Package "triplea"
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
Changelog
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
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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
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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
|
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
|
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
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