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    Terms: AA unit - Resolved -

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    • MahksM Offline
      Mahks @General_Zod
      last edited by Mahks

      @general_zod How do you define a non-isAA that would do AA fire?

      I meant define in the XML.

      General_ZodG 1 Reply Last reply Reply Quote 0
      • General_ZodG Offline
        General_Zod Moderators @Mahks
        last edited by General_Zod

        @mahks

        Heres an example of an antitank gun using AA fire options. These AA related options are very flexible. So one can create a unique AAgun in similar way.

            <attachment name="unitAttachment" attachTo="russianAntiTankGun" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
              <option name="attack" value="1"/>
              <option name="defense" value="1"/>
              <option name="isAAforCombatOnly" value="true"/>
              <option name="mayOverStackAA" value="true"/>
              <option name="typeAA" value="AntiTankGun"/>
              <option name="targetsAA" value="germanMech.Infantry:germanTank:italianMech.Infantry:italianTank:japaneseMech.Infantry:japaneseTank:spanishTank:swedishTank:turkishTank:brazilianTank"/>
              <option name="maxAAattacks" value="1"/>
              <option name="maxRoundsAA" value="-1"/>	  
              <option name="transportCost" value="2"/>
              <option name="movement" value="1"/>
              <option name="attackAA" value="2"/>
              <option name="isLandTransportable" value="true"/>
              <option name="requiresUnits" value="russianFactory"/>
              <option name="damageableAA" value="true"/>
              <option name="canInvadeOnlyFrom" value="none"/>
            </attachment>
        

        This is functional code from TWW. Take a look at the game and try out the antitank gun. And you will understand better.

         <attachment name="unitAttachment" attachTo="germanAntiAirGun" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
              <option name="canBeGivenByTerritoryTo" value="Germany"/>
              <option name="defense" value="1"/>
              <option name="isAAmovement" value="true"/>
              <option name="isAAforCombatOnly" value="true"/>
              <option name="isAAforBombingThisUnitOnly" value="true"/>
              <option name="mayOverStackAA" value="true"/>
              <option name="isAAforFlyOverOnly" value="true"/>
              <option name="maxAAattacks" value="1"/>
              <option name="maxRoundsAA" value="-1"/>	  
              <option name="typeAA" value="AntiAircraftGun"/>
              <option name="targetsAA" value="germanAdvancedTacticalBomber:germanAdvancedNavalFighter:russianAdvancedTacticalBomber:russianAdvancedNavalFighter:japaneseAdvancedTacticalBomber:japaneseAdvancedNavalFighter:britishAdvancedTacticalBomber:britishAdvancedNavalFighter:italianAdvancedTacticalBomber:italianAdvancedNavalFighter:americanAdvancedTacticalBomber:americanAdvancedNavalFighter:germanFighter:germanAdvancedFighter:germanNavalFighter:germanTacticalBomber:germanStrategicBomber:germanHeavyStrategicBomber:germanAirTransport:italianFighter:italianAdvancedFighter:italianNavalFighter:italianTacticalBomber:italianStrategicBomber:italianHeavyStrategicBomber:italianAirTransport:japaneseFighter:japaneseAdvancedFighter:japaneseNavalFighter:japaneseTacticalBomber:japaneseStrategicBomber:japaneseHeavyStrategicBomber:japaneseAirTransport:brazilianFighter:swedishFighter:spanishFighter:turkishFighter:chineseFighter:chineseTacticalBomber:russianFighter:russianAdvancedFighter:russianNavalFighter:russianTacticalBomber:russianStrategicBomber:russianHeavyStrategicBomber:russianAirTransport:britishFighter:britishAdvancedFighter:britishNavalFighter:britishTacticalBomber:britishStrategicBomber:britishHeavyStrategicBomber:britishAirTransport:americanFighter:americanAdvancedFighter:americanNavalFighter:americanTacticalBomber:americanStrategicBomber:americanHeavyStrategicBomber:americanAirTransport"/>
              <option name="movement" value="0"/>
              <option name="isLandTransportable" value="true"/>
              <option name="attackAA" value="1"/>
              <option name="requiresUnits" value="germanFactory"/>
              <option name="transportCost" value="2"/>
            </attachment>
        

        Here is an AAgun without isAA option.

        1 Reply Last reply Reply Quote 0
        • MahksM Offline
          Mahks
          last edited by Mahks

          One example I am trying to resolve is the aARadar tech:

          POS2 says

          • +1 attack for anti-air units
          • aARadar requires all isAA units to have a "_r" image variant (and "rockets_r" or "_rockets_r")

          It is not clear what "anti-air units" are, what attachment(s) does it refer to?
          I was thinking isAA but maybe not...

          I may have to check all the isAA references, I think I was assuming some comments meant isAA and maybe they were not 😞

          General_ZodG redrumR 2 Replies Last reply Reply Quote 0
          • General_ZodG Offline
            General_Zod Moderators @Mahks
            last edited by General_Zod

            @mahks

            The AAradar tech is an old hard coded technology. Back then I'm guessing the other AA fire option were not even in existence. Maybe @Cernel can verify that point since he has been around since then. Anyways to use the hard coded (generic) AAradar technology and associated image changes the isAA option is required.

            However just so you know a custom technology can be created that replicates the hard coded AAradar technology. Only downside to that is the images don't get auto swapped when the custom tech is achieved as hardcoded version does.

            Also same principle applies to hardcoded rocket tech.

            1 Reply Last reply Reply Quote 0
            • redrumR Offline
              redrum Admin @Mahks
              last edited by

              @mahks I'd actually prefer to refer to "isAA" and related properties as something like "first strike" or "targeted strike". The XML property names are outdated and the functionality is much larger than just anti-air guns. I'd eventually like to rename all those properties in the XML and deprecate the existing ones.

              TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

              MahksM 1 Reply Last reply Reply Quote 0
              • MahksM Offline
                Mahks @redrum
                last edited by

                @redrum POS2 says (for isAA): allows a unit to shoot at air units before combat starts and not participate in the rest of combat.

                Does that mean targets can only be isAir?

                redrumR 1 Reply Last reply Reply Quote 0
                • redrumR Offline
                  redrum Admin @Mahks
                  last edited by

                  @mahks No, the POS2 XML comments for AA stuff is pretty poor in general. Targets are anything listed in the option targetsAA which defaults to all air units if not specified.

                  TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                  MahksM 1 Reply Last reply Reply Quote 0
                  • MahksM Offline
                    Mahks @redrum
                    last edited by

                    @redrum Ok, in that case all AA related should really be 'first strike'.

                    What I can do is use first strike as the term and on each page have a note about why AA is used in the XML.

                    redrumR 1 Reply Last reply Reply Quote 0
                    • redrumR Offline
                      redrum Admin @Mahks
                      last edited by

                      @mahks Yeah, either "first strike" or "targeted strike". I removed the incorrect/vague comment from isAA in POS2: https://github.com/triplea-maps/the_pact_of_steel/pull/10

                      TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                      1 Reply Last reply Reply Quote 0
                      • MahksM Offline
                        Mahks
                        last edited by

                        Started to update the AA stuff. Found that substituting "first strike" does not really work as it caused confused sentences when all the hard coded references are to AA and isAA.

                        What can be fixed is the references to aa gun. POS2 seems to use "aaGun" to refer to the classic unit itself. "aa gun" seems to mean isAA but I am not sure in light of above comments.

                        There are 26 references to aa gun in POS2, could someone have a peek at them and tell me if any DO NOT mean isAA?
                        Assuming that most do, please just tell me which do not.

                        Thanks!

                        General_ZodG 1 Reply Last reply Reply Quote 0
                        • General_ZodG Offline
                          General_Zod Moderators @Mahks
                          last edited by General_Zod

                          @mahks

                          I would just place first strike in parentheses (first strike) if needed. In general, I would try to keep as much POS2 descriptions as possible to avoid accidental lose of meaning, context etc... And add to those as needed.

                          1 Reply Last reply Reply Quote 0
                          • MahksM Offline
                            Mahks
                            last edited by

                            the point is "aa gun" is ambiguous.

                            does it mean aaGun only or isAA or something else?

                            General_ZodG 1 Reply Last reply Reply Quote 0
                            • General_ZodG Offline
                              General_Zod Moderators @Mahks
                              last edited by

                              @mahks

                              In older games/maps such as ww2 revised or ww2 classic. The aagun is isAA. In newer maps/games an aagun does not have to be isAA. This whole set of attributes are somewhat ambiguous imo.

                              Thinking of it as purely a function, like first strike (the common denominator) would be the least ambiguous term I can think of.

                              1 Reply Last reply Reply Quote 0
                              • MahksM Offline
                                Mahks
                                last edited by

                                but is not referring to the action, but a unit (or as I expect, a unit attribute ie; isAA)

                                ie;

                                • "value: Any string which identifies this type-group of AA guns."
                                • "Sets how many times this unit may fire its AA guns."
                                • "Sets the dice sides for aa gun on offense."
                                • A colon delimited list of units which this aa gun can hit
                                  ... 26 occurances
                                General_ZodG 1 Reply Last reply Reply Quote 0
                                • General_ZodG Offline
                                  General_Zod Moderators @Mahks
                                  last edited by General_Zod

                                  @mahks Simplest solution is to just add (first strike units) next to each aagun reference. Not perfect but will be consistent.

                                  1 Reply Last reply Reply Quote 0

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