Remove building AA? (Factory, Airfield, Harbour) [Solved]
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Is there a way to disable buildings from having AA capabilities?
Either outright or via being "disabled"? Right now disabled buildings still have AA capabilities and I don't like that.https://github.com/SlendyMcTendies/ww2_risk_of_defeat
EDIT: Solution was to set "maxAAattacks" to 0. I decided to just outright remove the AA instead of trying to turn it off when disabled.
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No.
There are two types of damage/hits: 'hitPoints', which is used for combat damage, and 'maxDamage' is used for SBR.
'whenHitPointsDamagedChangesInto' is used for 'hitPoints' damage. The icons, x_hit for 'canBeDamaged' and x_disabled for 'maxOperationalDamage', which are used for 'maxDamage', are interchanged through the engine and cannot be checked/changed within the xml as the original unit is still present. There is also no way to check the amount of 'maxDamage', though with the use of 'whenHitPointsDamagedChangesInto' the "damaged" unit can be checked for.
So, again, sorry no. The best would be to ask for a modification that would do what you want.
Cheers...
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@SlendyMcTendies
A poor alternative is to bend the AA rules like;
<option name="targetsAA" value="Dummy-Air-Unit"/>or having a very low probability to hit the air units like
<option name="offensiveAttackAAmaxDieSides" value="200"/>
<option name="attackAAmaxDieSides" value="200"/> -
Actually, the solution was rather simple: <option name="maxAAattacks" value="0"/>
That did the trick.
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@slendymctendies said in Remove building AA? (Factory, Airfield, Harbour):
Actually, the solution was rather simple: <option name="maxAAattacks" value="0"/>
That did the trick.I think I misunderstood, it happens quite often!!
I was thinking that you wanted to remove the AA attacks only when the construction was disabled. What this does is completely remove the construction's AA capabilities. The same could have been accomplished by removing all the AA settings for the construction, since they will not be utilized.
Then again you may want to reset the AA, so this does the trick!!
Cheers...
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@wc_sumpton Yeah, I initially wanted to figure out how to remove AA when disabled, but then I figured removing the AA capabilities of buildings would incentivize purchasing AA guns to protect them.
I initially tried using "isAA" = "false", but this has the side-effect of making the game think it was an actual combat unit and therefore players could use them as sacrificial pawns and immediately deny the enemy their spoils if facing an overwhelming force, which was something I definitely didn't want either.
You understood the original post correctly. I just decided to take a different route a day or two after posting.