Multiple AA Attachments Per Unit
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Multiple AA attacks per unit type would mean having separate aaAttachments similar to supportAttachments. Then either having to convert existing AA unit options to generate an aaAttachment in the engine (like isArtillery generates a supportAttachment) or having to mass convert maps so that the existing AA unit options could be removed. Both of these options are pretty painful.
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Question: will support be racalculated after every combat phase, or only at the end of combat round? Like, a hypothetical map could benefit if charge and flank actually happened in case fortifications are leveled by siege first. (Single walls should no longer stop those oliphaunts. Not that they can now. Or anything else, for that matter.) The same hypothetical map could redefine formation as anti-charge support, by the way.
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@alkexr I believe most things are re-calculated before each battle step. So I think it aligns support attachments for example based on the surviving units if say there were some AA casualties at the start of the combat round.
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@redrum I cannot say I've a game coming tomorrow that would use this feature, but multiple times I had wished, and still think about, being able to assign multiple support attacks. The most typical example would be AA guns being able to be both anti-tank and anti-air (the famous "88"). Really looking forward to this.
Multiple AA attacks per unit type would mean having separate aaAttachments similar to supportAttachments. Then either having to convert existing AA unit options to generate an aaAttachment in the engine (like isArtillery generates a supportAttachment) or having to mass convert maps so that the existing AA unit options could be removed. Both of these options are pretty painful.
If this is something coming soon, I would be up to help with a manual conversion of the seldom used ones, but I would need to take a look at what it takes and all being clear and fairly assured to be reviewed and merged within, say, 4 weeks. It might be sanely feasible to manually convert all but the one basic option "isAA", that would stay there automatically creating the default support attachment (it is probably good to have anyways to be mapmaking friendly). But mostly only if all the process to the end will get through at good pace. However, I reserve to give up after taking a look at what needs to be done, but I would say so at the start of the process; so not much lost.
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@redrum But I'm a bit confused, since it looks like talking about support to AA? Do multiple AA attachments mean that, for example, you have an AA gun that can fire two times, first against "armour" and, then, again, but against any "air", at the start of the combat round? Because this is what I was thinking this is about.
To make a clear example, mainly to be sure we are on the same page, what I was thinking was something like this:
It is true that you can already have an AA gun that can target both armour and air, but, if not to unlimited targets, now it would weaken the amount of damage that can do to one or the other, since expanding the possible targets (and if it is not random, the owner can just decide if to take out an armour or an air unit).
So, for example, you could have an AT gun that have "targeted" shots vs armours only.
Then, at a premium price, you could have an AA gun that can do everything the AT gun does, but it also, additionally, makes a "targeted" shot vs air.
Am I correct that this is an example of what this feature would allow?
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@cernel Yeah, I updated the first post. This feature request is just related to having multiple AA attacks for one unit. There is a separate feature request for being able to have support attachments affect AA attacks.
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@redrum Ok. Another case I sometimes considered was having battleships being able to do a targeted attack against other battleships, and also an additional targeted attack against air. Stuff like that.
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@cernel Right. The idea is that it gives a lot of flexibility for units to have different strength attacks vs different types of units. Not just a single counter type like AA and AT function in maps now.
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@redrum If you think it can be good to go the way of just manually changing the games for the not very popular options (maybe all of them but only the "isAA", I'd like), and are fine taking a modest chance of bugging some game (I'm not going to playtest them all fully), I can do all the changing part, as long as the matter goes at a good pace (I don't want to be stuck with a lot of pull requests for long), preferably doing it and closing this same month, if possible? I guess I'll have to leave TWW to @Hepps to change, if going this way, or he can review.
A minor notice is that option also sets the stack limit for games like Classic. Of course, that would stay in the unit attachments. So, you would end up with an option that creates two different things, if it is Classic rules (I guess it should be fine).