Question about trenches domination 1914 no mans land
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@TheDog You can create a support attachment that gives a bonus to the enemy.
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Is there a mechanic or attachment that allows a 0 attack unit to destroy a 0 defense construction?
The "trench", a 0 defense construction unit, could give the "conscript", a 0 attack unit, a plus 1 attack using support attachments. The problem with this is that the support should be applied only when the "trench" is defending and only the "conscript" is attacking.
<attachment name="supportAttachment_Trench" attachTo="trench" javaClass="UnitSupportAttachment" type="unitType"> <option name="faction" value="enemy"/> <option name="unitType" value="conscript"/> <option name="side" value="defence"/> <option name="dice" value="strength"/> <option name="bonus" value="1"/> <option name="number" value="1"/> <option name="bonusType" value="Trench"/> <option name="players" value="$All-Players$"/> </attachment>To do this a plus and minus support attachment would have to be created for every attacking/defending land unit to create a counter to the "trench".
<attachment name="supportAttachment_InfantryAttack" attachTo="infantry" javaClass="UnitSupportAttachment" type="unitType"> <option name="faction" value="allied"/> <option name="unitType" value="conscript"/> <option name="side" value="offence"/> <option name="dice" value="strength"/> <option name="bonus" value="1"/> <option name="number" value="-1"/> <!-- All positive supports are "Trench" --> <option name="bonusType" value="Trench"/> <option name="players" value="$All-Players$"/> </attachment> <attachment name="supportAttachment_InfantryAttackDebuf" attachTo="infantry" javaClass="UnitSupportAttachment" type="unitType"> <option name="faction" value="allied"/> <option name="unitType" value="conscript"/> <option name="side" value="offence"/> <option name="dice" value="strength"/> <option name="bonus" value="-1"/> <option name="number" value="-1"/> <!-- All negative supports are "Debuf" --> <option name="bonusType" value="Debuf"/> <option name="players" value="$All-Players$"/> </attachment> <attachment name="supportAttachment_InfantryDefend" attachTo="infantry" javaClass="UnitSupportAttachment" type="unitType"> <option name="faction" value="enemy"/> <option name="unitType" value="conscript"/> <option name="side" value="defence"/> <option name="dice" value="strength"/> <option name="bonus" value="1"/> <option name="number" value="-1"/> <!-- All positive supports are "Trench" --> <option name="bonusType" value="Trench"/> <option name="players" value="$All-Players$"/> </attachment> <attachment name="supportAttachment_InfantryDefendDebuf" attachTo="infantry" javaClass="UnitSupportAttachment" type="unitType"> <option name="faction" value="enemy"/> <option name="unitType" value="conscript"/> <option name="side" value="defence"/> <option name="dice" value="strength"/> <option name="bonus" value="-1"/> <option name="number" value="-1"/> <!-- All negative supports are "Debuf" --> <option name="bonusType" value="Debuf"/> <option name="players" value="$All-Players$"/> </attachment>It can get slightly complicated.
Cheers...
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Hi WC!
Thanks a lot for your time and effort!
If i understand correctly you can basically give conscripts 1 attack, and make every unit (except trenches) debuff them with 1?
I have 2 more questions:
-can i make tech dice basically hit every time (so they hit at 1 or higher, basically you pay 20 ipcs for guarenteed tech unlock)
-for a unit such as a marine can i give it +1 amphibious attack?~Ramon
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found the marine!
<option name="isMarine" value="true"/>
sometimes it can be so easy
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-can i make tech dice basically hit every time (so they hit at 1 or higher, basically you pay 20 ipcs for guarenteed tech unlock)
Hi
The answer is yes but I can't find an example at the moment. Roger, The Dog or the Master wc will clue you in most likely

but it has something to do with "rolls" and "chance' if i remember right.
From POS2

so something like that
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-can i make tech dice basically hit every time (so they hit at 1 or higher, basically you pay 20 ipcs for guarenteed tech unlock)
<property name="Low Luck for Technology" value="true" editable="true"> <boolean/> </property>Give the player the number of dice equal to "diceSides".
<option name="isMarine" value="true"/>
"isMarine" takes a number value. "isMarine"=true is converter to "isMarine"=1. "isMarine" can also be set to negative values.
If i understand correctly you can basically give conscripts 1 attack, and make every unit (except trenches) debuff them with 1?
Yea.. but upon further testing, because both units are 0, the buff was not applied, so I'm still working on this.
wc_sumpton said:
It can get slightly complicated.
Cheers...
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Hi Wc,
Thanks a lot for your time!
I hope im not asking too much but i still cant figure the tech dice system.
I understand that i have to turn on low luck for tech.
We use 6 diceSides so 20 ipc cost should give 6 dices.I first tried this:
<attachmentList>
<attachment name="techAttachment" attachTo="Japanese" javaClass="TechAttachment" type="player">
<cost resource="PUs" quantity="20"/>
<result resourceOrUnit="techTokens" quantity="6"/>
<option name="resourceCount" value="6"/>
</attachment>To be honest i tried to copy it straight from the production rule for "normal" units.
But this doesnt work, the engine doesnt recognize the property definition for the option "resource Count"
Im kinda lost now, do you know how to implement this? We basically want 20 IPC to give the player enough tech dice for a guaranteed unlock.
Another question:
We want to create an unit called the Flying Boat, which is basically an airplane but the airplane:
- Can land only on water, not on land
- move through hostile sea zones, ignoring enemy ships
- be able to move after fighting in a battle (if they still have range left over)
- be able to attack land territories
So far i figured out how to make planes "land" on sea (putting their carriercost at 0)
<attachment name="unitAttachment" attachTo="Flying_Boat" javaClass="UnitAttachment" type="unitType">
<option name="isAir" value="true"/>
<option name="attack" value="6"/>
<option name="defense" value="4"/>
<option name="movement" value="4"/>
<option name="carrierCost" value="0"/>Now obviously this is still considered a air unit by the engine, it can move through hostile seazones, it can move after fighting in a battle and it can attack land territories.
The problem is that it can obviously still land on land, which we dont want.
but do you know if its theoretically possible to make the unit unable to land on land?
~Cheers!
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you might be able to use a negative terrain resource. I think that's how you do it. Might check Total World War. Pretty sure they have certain territories that certain units can't go to depending on terrain and or weather.
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