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    isAAforFlyOverOnly for Air units and Low Luck

    Scheduled Pinned Locked Moved Map Making
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    • TorpedoAT Offline
      TorpedoA @beelee
      last edited by

      @beelee
      Well, thats quite nice that you are here, because i dont want to open another topic.
      Eventually you can answer one question:
      Can i make a unit with zero movement able to attack like i can do with infantry (isLandtransportable) and a truck (isLandtransport)?
      Or does it have to have movement 1 at the minimum?

      B 1 Reply Last reply Reply Quote 0
      • B Offline
        beelee @TorpedoA
        last edited by

        @TorpedoA yea idk I've never tried it. My guess is the M0 unit would be upgraded to a M1 or w/e boost it gets and would be able to. You'd just have to try it

        B 1 Reply Last reply Reply Quote 0
        • B Offline
          beelee @beelee
          last edited by

          @beelee so if it's move booster gets killed it should still be able to conquer

          1 Reply Last reply Reply Quote 0
          • B Offline
            beelee @TorpedoA
            last edited by

            @TorpedoA you have these properties set correctly as well ?

            isAAforFlyOverOnly will only work if "AA Territory Restricted" is turned off, and will normally only fire during combat move and not during noncombat move, unless you also turn on "Always on AA".

            TorpedoAT 1 Reply Last reply Reply Quote 0
            • TorpedoAT Offline
              TorpedoA @beelee
              last edited by

              @beelee
              yes, i did that, and now i tested the zero movement thing.

              <property name="Units May Give Bonus Movement" value="true" editable="true">

              <attachment name="unitAttachment" attachTo="FlaK88" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
              <option name="movement" value="0"/>
              <option name="transportCost" value="3"/>
              <option name="attack" value="2"/>
              <option name="defense" value="3"/>
              <option name="isLandTransportable" value="true"/>
              <option name="isAAforFlyOverOnly" value="true"/>
              <option name="attackAA" value="3"/>
              <option name="maxAAattacks" value="1"/>
              <option name="typeAA" value="AA"/>
              <option name="mayOverStackAA" value="true"/>
              </attachment>

              above unit cannot be moved by the below one unfortunately

              <attachment name="unitAttachment" attachTo="Mot.Inf" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
              <option name="movement" value="2"/>
              <option name="transportCost" value="3"/>
              <option name="canBlitz" value="true"/>
              <option name="attack" value="1"/>
              <option name="defense" value="2"/>
              <option name="isLandTransport" value="true"/>
              <option name="repairsUnits" value="1:Panzermech:M26:IS-2:IS-3:Tiger-I:Tiger-II:M1:Chieftain:Object"/>
              <option name="createsResourcesList" value="-1:PUs"/>
              <option name="givesMovement" value="1:FlaK88"/>
              </attachment>

              B 1 Reply Last reply Reply Quote 0
              • B Offline
                beelee @TorpedoA
                last edited by

                @TorpedoA bummer So back to the spitfires, you want them to shoot at planes when they fly over with the same shot as a regular aaGun and you want them all to be able to fire even if it's only 1 plane flying over ? cm and ncm both ?

                TorpedoAT 1 Reply Last reply Reply Quote 0
                • TorpedoAT Offline
                  TorpedoA @beelee
                  last edited by

                  @beelee
                  this is now working for me

                  <attachment name="unitAttachment" attachTo="Spitfire" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                  <option name="movement" value="5"/>
                  <option name="carrierCost" value="3"/>
                  <option name="isAir" value="true"/>
                  <option name="attack" value="2"/>
                  <option name="defense" value="2"/>
                  <option name="canScramble" value="true"/>
                  <option name="maxScrambleDistance" value="1"/>
                  <option name="canAirBattle" value="true"/>
                  <option name="airDefense" value="5"/>
                  <option name="airAttack" value="5"/>
                  <option name="isAirBase" value="true"/>
                  <option name="canIntercept" value="true"/>
                  <option name="canEscort" value="true"/>
                  <option name="createsResourcesList" value="-1:PUs"/>
                  <option name="attackAA" value="2"/>
                  <option name="isAAforFlyOverOnly" value="true"/>
                  <option name="maxAAattacks" value="1"/>
                  <option name="typeAA" value="AA"/>
                  <option name="mayOverStackAA" value="true"/>
                  </attachment>

                  3 Spitfires killing 1 enemy flyover air unit everytime one is flying over.
                  Works well.

                  B 1 Reply Last reply Reply Quote 1
                  • B Offline
                    beelee @TorpedoA
                    last edited by

                    @TorpedoA cool
                    isAirBase may provide some unwanted behavior. Idk. This is how I did it with DDs against Subs:

                    <!-- DestroyerC5 -->
                    <attachment name="unitAttachment" attachTo="destroyerC5" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                    <option name="movement" value="2"/>
                    <option name="isSea" value="true"/>
                    <option name="attack" value="1"/>
                    <option name="defense" value="1"/>
                    <option name="isAAforCombatOnly" value="true"/>
                    <option name="attackAA" value="1"/>
                    <option name="attackAAmaxDieSides" value="12"/>
                    <option name="offensiveAttackAA" value="2"/>
                    <option name="offensiveAttackAAmaxDieSides" value="12"/>
                    <option name="maxAAattacks" value="1"/>
                    <option name="mayOverStackAA" value="true"/>
                    <option name="targetsAA" value="submarine"/>
                    <option name="typeAA" value="DestroyerDepthCharge"/>
                    <option name="isDestroyer" value="false"/>
                    <option name="blockade" value="1"/>
                    <option name="isAAforFlyOverOnly" value="true"/>
                    <option name="canBeGivenByTerritoryTo" value="Americans:French:British:Canada:ANZAC:Chinese:Russians:Germans:Italians:Japanese"/>
                    </attachment>

                    Then set these:

                    <property name="Always on AA" value="true" editable="true">
                    <boolean/>
                    </property>
                    <property name="Roll AA Individually" value="true" editable="false">
                    <boolean/>
                    </property>
                    <property name="Choose AA Casualties" value="true" editable="true">
                    <boolean/>
                    </property>
                    <property name="AA Territory Restricted" value="false" editable="false">
                    <boolean/>
                    </property>
                    <property name="Force AA Attacks For Last Step Of Fly Over" value="true" editable="false">
                    <boolean/>
                    </property>
                    <property name="Multiple AA Per Territory" value="true" editable="false">
                    <boolean/>
                    </property>

                    What that does is allow the DD to shoot at the sub whenever it moves through their zone. So you should be able to do something similar for air if the airBase thing gives you trouble.

                    TorpedoAT 2 Replies Last reply Reply Quote 1
                    • TorpedoAT Offline
                      TorpedoA @beelee
                      last edited by

                      @beelee
                      Wow
                      thats quite a nice idea you got there, Destroyers as AA vs Subs. Incredible.
                      Another dimension opens up now. This game gets more complex everytime.

                      About isAirbase and trouble, what do you mean by that?
                      I know its wierd to give isAirbase to air units itselft but now they can freely roam, even though its not realistic. And i am quite unsure if i keep it like that.

                      But for now i am happy that you shared your idea about AA for Destroyer. Exciting.

                      B 1 Reply Last reply Reply Quote 1
                      • TorpedoAT Offline
                        TorpedoA @beelee
                        last edited by

                        @beelee
                        Now i think about Arty having isFirstStrike , like AA but against anything.
                        I didnt notice those isSub-options exists till today.
                        Awesome.

                        1 Reply Last reply Reply Quote 1
                        • B Offline
                          beelee @TorpedoA
                          last edited by

                          @TorpedoA yea it's that they'll give scramble ability to other planes now even if a normal AB isn't there.

                          isAirBase values: allows units with canScramble and requiresAirbaseToIntercept function from a territory with this unit

                          1 Reply Last reply Reply Quote 1

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