triplea (1.7.0.1-1~getdeb1) precise; urgency=low
* New upstream version
* 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, "m
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