Question about trenches domination 1914 no mans land
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@ramon
I have another one of my FFA maps working with Sea Zone PU going to the owner.
see
https://forums.triplea-game.org/topic/2467/settlers-fallen-empire-official-thread/15Note you will need to do steps
- player none=Neutral must be have an initial relationship of Neutral with the Player factions, see lines 6977 etc
- player none=Neutral start of turn 1 is changed to War, see lines 5913-5931
The above is a bizzare requirement that should not exist.
I still cannot get 1888A Steam & Steel to work, but Im hoping you have success and then I will raise this with the Devs.
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I still cannot get 8188A Steam & Steel to work, but Im hoping you have success and then I will raise this with the Devs.
In 8188A Steam & Steel, if you are hooking too the endTurn, then your process is working. But the endTurrn happens at the beginning. Try attaching after the battle step.
Why battle? Because only combat move and battle change ownership. Non-combat move and placement do not. So, during the players first turn when sea units are placed the territory does not change ownership until the next combat move.Cheers...
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@wc_sumpton
Thanks! I will will experiment. -
Hi its me again!
I was wondering if its possible to give a unit (for example an Anti Air gun) the ability to reduce the attacking value of the opponents fighters with -1.
If so how would you set this up in the xml file? Does it require any special properties or settings?
~Ramon
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@Ramon
Here is how its done in 1941 GCD<!-- Anti-Tank Suppress ENEMY Armor --> <attachment name="supportAttachment_Anti-Tank_sup_Armor" attachTo="Anti-Tank" javaClass="UnitSupportAttachment" type="unitType"> <option name="faction" value="enemy"/> <option name="unitType" value="$All-Armor$:Inf-Motorized"/> <option name="side" value="defence"/> <!-- defence is correct, reduces enemy Armor strength Atk --> <option name="dice" value="strength"/> <option name="bonus" value="-1"/> <option name="number" value="1"/> <option name="bonusType" value="Anti-Tank"/> <option name="players" value="$All-Players$"/> </attachment>So change to shoot at All-Air, so unitType=All-Air instead of Armor
bonusType is just a label shown in History, eg. AA-suppression
side might also need offence, depending on how air worksHope that helps.
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Thank you! it works perfectly!
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Hi!
When a conscript attacks a territory containing only a trench the battle stays contested only because both units have 0 combat power. After a couple of rounds it finally resolves, but this is obviously not intended.
I want to keep:
Conscript: attack = 0
Trench: defense = 0But I want the conscript to be able to destroy the trench, without giving it a normal attack value of 1.
Is there a mechanic or attachment that allows a 0 attack unit to destroy a 0 defense construction?
My attachments:
Conscript:
xml
<attachment name="unitAttachment" attachTo="conscript" javaClass="UnitAttachment" type="unitType">
<option name="movement" value="1"/>
<option name="attack" value="0"/>
<option name="defense" value="1"/>
<option name="transportCost" value="2"/>
<option name="artillerySupportable" value="true"/>
</attachment>Trench:
<attachment name="unitAttachment" attachTo="trench" javaClass="UnitAttachment" type="unitType">
<option name="defense" value="0"/>
<option name="hitPoints" value="2"/>
<option name="isSuicide" value="true"/>
<option name="isConstruction" value="true"/>
<option name="constructionType" value="bunker"/>
<option name="constructionsPerTerrPerTypePerTurn" value="3"/>
<option name="maxConstructionsPerTypePerTerr" value="1000"/>
conscript:
<attachment name="unitAttachment" attachTo="conscript" javaClass="UnitAttachment" type="unitType">
<option name="movement" value="1"/>
<option name="attack" value="0"/>
<option name="defense" value="1"/>
<option name="transportCost" value="2"/>
<option name="artillerySupportable" value="true"/>
</attachment>~Ramon
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Hi Ramon
You might possibly be able to give it a combat AA capability that just targets the Trench but the AA fires off before regular combat, so Idk if that'd mess something up
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Hi Beelee,
Thanks a lot for your input! I thought about this aswel but it will probably mess with the balancing of the map, we would like to keep conscripts on a 0 attack.
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Yea if I remember right it has to have an attack value to work. I tried it with a similar situation now that I think about it. Maybe Victory will make an engine update for us

but yea The Dog or wc might know a way around it. Or maybe Roger or Cernel
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I don't understand why the "trench" has 2 hit points and isSuicide? This is causing the combat to last 2 rounds. Suicide causalities are automatically removed before the round that the unit "attacks" in. So even though the "trench" has no attack or defense the "isSuicide" is causing it to participate and be removed as causality.
I have to do some testing.
Cheers...
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Hi!
Thank you for your response!
The trench is designed to have 2 hit points for balancing purposes, its a defensive unit.
To be honest i dont know either why trenches have isSuicide, this map im currently working on is inspired by domination 1914 no mans land and i copied their trench design. I think i can just delete that part.~Ramon
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@Ramon
The AI will have difficulty with a 0 Atk unit.
A 0-1-1 unit will be AI classified as a defensive unit so trying to get it to attack, will be hard.
AI wise better to have it as 1-1-1 unit.Have you considered increasing the dice to d8 instead of d6 ?
Many of my maps are d8, so that very weak & weak units can be Atk/Def 1 and 2.
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