CrazyG's Big World War One
-
@redrum When I am playing against myself... I am playing against a machine.
-
@Hepps ?s the playing against himself? (No I DID not GIVE complete sentences with proper punctuation)
-
@prastle When I play against myself it is the proverbial immovable object vs the unstoppable force.
-
@Hepps Who said anything about playing against yourself?
-
Missing connection sz95 to Morocco 2.
Incorrect connection between France 6 and Belgium 6. -
@CrazyG So there is a pretty big problem. Gas doesn't actually do anything. The reason is that gas is a suicide unit so fires before anything else and then is removed so doesn't provide its negative support since its already dead.
Also on a separate but related note on suicide units, you probably want to set these properties to true:
<!-- if false, (all property default to false), then units killed by suicide units can return fire. if true, they can not return fire --> <property name="Suicide and Munition Casualties Restricted" value="false" editable="true"> <boolean/> </property> <!-- if suicide units act like normal units on defense, except that they can not die to attacks by other suicide units --> <property name="Defending Suicide and Munition Units Do Not Fire" value="false" editable="false"> <boolean/> </property>
I believe if you set these properties to true then you'll get better behavior as:
- Casualties from artillery barrage won't return fire (seems to make more sense unless you feel from a balance perspective you want them to).
- Right now if you attack a stack of artillery barrages with 1 inf then they all die. I believe this property will prevent that.
-
@redrum said in CrazyG's Big World War One:
I believe if you set these properties to true then you'll get better behavior as:
Casualties from artillery barrage won't return fire (seems to make more sense unless you feel from a balance perspective you want them to).
Right now if you attack a stack of artillery barrages with 1 inf then they all die. I believe this property will prevent that.This problem is in Age of Tribes as well. If you set suicide units to not fire when defending, they can be used as casualties.
I'm going to move the end turn phase to the start of your turn. This solves the suicide unit problem pretty cleanly.
-
why no aaGun?
-
-
I really wish there was a way to just make a unit not selectable as a casualty, without making it infrastructure (so it gets captured). This just comes up super often; TWW has player enforced rules about it.
-
@CrazyG Well I think you could use triggers like TWW has for air transports to make them non-infra during the player's turn (attack) then infra during all other turns (defense).
-
@redrum
Right, but on the attackers turn you still would have the option to select the air transport as a casualty. -
@CrazyG Yeah, I think for TWW air transports they really should just be "isInfra" all the time but I think there is some reason that they then don't work right for transporting units or something. As you really want them to never have HP (always be destroyed or captured and they would never attack alone).
Missle/munition/etc are a bit different since you want them to have HP when attacking so they can attack by themselves but infra that are capturable or destroyable on defense.
My thought is really we need say an 'isMunition' or 'isInfraForDefense' property that makes units act like non-infra during their turn for attacks but act like infra during other players' turns for defense.
-
@redrum The reason the Air Transports are combat units is that we could not find a way to allow Paratroopers to exclusively receive a bonus while para-dropping into battle without using the Air Transport as a way of "force feeding" the bonus using the Air Transport itself.
-
@CrazyG Missing connection between Turkey 01 <---> SZ 191
-
@Hepps Ok. I would think you could still make the air transports "isInfra" and have it provide support to paratroopers. Did you try that and it didn't work? I think the one other issue is I'm not sure that AA guns would get to shoot at air transports if we made them "isInfra".
-
IsInfra can support other units.
IDK if AA guns can shoot at them.
-
@redrum 2 issues... AA become impotent against them.... 2nd if the attack fails the Air Tranny automatically dies.
-
@Hepps What do you mean by the 2nd point? Doesn't it die currently if the attacker fails to win?
-
@redrum No it can retreat. Unless of course you press the attack without any ground forces. There may be the possibility of it having to be taken as a casualty if you sustain more hits than you have (legitimate) attackers... but technically that is also an illegal play. Doesn't come up much as people rarely try suicide attacks with air trannies. (And by not much I mean it has never been brought up by a player in a match, I have only come across it in my personal exhaustive tests)
But perhaps this is a conversation for a different thread. Hy-jacking @CrazyG thread seems all kinds of dirty and wrong.