (veqryn) • Removed game stopping message about unlimited purchases, whenever a unit or item cost so little that you can buy more than 10000 of it. (veqryn) • Fixed errors in build.xml for java included version and mac version.

(veqryn) • Fixed null pointer error in Dynamix AI. (veqryn) • Fixed bug in freePlacementCapacity when placing land units in a territory that previously placed sea units in a sea zone bordering more than one land producer. (veqryn) • Increasing max memory from 512mb to 640mb, and up to 768mb for online games. (veqryn) Changes for 1.6.1 • 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. • 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) Changes for 1.6 • Fixing Global 1940 bugs, and getting it to use Technology completely. (veqryn) • Allowed downloading of multiple maps/games in one go, by holding down CTRL while selecting maps in the “Download Games” dialog screen, and out of date maps will show up in bold, and maps up-to-date will show in italics. (ddurham) • Created new rules attachment option, “switch”, which allows either “true” or “false”, thereby giving all conditions a memory function. (veqryn) • Fixed bug where dependents of an air transport were not dying when the air transport was hit by AA fire, in the case where the air transports could fly deep into enemy territory and flew over an AA gun. (veqryn) • Fixed parsing error in player attachment options: placementLimit, movementLimit, attackingLimit.

(veqryn) • Fixed fatal error in HistoryLog, caused by clearing an array that potentially gets accessed later at a specific index number, from doing an edit during a movement phase then doing an undo later. (veqryn) • Created new game option, “Subs Can End NonCombat Move With Enemies”, which allows submarines to end their noncombat movement in a sea zone containing any enemy units. (veqryn) • Added information on which units are doing the bomber to the question about what should each bomber bomb. (veqryn) • Fixed error from trying to undo a battle move created using another player’s units, using edit mode.

(veqryn) • Fixed null pointer exception when not selecting the target for a bomber after an air battle is finished. (veqryn) • Allowed interceptors and escorts to benefit from attackRolls and defenseRolls and their bonuses. (veqryn) • Created new delegate, NoAirCheckPlaceDelegate, which does everything the normal “PlaceDelegate” does, but does not kill any aircraft at the end of the phase. (veqryn) • Fixed issue with not being able to blitz through units owned by a power to which you were neutral with. (veqryn) • Allowed loading of transports in Sea Zones where all enemies just became hostile this turn due to politics. (veqryn) • Fixed issue with loading transports in the same sea zone where a transport was previously unload in a previous phase.

(veqryn) • Fixed issue with having multiple support attachment affecting the same group of units. The order of preference is now: highest bonus support first, then lowest number of supported types to highest number of types. (veqryn) • Created new techAbilityAttachment option, “bombingBonus”, which will add additional damage after all dice are rolled, per unit. (veqryn) • Created new techAbilityAttachment option, “defenseRollsBonus”, which adds additional defense rolls. (veqryn) • Created new techAbilityAttachment option, “attackRollsBonus”, which adds additional attack rolls. (veqryn) • Created new UnitAttachment option, “chooseBestRoll”, which controls whether we select the best dice or use all the dice rolled, when there is more than one die rolled.

(veqryn) • Created new UnitAttachment option, “defenseRolls”, which controls the number of defense rolls a unit has, so long as their defense is greater than zero. (veqryn) • Created new UnitAttachment option, “attackRolls”, which controls the number of attack rolls a unit has, so long as their attack is greater than zero. (veqryn) • Abstracted Heavy Bombers technology. (veqryn) • Changed History Writer setRenderData to be part of a new event, instead of being a separate method.

Also fixed some display issues with event and child messages. (veqryn) • Created new techAbilityAttachment, “airborneTargettedByAA”, which is set by the attacker, controlling which airborne units are subject to AA gun fire and by what AA gun types. (veqryn) • Fixing error message for when a game xml is not correctly formed. Also preventing errors from being thrown until we check the version number. (veqryn) • Deleted “GivesPUsDelegate”. (veqryn) • Finished airborne movement delegate, and technology. (veqryn) • Created new techAbilityAttachment, “airborneBases”, which turns on the new airborne tech.

(veqryn) • Created new techAbilityAttachment, “airborneDistance”, which turns on the new airborne tech. (veqryn) • Created new techAbilityAttachment, “airborneTypes”, which turns on the new airborne tech.

(veqryn) • Created new techAbilityAttachment, “airborneCapacity”, which turns on the new airborne tech. (veqryn) • Created new techAbilityAttachment, “airborneForces”, which turns on the new airborne tech.

(veqryn) • Created new game option, “Airborne Attacks Only In Enemy Territories”, to help control different behavior for airborne tech. (veqryn) • Created new game option, “Airborne Attacks Only In Existing Battles”, to help control different behavior for airborne tech. (veqryn) • Created Validation for Airborne movement.

(veqryn) • Created AbstractMoveDelegate and abstracted MoveDelegate into it. Created SpecialMoveDelegate to extend it, for use with new Paratroopers/Airborne tech. (veqryn) • Fixed error preventing AI Flat Income Bonus from happening unless the Percentage Bonus was also set. (veqryn) • Fixed repair panel to correctly set the max for each unit. (veqryn) • Fixed error with displaying discounts for repairing. Also fixed that you may not be able to repair with all your money if you had a discount.

(veqryn) • Fixed null pointer error from having Edit Mode on while AA guns fire. (veqryn) • Started coding for new paratrooper tech, to be called Airborne Forces. (veqryn) • Fixed blockade zones so that they never do more damage than the combined total of their neighboring territories, even if there are multiple sea zones blockading a single or set of territories. (veqryn) • Allowed createsResourcesList to have negative values as well as positive values. (veqryn) • Created new Unit Attachment option, “bombingTargets”, which allows the unit to only target specific other units for rockets and strategic bombing.

(veqryn) • Disallowed Bombardment from any sea zone that had a kamikaze suicide attack. (veqryn) • Fixed failing unit tests. (veqryn) • Expanded Tech delegate UI element to use helpPayTechCost. (veqryn) • Created new PlayerAttachment option, “helpPayTechCost”, which will allow other players to help pay the cost of technology. (veqryn) • Created new PlayerAttachment option, “shareTechnology”, which will automatically give all technology to other players during tech activation phase.

(veqryn) • Changed priority of AA casualty choosing system to: chooseAACasualties ->isRollAAIndividually ->isRandomAACasualties. This means that “choose aa” overrides all, while “roll aa individually” will only override “random aa”. (veqryn) • Allowed “unitAbilitiesGained” to give “canBlitz” and “canBombard”.

(veqryn) • Created new techAbilityAttachment, “unitAbilitiesGained”, which allows units to gain abilities when technology is discovered. (veqryn) • Created new techAbilityAttachment, “rocketNumberPerTerritory”, which controls the maximum number of dice to be rolled per territory. (veqryn) • Created new techAbilityAttachment, “rocketDistance”, which controls the maximum distance rockets can travel.

(veqryn) • Created new techAbilityAttachment, “rocketDiceNumber”, which controls the number of dice each rocket rolls. (veqryn) • Created new RelationshipTypeAttachment option, “rocketsCanFlyOver”, which allows rockets to fly over by default.

(veqryn) • Created new techAbilityAttachment, “warBondDiceNumber”, which controls how many dice get rolled for war bonds. (veqryn) • Created new techAbilityAttachment, “warBondDiceSides”, which controls how large the dice are which are rolled to determine the war bonds bonus. (veqryn) • Created new techAbilityAttachment, “repairDiscount”, which controls the discount to repairing given by any technology.

(veqryn) • Created new techAbilityAttachment, “minimumTerritoryValueForProductionBonus”, which controls the minimum value of a territory that a factory units must be in to receive the production bonus. (veqryn) • Created new techAbilityAttachment, “productionBonus”, which controls the bonus given to production by any technology.

(veqryn) • Created new techAbilityAttachment, “airDefenseBonus”, which controls the bonus given to interceptors defense by any technology. (veqryn) • Created new techAbilityAttachment, “airAttackBonus”, which controls the bonus given to escorts attack by any technology. (veqryn) • Created new techAbilityAttachment, “radarBonus”, which controls the bonus to radar AA attack given by any technology. (veqryn) • Created new techAbilityAttachment, “defenseBonus”, which controls the defense bonus given by any technology. (veqryn) • Created new techAbilityAttachment, “attackBonus”, which controls the attack bonus given by any technology.

(veqryn) • Fixed error with “Should not be adding battle record for player ”, which was caused by creating a battle using edit mode for a player who’s turn has passed already. (veqryn) • Fixed error with Low Luck AA guns when the dice side is different than 6. Was trying to roll zero random dice. (veqryn) • Fixed issue with not being able to move through submarines during noncombat if they were on top of convoy zones. (veqryn) • Created new game option, “Convoy Blockades Roll Dice For Cost”, which will now allow dice to be thrown for all blockade damage. (veqryn) • Allowed multiple airbases in a single territory to stack for their max scrambling number total.

(veqryn) • Allowed defenseless attackers to be able to retreat if they can, instead of being forced to die. (veqryn) • Possible fix for “Record Battle Statistics” occuring multiple times. (veqryn) • Allowed all defending or attacking units to die, when there are none left who are capable of throwing dice.

(veqryn) • Fixed issue with maxScrambleCount not keeping track of scrambles for different sea zones by the same land territory. (veqryn) • Semi-Fixed issue with not being able to retreat from a scrambled air defense. You can now retreat anywhere that does not have enemies. User should know where they came from and make legal move. (veqryn) • Fixed issue with unloaded ground units not dying or being removed, even if their transports die from a scrambled air defense.

(veqryn) • Disallowed any unloading of ground units to a friendly territory, during combat move, if we have scrambling or kamikazes turned on. (veqryn) • Fixed issue with “Scramble To Any Amphibious Assault” not working at all. (veqryn) • Created new game option, “Use Bombing Max Dice Sides And Bonus”, which will control the unit attachment options: “bombingMaxDieSides” and “bombingBonus”. (veqryn) • Stopped “Low Luck for Bombing and Territory Damage” from controlling “bombingMaxDieSides” and “bombingBonus”, and made it create a Low Luck situation on top of whatever dice sides and bonus the map uses. (veqryn) • Fixing comparison method in weak ai.

(veqryn) • Allowed users to download maps even if they come with triplea. (veqryn) • Fixed Null pointer errors in Turn Summary Poster, and also fixed up Politics to display better in the turn summary with indents. Also stopped the poster from showing certain things like: game loaded, recording battle statistics, and giving bonus movement. (veqryn) • Fixed a ton of lock not held errors that had resulted from new technology code. (veqryn) • Fixed Economy panel so that it would change when you click back through history. (tao nie) • Created new techAbilityAttachment, “movementBonus”, which controls the bonus to movement that is received from any technology.

Also created default attachment for Long Range Air, which will now be set to give +2 movement to all air units, that are air units at the start of the game. (veqryn) • Created framework for interpreting TechAbilityAttachment’s, and also setting of default attachments for hardcoded technologies. (veqryn) • Created new type of attachment, TechAbilityAttachment, which will control how all technologies work. (veqryn) • Refactored TechAdvance and GenericTechAdvance to extend NamedAttachable, that way they can eventually have attachments. (veqryn) • Fixed bug where a NonFighting battle was attempting to add the result as a child in the history panel, without creating the event first.

(veqryn) • Fixed bug preventing Moore AI from placing Transport type sea units whenever it did not buy non-transport sea units. (veqryn) • Clearing all cached data for AIs once a game has been left.

(veqryn) • Clearing cached data for Dynamix AI once a game has been left. (frigoref) • Fixed issue with battles showing who won twice in the history panel. (veqryn) • Moved BattleRecord to its own class, and having BattleRecord, BattleRecords, and BattleResults all extend GameDataComponent. (veqryn) • Possibly fixed the problems with Edit Mode, by fixing a previous refactoring that switched two variables up.

(veqryn) • Possibly fixed the problems with Edit Mode, by abstracting BasePersistentDelegate and separating EditDelegate from BaseDelegate. (veqryn) • Generating Serial IDs for all classes that may need them. (veqryn) Changes for 1.5.2.1 • Updated 1940 test xml to allow Axis powers to declare war on Americans separately, and for Americans to declare war on each Axis power separately. (veqryn) • Fixed null pointer error in Dynamix AI’s determining of where to put a factory. (veqryn) • Having the default loaded game be loaded separately from the game chooser list, and putting the loading of the list into a separate thread. (veqryn & frigoref) • Removing game chooser list from memory when we start a game, or join a game, or join the lobby. (veqryn & frigoref) • Removed restriction of not being able to land in land territories with pending battles (there is still a restriction of course on who owns the territory, and whether it was conquered this turn or not).

(veqryn) • Fixing possible error with using overriden placement delegates that were not triplea placement delegates, like using twoIfBySea place delegates. (frigoref) • Fixing bug where a territory that was taken without a fight, could still trigger a scrambling, with the wrong player selecting who scrambles.

(veqryn) • Allowing air to end their movement over sea zones containing enemy units, if you own or will place a carrier there. (veqryn) • Disallowing new usernames for lobby if they match case insensitive an existing user, instead of checking only case sensitive.

(veqryn) • Speeding up lobby login process. (frigoref & veqryn) • More fixes for sea placement and requiresUnits placement. (veqryn) • Prevented units with “requiresUnits” from being placed by territories not containing the required units, and also prevented them from being moved around by the “free-up-space” methods. (veqryn) • Fixed many small rare bugs in AbstractPlaceDelegate. (veqryn) • Changing look of main screen, and adding tool tips for all buttons. (veqryn) • Fixed possible Null Pointer error for maps with a production frontier of null rules. (veqryn) • Fixed possible IllegalStateException in Air Battles.

(veqryn) • Allowed “Edit Moving” of units not owned by you, to create a battle by the unit’s owner. (veqryn) • Fixed ‘uses’ for ‘when’ based triggers to be used up right after they are used, while triggers without when set get ‘used up’ at the end of each round that they are used in. (veqryn) • Fixed Air Battle to only allow aircraft capable of intercepting into the battle, instead of also allowing infrastructure too. (veqryn) Changes for 1.5.2 • Fixed infinite loop in getAllProducers for a sea placement. (veqryn) • Removing BattleResults from BattleRecord until we figure out the problem (probably non Serializable) with it always causing the BattleRecordsList to be null.

(veqryn) • Moved all AI related code to new package. (veqryn) • 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. (veqryn) • Created new type of battle, FinishedBattle (scripted), to handle blitzed and conquered territories. (veqryn) • Created new Rules Attachment and Condition Attachment option, “battle”, which can be used to test for the presence of battles. (veqryn) • Major abstraction and cleanup of all battle related classes.

(veqryn) • Fixing bad comparisons, and fixing missing hashCode methods. (veqryn) • Forced user preferences for individual sound muting choices to be saved by each local vm.

(veqryn) • 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. (veqryn) • Finalizing Alpha rules for test xml. (veqryn) • Improving in-game Help ->Movement/Selecting Help menu tips. (veqryn) • Holding down ALT key while selecting or deselecting units will now add/remove 10 units at a time. (veqryn) • 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. (veqryn) • Maintaining compatibility with Java 5.

(veqryn) • Abstraction of Launcher code to an abstract class. (frigoref) • Fixed bug where sea placement could be done in territories captured this turn. (veqryn) • Fixed bug with bid placement of sea units, which was previously not allowing them to be placed anywhere at all.

(veqryn) • 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.

(veqryn) • 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. (veqryn) • Preventing Dyanmix AI from purchasing any infrastructure or maxBuiltPerPlayer units.

(veqryn) • Reduced calls to find map resource paths to a single time, when the map is first loaded. Should speed things up a little. (veqryn) • 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. (veqryn) • Fixed failing unit tests. (veqryn) • 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. • 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. (veqryn) • Fixed bug where if the defender only has subs left, and submerges them, the attacker can still retreat, but should not be able to. (veqryn) • 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.

(veqryn) • Fixed bug in new Sea Placement code that incorrectly validated how many could be placed, and incorrectly switched placements to the wrong territory. (veqryn) • Fixing “Not in an event, but trying to add child” error for placing a carrier and moving fighters to be on it. (veqryn) • Fixing email/forum turn summary poster to use and tags, instead of. (veqryn) • Fixed null pointer error in BattleRecordsList getTUVdamageCausedByPlayer. (veqryn) Changes for 1.5.1 • 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. Roland Ax Synth Patch Editor For Dsi. 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, 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) Changes for 1.5 • 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 attach 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.

• 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 Nap.

Game Maker Tutorial 4 - How to spawn enemy from top at random - Game Maker 8 Tutorials - In this video I will be showing how to add actions and events to our enemy object and make it move from top to bottom. And when it is no longer in the room, our enemy will spawn from the top at random points.

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