Got it, I didn’t see that I also had a FAQ, was thinking I only had the CLASSIFIED clarification
Now I see my specific question is answered, the carriers could not even split up during a combat move that ends in the same place
TheGoodCaptain takes tank to Algeria, infantry to Libya
Russian Restricted
No neutrals
Tech allowed R4
Here’s to a great game for both
Test summary from TripleA, engine version: 2.7.14962, time: 8:52:18 PM
Savegame
The game start file with the bid placement
TripleA Turn Summary for game: Classic League
Game History
Round: 1
Research Technology - Russians
Turning on Edit Mode
EDIT: Adding units owned by Germans to Algeria: 1 armour
EDIT: Adding units owned by Germans to Libya: 1 infantry
EDIT: Turning off Edit Mode
Purchase Units - Russians
Condition NoFactoriesRussians: Russians has their production frontier changed to: production_noFactory
Russians buy 8 infantry; Remaining resources: 0 PUs;
Combat Move - Russians
Trigger Russians Can Move: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Russians
Trigger Russians Can Move: Setting movementRestrictionType to disallowed for rulesAttachment attached to Russians
Non Combat Move - Russians
4 infantry moved from Caucasus to Karelia S.S.R.
4 infantry moved from Russia to Karelia S.S.R.
1 aaGun moved from Russia to Novosibirsk
3 infantry moved from Yakut S.S.R. to Novosibirsk
2 infantry moved from Evenki National Okrug to Novosibirsk
1 armour moved from Soviet Far East to Novosibirsk
2 infantry moved from Soviet Far East to Yakut S.S.R.
1 fighter moved from Russia to Karelia S.S.R.
1 submarine moved from Karelia Sea Zone to East Canada Sea Zone
1 armour moved from Karelia S.S.R. to Russia
Place Units - Russians
8 infantry placed in Karelia S.S.R.
Turn Complete - Russians
Russians collect 24 PUs; end with 24 PUs
Combat Hit Differential Summary :
@The_Good_Captain OK, we’re rolling! Zero shots fired, tons of men built, time for Germany to explode
@gamerman01 I can’t open this file on either of my computers. I’m running 2.6.14599 on both. What are you running? I’m going to see if Ragnell can open it…
@barnee is up on these things and he recommended 2.7.14962 so I recently updated to that…
I don’t know yet how it is superior, but I admit I don’t like the change to the battlecalc interface.
R1 can easily be re-run if all else fails.
@barnee always knows what to say and how to explain these current events for Triple A and maps. I’d love to know what’s improved or should I go back to the tried and true. Let’s wait a bit
Hi
I can’t find the map. Downloaded classic but says I need “classic league” . Do you know where I can find it ?
Actually, Panther knows the most about how triplea works. 2.6 and 2.7 saves should be ( actually they are ) compatible. If you have a change to the map xml though, they won’t be.
So I DL’d Classic but it doesn’t work with your save.
Yea, I think it usually says what’s been changed on the prerelease.
https://github.com/triplea-game/triplea/releases/
I would probably just use the latest actually. I just use 14962 because I haven’t really had any problems with it. Sometimes the new ones will have a bug introduced that needs to then be fixed.
Anyway, when I get the right map, I’ll see if I can open it.
I think you’re right! It’s not because I upgraded to 2.7 from 2.6, but because I used “Classic League” map instead of WWII Classic. Classic League is an improvement that adds an internal check on max stack limits, although not the way I would want because it waits until the end of the turn if I recall correctly.
I’m guessing you’d really like that feature (as opposed to no computer help on the count at all), but it would require finding the Classic League map and I don’t remember who told me about it, even though it was not too long ago.
Do you want to use this map with the automatic internal check on unit counts and wait a bit until we can locate a url, or do you want me to redo R1 on the WWII Classic map?
I actually found it. Searching TripleA forums for Classic, I found @VictoryFirst was talking about the improved “Classic League” map that counts stacks.
His last post here on A&A.org was one month ago, on you and Ragnell’s North Africa game, so we may not get his help quickly.
I found the map files and attempted to e-mail it via dropbox to your yahoo email address you’re using for MARTI dice.
If you’re interested, place it to
c:\Users<yourname>\TripleA\downloadedMaps
I think just placing this folder in that downloaded maps folder will make it available in TripleA. Or @barnee can laugh if I’m wrong
What I’m hoping for is that you will successfully get this map in your TripleA directory and will be able to use it, and I hope that you will like it because it tracks the stacks for you, even if it’s retroactively. Otherwise, I will just start the game over in the map we all have.
I was having issues with the Japanese infantry limit in an earlier game in this tournament, so this feature could potentially alert when both players might miss it.
I wish it would just flat out have a count for all plastic pieces in the game, and remaining count, but this is what they (VictoryFirst??) whipped up when I said I wish TripleA would track this.
Just noticed a 2nd folder that should go in the downloadmaps folder with the other one. Used a dropbox e-mail again. If you’re a little tech savvy and you carefully read what I wrote here, I’m quite sure you’ll be successful