How to do Land- and Airtransport with more than one unit?
-
I'm new here and I would like to know if there is a possibility or "attachment" that I can move more than one unit via Land-Transport or Air-Transport?
I already know about "isLandTransport" attachment, as well as "isAirTransport". But they are on a one to one basis. If I use the attachment what gives extra movement to a unit, I can transport more units with the range the Land- or Air-Transport can move. But also without being transported the unit who got that extra movement still has it then, just because the transport vehicle is placed.I guess - to say it more exactly: How to change the moveable range of an unit if it will be transported and if not, it stays with its old movement?
Thanks
-
Hi @derschnelleheinz
Welcome to the site.So "transportCost" and "transportCapacity" are the two you need to adjust. So in the below example if you change the "capacity" for that particular unit to 4, it could then transport 2 of the units that have a "Cost" of 2.
<option name="transportCost" value="2"/> and
<option name="transportCapacity" value="3"/>
There's also "isAirTransport" and "isAirTransportable" that need to be taken into account as well as"isLandTransportable","isCombatTransport" and "isLandTransport" .
I assume you're familiar with "Pact of Steel 2" ? There's also this http://www.starlords3k.com/XOB.html
Ask if you have any trouble
-
@beelee
Holy Moly,...someone answered!!! THANK YOU beelee!!!But I already knew what you advised to me...and it doesn't change anything on my question!
But maybe another try helps me out - so for example:
I WANT to put "25 guys" in one "vehicle" (what name i am giving the transport on land, sea or air doesn't matter).
My guys having an attachment of MOVEMENT ONE (like the regular infantry) and can be transported AS FAR as the attachment of the transporting vehicle is. And that should work like a "regular" sea transport.You surely know:
- A "regular" transport (with the name transport) is always for sea. There you can change all the attachments of capacity, movement, cost, ... with no problems - like you said. I already knew that.
- If you have an "created" unit with isLandTransport it will only be on an one to one basis - ONLY one unit can be transported by ONE transporting vehicle - as far as the movement of the vehicle is given in the attachments.
- To be honestly: I guess an "isAirTransport" is the same like an "isLandTransport".
But that doesn't change what I am looking for.
You can change that situation with "givesMovement" attachment, so you can put my 25 guys (e.g.) in a vehicle and then they will be moved as far as the movement of the transporting vehicle. But "givesMovement" attachment is changing it all! That means if you have an unit with this attachment, the units which this movement is given to - from now on have more movement. If a (transporting) truck moves 3 fields, it makes the infantry (which should be transported) also moveable up to 3 fields...even without being moved by that truck.
But maybe you should do some work on "zombieland" to help me at least.
In "zombieland" u can transport an infantry with an usarmy truck - but like I wrote - only on an one to one basis. If you change the transportCapacity only one unit moves up to 3 fields, any other unit will only be moved one field! If you additionally use the "givesMovement" command, then you don't need your infantry to be transported, 'cause their movement changes from on
e to three at all.I beelee - eeeeeieve you can help me out...
Thanks
-
@derschnelleheinz
As you know you cannot use isLandTransport. The isSea transport land equivalent is a unit with the following;<option name="attack" value="1"/> <option name="defense" value="1"/> <option name="movement" value="2"/> <option name="isAir" value="true"/> <option name="isKamikaze" value="true"/> <option name="canAirBattle" value="false"/> <option name="airAttack" value="0"/> <option name="airDefense" value="0"/> <option name="isAirTransport" value="true"/> <option name="transportCapacity" value="6"/> <option name="createsResourcesList" value="-1:PUs"/> <option name="unitPlacementRestrictions" value="woods:hills:mountains:cave:pass:open"/>
The above is from my map/scenario
https://forums.triplea-game.org/topic/2779/future-wars-fallen-empire-official-threadSo this is a Hovercraft, its an air transport unit that can only travel on rivers, open water(like lakes and inner seas), coastal plains, plains.
You will need to;
- define territories (you call them fields) with "territoryEffect"
- define "territoryEffectAttachment"
- stop AA from shooting at the Hovercraft as it "isAir"
Search Hovercraft and the bold words above in the link, I think it will answer most of your questions.
Also, you will also have to move a lot of code within the xml to achieve the above, as;
If using territoryEffects then ===TerritoryAttachments=== specifying the territoryEffect must come before ===UnitAttachments=== in the XML.
every unit may have a list, and the lists may be different for each unit. default is no list.
The quote is from pact of steel xml. -
Woof!!!
Thank you...i haven't tried out yet, but what you wrote sounds more like I was looking for, if - like you wrote - it makes a "land-transport" acting like a sea transport, just being on land or air.
First I thought I could handle it with some "condition" and "trigger" work, but territory restrictions and / or definitions may also work...but both would be very much work to do - just for loading some more guys into an Opel Blitz to carry them. Ouch...
One more question to you: The picture with the xml you had posted - you do your work with intellij?
Thank you so far...
-
Yes "it makes a "land-transport" acting like a sea transport, just being on land or air."
No I cannot code/use Intellij, but I can follow most programming logic.
For modding/coding I use Notepad++ it is a fantastic free text editor, download it if you haven't already.
The black background and coloured text comes from copy/pasting formatted text into this forums Reply editor. You can force it to format your highlighted text with the </> button.
Suggestions
If its a strategic map, then just give the Pz Grenadiers a move of 2.
If its a tactical map, there are not many of these, then for now just make it a flying unit. -
FUTURE WARS
I was looking into your map right now...
My feedback for you: I give you one thumb up for the work you did in the .xml - what will not only help me. And I won't give u my other thumb down - so I hack my hand off.
But unfortunately I am a WWII man, so I am not really into
"Lord of the Rings meets today's military" - to say it like I see it. But I like your fields turning into that green if you have captured them - that looks kinda fresh. I guess because the whole map doesn't belong to anybody - except that circles. And that makes a nice contrast.And about intellij - if you say you're using notepad++ the picture you posted is from notepad++?
If so, please let me know how to turn it into that black style.Thankxxx