• 179
  • 1
  • 8
  • 3
  • 10
  • 5
  • 6
  • 2
  • 32
  • 14
  • 46
  • 27
  • 7
  • 7
  • 2
  • 7
  • 36
  • This topic is deleted!
     

    2
  • 5
  • 12

Recent Posts

  • T

    I'm going through the AA auto casualty selection code (when Choose AA Casualties is off) and I'm wondering if there is any documentation anywhere on how it is supposed to work. Some things don't work the way I would expect it to.

    An example is the Low Luck auto casualty selection. This happens if either Low Luck or Low Luck for AntiAircraft are turned on. It grabs a lot of random numbers to do its calculations which feels odd to me considering this is "low luck".

    Another example is Roll AA Individually. I can't understand how it is functionality different than Random AA Casualties. The code is different but the end result is basically the same thing. Both of them appear to have the same amount of randomness. And Roll AA Individually actually calls the code behind Random AA Casualties in many cases.

    Is there some place where someone described how things "should" work? Are there known issues with it that might help me understand where things are broken?

    read more
  • I think you may have to look at which maps have the combination of properties set to see how it is used. I can imagine a few different variations of how such behavior would be used.

    Generally, if the intent were to be able to shoot down a multi-hit-point air unit, it would make more sense to me for the AA to do more than 1 damage.

    read more
  • T

    One example is the "another world" map. It has a nuclear_missle that has 9,999 maxAAattacks. If that fired at a bomber (which has 2 hitpoints) it would only be able to damage it. It would not be able to kill it, even though it can fire up to 9,999 times.

    read more
  • T

    @LaFayette said in AA and targets with multiple hit points, how many dice?:

    My initial thought is one AA shot per plane, regardless of hit points.

    That would mean that "Roll AA Individually" is meaningless in a game that has AA units with the damageableAA property. It will always use the "Random AA Casualties" code. Though, I've been looking at the two code paths and I'm not exactly sure where there is a difference.

    I'm thinking that it should be one AA shot per hit point. Reason for that is say you have an AA unit that has maxAAattacks of 1, has damageableAA, and can not overstack. The opponent has 1 unit is targeted by the AA unit with 2 hit points. If you have 2 AA units, they will only be able to roll once because the target count is 1. The other AA unit will not be able to shoot at the second hit point. I think it would be better to allow the second AA unit to be able to fire. If you have 3 AA units, then only 2 would fire since there is only 2 hit points.

    If you have an infinite AA unit, then it can fire at every hit point, which might be a little odd but I don't see any infinite AA unit in a map that has damageableAA properties.

    read more