Paratroopers and U-Boats
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maxRoundsAA is already use for AA attacks, so checking the number of rounds for supportAttachment and territoryEffects should not pose that big of a problem. Also for unitAttachment. but with units, the owning player should be able to choose if these unit are retreated, or remain as fodder.
Cheers...
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@wc_sumpton yea that's what i was thinking, but Idk if that would be easy to add to supportAttachments or if there are other factors that come into play making it more difficult/labor intensive
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supportAttachment gets added to the units prior to each round of battle. I have modified my version to create a new airRoll/airStrength to have the ability to support air units during air battles. So yes, I think adding a check for the combat round is not that hard. The same goes for territoryEffect, my engine code includes combatAADefenseEffect/combatAAOffenseEffect so that territoryEffect can modify AA special attacks (did these awhile ago when I was talking to @TheDog about GCD).
Having a "maxRounds" may be a little harder, but still seems kind of strait forward. The problem is what happens when a unit passes that round? Should it be retreated? Left for fodder? Give the player a choice? There's a lot there when talking about the unitAttachment.
Cheers...
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@wc_sumpton said in Paratroopers and U-Boats:
supportAttachment gets added to the units prior to each round of battle. I have modified my version to create a new airRoll/airStrength to have the ability to support air units during air battles. So yes, I think adding a check for the combat round is not that hard. The same goes for territoryEffect, my engine code includes combatAADefenseEffect/combatAAOffenseEffect so that territoryEffect can modify AA special attacks (did these awhile ago when I was talking to @TheDog about GCD).
Having a "maxRounds" may be a little harder, but still seems kind of strait forward. The problem is what happens when a unit passes that round? Should it be retreated? Left for fodder? Give the player a choice? There's a lot there when talking about the unitAttachment.
Cheers...
Is there any intention of adding any of these features to the actual program?
I do believe artillery support should be round limited. It seems obvious enough unless you actually want to have ammunition consumption (which would limit it).
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This may give you some ideas for you wolfpack problem:
<attachment name="supportAttachmentSubSelfBuff" attachTo="submarine" javaClass="UnitSupportAttachment" type="unitType"> <option name="unitType" value="submarine"/> <option name="faction" value="allied"/> <option name="side" value="offence"/> <option name="dice" value="strength"/> <option name="bonus" value="1"/> <option name="number" value="3"/> <option name="bonusType" value="selfBuff" count="3"/> <option name="impArtTech" value="false"/> <option name="players" value="Americans"/> </attachment> <attachment name="supportAttachmentSubSelfDebuff" attachTo="submarine" javaClass="UnitSupportAttachment" type="unitType"> <option name="unitType" value="submarine"/> <option name="faction" value="allied"/> <option name="side" value="offence"/> <option name="dice" value="strength"/> <option name="bonus" value="-1"/> <option name="number" value="2"/> <option name="bonusType" value="selfDebuff" count="2"/> <option name="impArtTech" value="false"/> <option name="players" value="Americans"/> </attachment>I think this may work as support is given 1 to 1. So, if there is only one sub it should buff itself once then debuff itself. With 2 subs should buff twice and debuff twice. With 3 or more (this buffing will not stop at 3) they should buff 3 times with only 2 debuff so the buff should apply.
Just some stupid thoughts.
Cheers...
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no there not stupid
I had done something similar before, hmm ... so actually maybe it is kinda stupid lolI think that'd work though. So, it'd keep boosting at 3 or more ?
Thing is, we only want it for 1st rd of combat, not whole battle.
I'm actually pretty pleased with how it's working. Just started a game today.
I screwed up and the wolfpack showup after NCM same as when they remove. Had to change to beforeEndTurn so they will show up after you place.
Plus the cool hepps image is badass lookin and makes for a quick visual to tell there's one there


I also had to change paratrooper from isAir to the same as the Para because the 2nd one can't land in newly conquered TTy.
That's ok though. They will place in any TTy you own, so just let em hook up with the Paras from the git go and move em all at once

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I remember now. originally i gave them a +2 one time AA shot on A and 1 on D for para, so it'd only last for one rd. But the hits can't fire back, which overpowered them.
They don't get the bonus unless by themselves, so i had to give a negative bonus to every unit that might be with them lol
That was overachievement ha ha ha But it kinda worked the way you wrote above

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Downloading and unpacking the game now. Will look it over to see if there is anything else stupid, I can think of.
Cheers...
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@wc_sumpton Hey sweet ! If you got any better ideas for landmines, that's last big one.
Escorts i have so they'll place and replace for one escort. Gets too intense for anymore
Majority place and remove that way anyway 
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You have to many duplicate conditions:
At line 14982:<attachment name="conditionAttachment_WolfpackRemoveInvert112" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="directPresenceTerritories" value="112 Sea Zone" count="1"/> <option name="unitPresence" value="GermanUBoat" count="3"/> <option name="invert" value="false"/> </attachment>Which is checking the presence of GermanUBoat in 112 Sea Zone for the Germans player. Then again at 15235:
<attachment name="conditionAttachment_WolfpackRemove112" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="directPresenceTerritories" value="112 Sea Zone" count="1"/> <option name="unitPresence" value="GermanUBoat" count="3"/> <option name="invert" value="true"/> </attachment>Their names may be different, but the conditions are the same.
The triggers at 45049 and 15292 can both reference the same condition, as the triggers have the 'when' option.This duplication makes the xml much harder to read. Also you may think about using variableList and foreach to group things together. 78k lines makes for a very difficult read and I understand why you like 'leaving things as they are', because editing has become a time-consuming chore.
Cheers...
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Psst... A little help for my friend. @beelee
To use variables and foreach, the variable lists must at the beginning of the xml. The standard location is right after diceSides but before map:
<diceSides value="6"/> <variableList> <!-- Sea Zones used for Wolfpack buff checks --> <variable name="WolfpackSeaZones"> <element name="127"/> <element name="126"/> <element name="125"/> ... ... ... <element name="82"/> <element name="81"/> <element name="80"/> <element name="70"/> <element name="69"/> <element name="68"/> <element name="67"/> </variable> <!-- Add more list as is necessary --> </variableList> <map>Notice that I am only using the number part of the sea zones, " Sea Zone" can be added when needed! Now the triggers:
<!-- Check for the presence of 3 German U-Boats --> <attachment foreach="$WolfpackSeaZones$" name="conditionAttachment_3_GermanUBoat_@WolfpackSeaZones@_SeaZones" attachTo="Germans" javaClass="RulesAttachment" type="player"> <option name="directPresenceTerritories" value="@WolfpackSeaZones@ Sea Zone" count="1"/> <option name="unitPresence" value="GermanUBoat" count="3"/> </attachment> <!-- Place Wolfpack where there are 3 German U-Boats --> <attachment foreach="$WolfpackSeaZones$" name="triggerAttachment_Wolfpack_at@WolfpackSeaZones@_SeaZones" attachTo="Germans" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_3_GermanUBoat_@WolfpackSeaZones@_SeaZones"/> <option name="placement" value="@WolfpackSeaZones@ Sea Zone:Wolfpack" count="1"/> <option name="when" value="before:germansEndTurn"/> </attachment> <!-- Remove Wolfpack prior to NonCombat move --> <attachment name="triggerAttachment_Remove_All_Wolfpack" attachTo="Germans" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_SwitchIsTrue"/> <!-- There are only 52 sea zones so using a count of 55 should get them all --> <option name="removeUnits" value="all:Wolfpack" count="55"/> <option name="when" value="before:germansNonCombatMove"/> </attachment> <!-- end Wolfpack placement/removal -->This should work, let me know what you think.
Cheers...
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This topic should be moved Maps & Mods, I have created a new topic called Global 40 Expansion UHD Boxes, since this discussion centers mostly on that map.
Thank you!
Cheers...
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