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    isAAforFlyOverOnly for Air units and Low Luck

    Scheduled Pinned Locked Moved Map Making
    15 Posts 2 Posters 1.7k Views 2 Watching
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    • B Online
      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 Online
        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 Online
          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 Online
              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 Online
                  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 Online
                        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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