Game History
Round: 1 Purchase Units - Japanese Japanese buy 1 infantry and 4 transports; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese 1 infantry moved from Jehol to Chahar Japanese take Chahar from Chinese 1 artillery and 1 infantry moved from Jehol to Shansi 1 fighter, 1 mech_infantry and 1 tactical_bomber moved from Southern Manchuria to Shansi 1 fighter and 1 tactical_bomber moved from Kiangsu to Shansi 1 infantry moved from Shantung to Anhwe Japanese take Anhwe from Chinese 1 infantry moved from Kiangsu to Kiangsi Japanese take Kiangsi from Chinese 1 infantry moved from Kwangsi to Hunan Japanese take Hunan from Chinese 1 infantry moved from Kwangsi to Kweichow Japanese take Kweichow from Chinese 2 artilleries, 1 fighter, 2 infantry and 1 tactical_bomber moved from Kwangsi to Yunnan 2 bombers moved from Japan to Yunnan Combat - Japanese Battle in Shansi Japanese attack with 1 artillery, 2 fighters, 1 infantry, 1 mech_infantry and 2 tactical_bombers Chinese defend with 1 infantry Japanese win, taking Shansi from Chinese with 1 artillery, 2 fighters, 1 infantry, 1 mech_infantry and 2 tactical_bombers remaining. Battle score for attacker is 3 Casualties for Chinese: 1 infantry Battle in Yunnan Japanese attack with 2 artilleries, 2 bombers, 1 fighter, 2 infantry and 1 tactical_bomber Chinese defend with 4 infantry Japanese win, taking Yunnan from Chinese with 2 artilleries, 2 bombers, 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 9 Casualties for Chinese: 4 infantry Casualties for Japanese: 1 infantry Non Combat Move - Japanese 1 artillery and 3 infantry moved from Fukien to Kiangsi 1 artillery and 2 infantry moved from Kiangsu to Kiangsi 1 artillery and 1 infantry moved from Shantung to Anhwe 1 marine moved from Caroline Islands to 34 Sea Zone 1 cruiser and 1 marine moved from 34 Sea Zone to 37 Sea Zone 1 artillery and 1 infantry moved from Southern Manchuria to 20 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 20 Sea Zone to 37 Sea Zone 1 infantry moved from Hokkaido to 7 Sea Zone 1 infantry moved from Kyushu to 7 Sea Zone 1 carrier, 2 infantry and 1 transport moved from 7 Sea Zone to 37 Sea Zone 1 artillery, 3 infantry and 1 marine moved from 37 Sea Zone to Kwangsi 1 battleship, 1 destroyer and 1 submarine moved from 20 Sea Zone to 37 Sea Zone 1 cruiser moved from 7 Sea Zone to 34 Sea Zone 1 cruiser moved from 21 Sea Zone to 7 Sea Zone 1 transport moved from 21 Sea Zone to 20 Sea Zone 1 infantry moved from Southern Manchuria to 20 Sea Zone 1 infantry moved from Okinawa to 20 Sea Zone 2 infantry and 1 transport moved from 20 Sea Zone to 21 Sea Zone 2 infantry moved from 21 Sea Zone to Fukien 1 infantry moved from Southern Manchuria to Jehol 3 infantry moved from Korea to Southern Manchuria 1 aaGun and 2 infantry moved from Northern Manchuria to Southern Manchuria 1 fighter moved from Korea to 37 Sea Zone 1 fighter and 1 tactical_bomber moved from Yunnan to Kwangsi 2 bombers moved from Yunnan to Kwangsi 1 fighter moved from Formosa to 37 Sea Zone 1 fighter and 1 tactical_bomber moved from 7 Sea Zone to Kwangsi 2 infantry moved from Japan to Kyushu 2 fighters and 2 tactical_bombers moved from Shansi to Kiangsu Place Units - Japanese 1 infantry placed in Japan 4 transports placed in 7 Sea Zone Turn Complete - Japanese Japanese collect 34 PUs; end with 34 PUs Objective Japanese 1 Trade With America: Japanese met a national objective for an additional 10 PUs; end with 44 PUs2015 League General Discussion Thread
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Yes, I’ve had that problem before, Shin Ji.
I got an early release patch update from Veqryn a little while back that seemed to have fixed the problem. Maybe this update is not ready for everyone yet? You might want to ask Veq.
Meanwhile, 1 option is to edit a new map to your current game situation to get it small again. Calcs and loading it up will be faster again, so there are benefits.
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One thing I’ve noticed is that the history maintains the file for repeated edits (say, in non-com, where you may go back and forth with a move 10 times, the history seems to keep track of all 10 of these mind changes?!). So, in comparing file sizes, some of my games are twice as large at others for the same turn. Are there other reasons that the files sizes get large (other than the obvious), and do we all need to wait until that patch is official before we start using it?
Of course, another option is to extend the board limit past the 1.536 MB as it currently stands, but I’m not sure how much that would solve the problem.
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Veq mentioned in the XDAP thread that the next stable version should be out by mid-december. He made a thread with the new version here if you want to try it: http://www.axisandallies.org/forums/index.php?topic=34574
In the past it hasn’t been possible to load old savegames in the new version, so it probably won’t help for existing bloated savegame files.
There is a workaround that isn’t really practical for each turn, but could be used when posting the final file after the game is over.
The .tsvg file is an archive of the raw game file compressed in gzip format, which doesn’t give great compression ratios, and TripleA doesn’t use the most aggressive options when compressing to avoid it taking forever to save. So if you extract the raw game file and compress it using either a more aggressive gzip compression or another compression algorithm entirely, it will get much smaller, to the point where it should be postable to the forum.
I’m willing to assist with this as long as I don’t get bombarded with requests :) If you have a completed game where you’d like the final save file converted and uploaded, send me a PM and I’ll see what I can do.
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Fantastic, nielsen, thank you on behalf of the league
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Onze hoop in bange dagen.
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A month later, I remember a tweak I was going to make to the league rules.
This year I think we need a new tier, above tier 1. This will primarily benefit those playing these elite players, but there is also a small residual benefit to everyone, as it will raise PPG across the board a little.
The highest possible PPG has been 6.00, since you earn 6 points for beating a tier 1.
The tier cutoffs have been 1.50, 2.50, and 3.50.
Last year, we actually had 5 players who averaged 4.50 or above. I think it’s proper to give players who play these elite players more credit than playing a tier 1, so it is time for a new tier.Elite status (tier E) will be used from now on, in the 2015 league, for players with 4+ games (or who ended the season last year at 4.50 or above, until getting to 4 games in 2015) who average 4.50 or above.
It logically follows that losing to an elite player will net you 3 points (instead of 2) and beating an elite gets you 7 (instead of 6). So it will now be possible to average above 6.00 and up to 7.00.
I’m going to make the changes now.
Jennifer, if you don’t mind, it would be great if you could edit the league rules for this, thanks.
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PM them to me. My main comp is down with a busted screen (laptop) and will be 2-4 weeks before I get it back. (Stupid family!) If you PM me, I’ll get it added in when I have time. (Hopefully won’t be an issue before Jan 1!)
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Gamer, Jenn, where can I pick the winter champion trophy?? :-D
In other relevant leagues in the world, like the Spain “fútbol” league, newspapers talk about this these days (when players rest for Christmas). :mrgreen:
More titles will be tough once Bmnielsen reaches 4 games soon I think…Merry Christmas everyone!! and a superb 2015!!
PD: including happy A&A gaming experiences, KILL KILL KILL
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Thanks, Juan, glad you’re still around :-P
I plan on taking Bmnielsen down a peg, so don’t worry too much.
No one can stop you from self-proclaiming “A&A.org league champion winter 2014-2015” under your name and sign :lol:
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Gamer, Jenn, where can I pick the winter champion trophy?? :-D
Well, you can’t. You see, bmnielsen currently has you beat in both Gamer’s rankings and mine…. just sayin’! ;)
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Yeah, winter’s not over yet
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You can have the December 15 trophy, if it existed… :lol:
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1,2,3,4 seeds all advance in the major playoff
2,4 seeds have advanced in the 2nd playoff
1,2,3,5 seeds advanced in the 3rd playoff, and 5 upset 1 in the 2nd roundThe predictive value of the ranking system continues to amaze me…
I wonder how the remaining games will play out -
man, it’s tough to take down the axis against a strong player….
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And yet people continue to try… :lol:
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And yet people continue to try… :lol:
I know this isn’t the thread for this but it seems so odd that liberating France by the allies is such a negative for the them. IMHO, it is a major flaw in the game.
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Not as big a negative as it might appear. I’ve liberated it multiple times
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Does anyone know if there are any conflicts between starting a game in TripleA version 1_8_0_3 and updating to the new version 1_8_0_5? I just wanted to make sure there were no issues before changing versions during a game – that or I’ll just use the old version for the old games, but sometimes remembering which is which is way too complicated for me…
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i switched mid-games and so far no issues whatsoever.
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Yeah, it should be fine. It has been with updates in the past… I think it detects version when you load up a game and loads the appropriate engine version





