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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: 1.8.0.3-1~getdeb1
Release: precise (12.04)
Level: getdeb
Repository: games
Homepage: http://triplea.sourceforge.net

Links


Download "triplea"


Other versions of "triplea" in Precise

Repository Area Version
base universe 1.3.2.2-2

Changelog

Version: 1.6.1.2-1~getdeb1 2012-09-29 22:08:35 UTC

triplea (1.6.1.2-1~getdeb1) precise; urgency=low

  * New upstream version
    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


Version: 1.6.0.0-1~getdeb1 2012-06-15 13:08:27 UTC

triplea (1.6.0.0-1~getdeb1) precise; urgency=low

  * New upstream version
    * 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


Version: 1.5.2.1-1~getdeb1 2012-04-14 21:08:29 UTC

triplea (1.5.2.1-1~getdeb1) oneiric; urgency=low

  * New upstream version
    * 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 overridden 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)

 -- Christoph Korn Sat, 14 Apr 2012 20:12:44 +0200


Version: 1.5.2.0-1~getdeb1 2012-04-03 18:08:24 UTC

triplea (1.5.2.0-1~getdeb1) lucid; urgency=low

  * New upstream version
    * 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.
      Now fixed so that all these air wait til end of battle phase to ask
      where to move. (veqryn)
    * 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)

 -- Christoph Korn Sun, 25 Mar 2012 12:26:45 +0200




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