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    AA gun only attacking once on offence … Help!

    Scheduled Pinned Locked Moved Feature Requests & Ideas
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    • FrostionF Offline
      Frostion Admin @Cernel
      last edited by

      @Cernel
      Thanks for verifying the behaviour. I will open an issue and link to this thread, unless someone beats me to it. I have tried out a lot of AA stat configurations but have not made up my mind about the final configuration of the unit. If I was to rename the unit, it would probably be Anti-Air Unit, not canon or gun, just to keep it as a generic unit with lots of possible weapons. But I would like to keep names as short as possible, so I kind of like Anti-Air.

      Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

      C 1 Reply Last reply Reply Quote 0
      • C Offline
        Cernel Moderators @Frostion
        last edited by

        @Frostion Maybe call it Ack-Ack, then; but if you are using American English (idk) check if that is a thing there too (idk).

        Z 1 Reply Last reply Reply Quote 0
        • Z Offline
          Zim Xero @Cernel
          last edited by

          @Cernel or Redrum: Units with AA shots (not AAgun), used to be moved by the AI as a normal attack unit until after version 1.3.2.2 Has this been resolved? I had a number of games I was working on where (as a PvE game maker), this became a huge constraint. The ability to add AA first shots to select unit types added a huge factor to TripleA, but not if the AI wont move those units in attack movement.

          An example would be an archer unit that has a small AA capability versus air units. There is no reason an archer unit would not move with a combat unit on offense and also contribute.

          Z C 2 Replies Last reply Reply Quote 0
          • Z Offline
            Zim Xero @Zim Xero
            last edited by

            Not sure how to edit posts in this new forum, so sorry for the double post. Just wanted to add that I "was" an avid mod maker for TripleA: Made Stellar Forces, Pacific Solo Challenge, Fantastic Forces, and a few other mods that I wanted to perfect. The AA change, along with the slow-down of AI wait time is specifically why I abandoned my projects. I do love TripleA, however, and will probably always follow it.

            redrumR B 2 Replies Last reply Reply Quote 0
            • C Offline
              Cernel Moderators @Zim Xero
              last edited by

              @Zim-Xero AA offensive attacks are surely a must, in my mind, also in the standard WWII scenarios, because, in the moment in which you invade a territory, and in that territory there are defending aircrafts, of course you bring your AA guns and use them to fire on the defending aircrafts that are defensively attacking you (besides, medium AA guns, like the German 88 mm, are very good guns, that you want to use as anti-armour or field artillery, as well). AA guns able to AA attack both offensively and defensively makes the only sense. Plus, of course, whatever other stuff that can AA shot in defence and can move (like the archer you mention).
              Actually, a thing that really bothers me is that AA guns are not supported in casualties selection; so units AA strong but otherwise weak are selected first as casualties, and it is quite annoying to remanage the autoselection each time; if it is not going to be supported, it would be good if there would be at least an option for not having any autoselection of casualties at all, for maps making extensive use of AA attacks for combat.

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              • redrumR Offline
                redrum Admin @Zim Xero
                last edited by redrum

                @Zim-Xero To my knowledge, the AI handles units with AA shots targeting particular unit types just fine. Frostion's latest map "Iron War" uses these pretty extensively. I haven't really been around long enough to comment on before/after 1.3.2.2. My suggestion would be to fire up some of you maps and play against the Hard AI (or Fast AI if you don't like waiting or have a very large map). It should handle a much larger portion of the game features and be much more competitive than the old "Moore N Able AI".

                @Cernel Optimal casualty selection with some of the advanced TripleA features is an extremely difficult problem to solve quickly. If you have certain maps that handle casualty selection particularly poor and have ideas on how to improve it then I'm open to updating that logic.

                TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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                • FrostionF Offline
                  Frostion Admin
                  last edited by

                  @Cernel said "Actually, a thing that really bothers me is that AA guns are not supported in casualties selection; so units AA strong but otherwise weak are selected first as casualties, and it is quite annoying to remanage the autoselection each time"
                  This is one of the reasons why I would like AA guns in Iron War to be isInfrastructure, so auto select does not kill them instantly.

                  @Zim-Xero In Iron War (BETA and found in Experimental maps) the unit "Tank-Destroyer" is attacking just fine with the AI. It has an AA shot called "anti vehicle canon" and gets a bonus attack every round. So guess that old problem with AI not moving AA into combat is no more. This here problem in this thread concerns if the unit is also isInfrastructure, as I understand it.

                  Sadly attacking units that are isInfrastructure + AA do not seem to stay in the battle for more that 1 round, unlike if they are defending, which let's them stay.

                  @redrum
                  I have not have time yet to make a Github post concerning my original problem. Hope to do it soon.

                  Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                  redrumR 1 Reply Last reply Reply Quote 0
                  • redrumR Offline
                    redrum Admin @Frostion
                    last edited by

                    @Frostion The PR to allow AA to participate in all rounds on offense has been merged: https://github.com/triplea-game/triplea/pull/1992

                    Please test it out on various maps to ensure it functions properly and has no unintended side effects.

                    TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                    FrostionF 1 Reply Last reply Reply Quote 0
                    • B Online
                      beelee @Zim Xero
                      last edited by

                      @Zim-Xero
                      in case you're not aware of how to edit your posts yet Zim, it's the 3 vertical dots to the right of the reply quote thing. I had a hard time figuring it out and then forgot how I did it : )

                      1 Reply Last reply Reply Quote 0
                      • FrostionF Offline
                        Frostion Admin @redrum
                        last edited by

                        @redrum
                        I have been testing the latest TripleA version .5470 and its AA infrastructure ability to attack every round, and it seems to work. I tested several instances with one or more AA guns as attacker and defender. Also tested if it had any unfortunate side effect on the AA cruiser at sea. Everything seems to work fine 😃

                        I don’t think the following has to do with the new changes, but it seems that the AI does not really buy AA units like the one I use in Iron War currently. Is there a difference, in the eyes of the AI, if the unit has isAA and a unit that has the following without isAA?:

                            <attachment name="unitAttachment" attachTo="Anti-Air" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                                <option name="isInfrastructure" value="true"/>
                                    <option name="attackAA" value="1"/>
                                    <option name="offensiveAttackAA" value="1"/>
                                    <option name="attackAAmaxDieSides" value="10"/>
                                    <option name="offensiveAttackAAmaxDieSides" value="10"/>
                                    <option name="maxAAattacks" value="1"/>
                                    <option name="maxRoundsAA" value="-1"/>
                                    <option name="isAAforCombatOnly" value="true"/>
                                    <option name="isAAforBombingThisUnitOnly" value="false"/>
                                    <option name="isAAforFlyOverOnly" value="true"/>
                                    <option name="mayOverStackAA" value="true"/>
                                    <option name="isAAmovement" value="false"/>
                                    <option name="isRocket" value="false"/>
                                <option name="destroyedWhenCapturedFrom" value="Germany:Balkan:USSR:Finland:France:French-Colonies:Italy:Britain:British-Colonies:South-Africa:British-India:Iraq:Iran:ANZAC:KNIL:China:Japan:Thailand:USA:Brazil:Neutral:True-Neutral:Pro-Axis-Neutral:Pro-Allies-Neutral"/>
                                <option name="transportCost" value="1"/>
                                <option name="movement" value="1"/>
                            </attachment>
                        

                        The above unit only cost 3 PUs, and that is very little in Iron War. If the unit gets a 1 in defence at cost 5 PUs, then the AI seems to buy it. But I kind of like the unit as an anti-air only unit.

                        Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                        redrumR 1 Reply Last reply Reply Quote 0
                        • redrumR Offline
                          redrum Admin @Frostion
                          last edited by

                          @Frostion The AI doesn't really value AA attributes and only buys them to guard factories. So it looks at HP/attack/defense for choosing what units to buy.

                          TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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