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    How to prevent this cavalry unit to scramble to sea battles

    Scheduled Pinned Locked Moved Map Making
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    • TheDogT Offline
      TheDog @TorpedoA
      last edited by

      order is
      technology
      territoryAttachment
      territoryEffectAttachment
      unitAttachment
      supportAttachment

      https://forums.triplea-game.org/tags/thedog
      https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

      TorpedoAT 3 Replies Last reply Reply Quote 0
      • TorpedoAT Offline
        TorpedoA @TheDog
        last edited by

        @thedog thy very much, i try it

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

          @thedog The change in order didnt do anything. I am more and more to think that scramble ingores certain restrictions.

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          • wc_sumptonW Offline
            wc_sumpton
            last edited by

            @TorpedoA

            Scramble is used for "isAir" units so the game logic is not checking if the unit can enter the zone since "isAir" unit can enter both water/land zones. I dough that you will be able to prevent the unit for entering that zone without some modification to the underling code.

            Cheers...

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

              @wc_sumpton Yes, i think you are right. Even though it is not a isAir unit. You can scramble even if you are not isAir.

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              • wc_sumptonW Offline
                wc_sumpton
                last edited by

                @TorpedoA

                Understand, but the scramble ability was a feature that was added to TripleA, and the way it was coded works well for 'isAir'.

                Cheers...

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

                  @wc_sumpton I think i have to play around this options then.
                  canNotTarget
                  values: colon delimited list of units that this unit can't target in battles, ex. subs not being able to target air units
                  canNotBeTargetedBy
                  Eventually there is a chance. But i guess it will not work with airBattle in a scramble situation. But lets see. I try it now.

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                  • TorpedoAT Offline
                    TorpedoA @wc_sumpton
                    last edited by

                    @wc_sumpton I dont have a problem of scrambling cavalry units. I only want it to not to be any factor of an outcome if they entere a sea battle by scramble.

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                    • wc_sumptonW Offline
                      wc_sumpton
                      last edited by

                      @TorpedoA

                      I really do understand you problem. 'canNotTarget' should work, but it will not stop the unit from entering the zone. You would have to put 'canNotTarget' on both the land and sea units, so that the scrambling units are not taken as casualties. I see 'canEvade' do you have any units with 'isDestroyer' these might also cause problems.

                      Defensive scrambling/intercepting units should use the same movement logic as regular attacking units.

                      Cheers...

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

                        @thedog @wc_sumpton
                        Thy you both for help.
                        I have now just set canNotBeTargetedBy and cannotTarget to the cavalry and the sea unit so it doesnt counts towards the outcome of the sea battle in which i cannot prevent the cavalry scrambling into. But it does the job.

                        <attachment name="unitAttachment" attachTo="Equites" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                        <option name="attack" value="3"/>
                        <option name="defense" value="3"/>
                        <option name="movement" value="2"/>
                        <option name="airAttack" value="3"/>
                        <option name="airDefense" value="3"/>
                        <option name="transportCost" value="6"/>
                        <option name="canAirBattle" value="true"/>
                        <option name="createsResourcesList" value="-1:PUs"/>
                        <option name="canBlitz" value="true"/>
                        <option name="canEvade" value="true"/>
                        <option name="isAirBase" value="true"/>
                        <option name="canScramble" value="true"/>
                        <option name="maxScrambleDistance" value="1"/>
                        <option name="requiresUnits" value="Metropolis"/>
                        <option name="requiresUnits" value="City"/>
                        <option name="canNotTarget" value="Galley"/>
                        <option name="canNotBeTargetedBy" value="Galley"/>
                        </attachment>
                        
                        1 Reply Last reply Reply Quote 2
                        • TorpedoAT Offline
                          TorpedoA @wc_sumpton
                          last edited by

                          @wc_sumpton Luckily i dont have or need isDestroyer in my ancient times mod. Thy again for helping me to find a good workaround.

                          1 Reply Last reply Reply Quote 1

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