UbuntuUpdates.org

Package "triplea"

This package belongs to a PPA: GetDeb Games

Name: triplea

Description:

Turn based strategy game
TripleA is a turn based strategy game. TripleA comes with multiple
games and over 100 more games can be downloaded from the user
community. Supports single player vs AI, hot-seat, Play by Email,
and a hosted online lobby.

Latest version: 1.8.0.9-1~getdeb1
Release: trusty (14.04)
Level: getdeb
Repository: games
Homepage: http://triplea.sourceforge.net

Links


Download "triplea"


Other versions of "triplea" in Trusty

Repository Area Version
base universe 1.7.0.3+dfsg-1

Changelog

Version: 1.8.0.9-1~getdeb1 2015-09-03 20:09:50 UTC

triplea (1.8.0.9-1~getdeb1) trusty; urgency=medium

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

 -- Christoph Korn Thu, 03 Sep 2015 18:39:08 +0200


Version: 1.8.0.7a-1~getdeb1 2015-08-30 03:09:24 UTC

triplea (1.8.0.7a-1~getdeb1) trusty; urgency=medium

  * Rebuild with new upstream upload

 -- Christoph Korn Thu, 27 Aug 2015 21:51:03 +0200


Version: 1.8.0.7-1~getdeb1 2015-08-16 22:09:35 UTC

triplea (1.8.0.7-1~getdeb1) trusty; urgency=medium

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

 -- Christoph Korn Sun, 16 Aug 2015 19:44:41 +0200


Version: 1.8.0.5-1~getdeb1 2015-01-03 23:09:02 UTC

triplea (1.8.0.5-1~getdeb1) trusty; urgency=medium

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

 -- Christoph Korn Fri, 02 Jan 2015 21:39:39 +0100


Version: 1.8.0.4-1~getdeb1 2014-11-16 01:08:20 UTC

triplea (1.8.0.4-1~getdeb1) trusty; urgency=medium

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

 -- Christoph Korn Sat, 15 Nov 2014 19:36:46 +0100




About   -   Send Feedback to @ubuntu_updates