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Recent Posts
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I'm working on a big update for this map, improving balance, game graphics, correcting the historical setup for May 1942, and placing more emphasis on air unit cost efficiencies against ships, as was historically true in World War II.
I would like to give a +1 attack bonus to fighters and bombers against ships (excluding subs and transports). How could I do that?
You can do it two ways.
The first way is by having a territory effect in every sea zone giving the bonus to the air units. I strongly suggest against doing it this way because then you may have to add the territory effect in the battle-calculator.
The second way is to have as many of these supports as the number of combat (non-v3-transport) ships types which can be hit by the air units:
<attachment name="supportAttachmentAAA" attachTo="BBB" javaClass="games.strategy.triplea.attachments.UnitSupportAttachment" type="unitType"> <option name="unitType" value="CCC"/> <option name="faction" value="enemy"/> <option name="side" value="defence"/> <option name="dice" value="strength"/> <option name="bonus" value="1"/> <option name="number" value="1000"/> <option name="bonusType" value="DDD"/> <option name="players" value="EEE"/> </attachment>AAA = a name of your choice, different amongst the attachments (You can just use the name of the ship.)
BBB = the name of the ship
CCC = the list of the air units each separated by :
DDD = a name of your choice, the same for all attachments
EEE = the list of all players in the game (comprising "Neutral" if relevant) each separated by :Are you sure that defending fighters on carriers or scrambled aircraft should not have the bonus against ships? If they should too, use offence:defence instead of defence. I would use the former also for air units which can never actually defend against ships if that makes the most sense.
option name="number" value="1000" is just meant to be infinite if there is not a way to set infinite here (I don't know.). You may try to test if option name="number" value="-1" is accepted as infinite (I guess not.).
I have not tested this. I could have written or assumed something wrong: you need to test it.
Realistically, if by bombers you mean level bombers dropping bombs on ships from high or medium altitude (for example, B-17 bombing ships), these bombers proved very scarcely effective against underway ships (almost never hitting anything) (but fairly effective against ships in port or anyway not-moving ships).
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I'm starting to create tech differences between America Pacific and America Atlantic.
America Atlantic's strategic bomber is the Flying Fortress. America Pacific's strategic bomber is the Liberator. A Liberator has longer range than a Flying Fortress, but isn't as good at defending itself against enemy air.
America Pacific has received a new unit. The marine. A marine costs 2 PUs and 1 MP, attacks and defends on a 2, and can receive support. In contrast, an infantry costs 1 PU and 1 MP, attacks on a 1 and defends on a 2, and can also receive support.
America Atlantic has also received a new unit. The M7 Priest. A Priest is unlocked with tech. It is an artillery-type unit, costs 7 PUs, movement of 2, attacks and defends on a 2, and provides support on attack only. In contrast, a field gun attacks and defends on a 2, costs 5 PUs, has a movement of 1, and provides support on attack. An M7 Priest could pair well with mobile infantry because it provides the support the mobile infantry would need.
Only America Pacific can build Superfortresses.
Unique Piston Air techs for America Pacific
SBD Dauntless: +1 naval combat value of your dive bombers
Skip bombing: +1 naval combat for your medium bombers
TBF Avenger: +2 to your torpedo bombers' naval combatUnique Piston Air techs for America Atlantic
P-47 Thunderbolt: +1 hitpoints for your dive bombers
HVAR Rockets: +1 land combat for your dive bombers
FIDO: +1 bonus when your torpedo bombers are targeting subsCarriers tech for America Pacific
Combat air patrol: All your carriers fire during the air interception phase.Electronics tech for America Pacific
VT Proximity Fuze. Adds +1 to your ships' fire when defending against enemy air.Innovation tech for America Pacific
Seabees: -1 PU cost for your trenchesArtillery tech for America Atlantic
M7 Priest: allows you to build M7 Priests
(Creeping barrage tech now adds +1 to the attack of both field guns and M7 Priests)
Fire Direction Center: each M7 Priest now supports two units on attackThe above is a summary of the differences between the tech trees of America Pacific and America Atlantic. It is not a summary of either nation's total tech tree.
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I'm working on a big update for this map, improving balance, game graphics, correcting the historical setup for May 1942, and placing more emphasis on air unit cost efficiencies against ships, as was historically true in World War II.
I would like to give a +1 attack bonus to fighters and bombers against ships (excluding subs and transports). How could I do that?
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Germany sends four fighters and four dive bombers to attack a Soviet territory. The Soviets defend with 4 fighters. Neither nation can send more because they are both at the cap. (The attacker is limited to four bombers + four escorts; the defender is limited to 4 fighters.)
Step 1: a dogfight between German and Soviet fighters. This lasts two combat rounds. Each side's fighters fire at their dogfight value.
Step 2: Any Soviet fighters which survived the dogfight get to attack the German dive bombers. The Soviet fighters fire at their interception value, the dive bombers fire back at their air defense value. Destroyed units are removed.In this case, if you want to have all Soviet fighters firing both at the German fighters and (if surviving) at the German bombers and do not want to have different dogfight values for escorts and would-be interceptors, then I would say that the change which I would suggest to this system is having the surviving German fighters firing during step 2 too, meaning that (during step 2) the surviving German fighters fire against the Russian fighters with their dogfight value at the same time as the German bombers fire with their air defence value (meaning that this time any fighter downed by other fighters get to fire at the bombers anyway).
To achieve this, the rule may be that on phase 2 up to as many surviving fighters as the number of enemy bombers fire at bombers with their interception value and the rest of the surviving fighters (if the surviving fighters are more than the enemy bombers, meaning them all if the other side has no bombers) fire at fighters with their dogfight value (or do nothing if there are no more enemy fighters at this point). Alternatively, the rule may be that all surviving fighters fire at bombers if one or more bombers are present and fire at fighters otherwise. I think the best would be having a prompt to decide how many fighters are firing at enemy bombers (the prompt being given only if the enemy has both bombers and fighters at this point).
If both sides have fighters but no bombers, this would be the same as having an additional dogfight round.
(The attacker is limited to four bombers + four escorts; the defender is limited to 4 fighters.)
I really don't like the number limit and don't understand why having it.