Add Ability For Suicide Units to Provide Support
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Just change the unit on taking 1 HP damage into an infrastructure that gives support, that is then removed at the end of combat / end of turn.
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@Cernel I totally agree, it would be nice to be able to also give support to Ammo/Munitions units if this is something that cannot be done atm.
@alkexr Your sollution gives the munition unit a HP and seems to complex a workaround. I would like something more clean I think.
@Everyone We need some backup here ... We need to persuade a dev to let Suicide and Munition units also be able to receive/give support!

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@redrum said in suicide/munitions unit with support?:
@Frostion I believe the only way to do it currently is use
isSuicideOnHitinstead ofisSuicideso that the unit actually fights in round 1 so it can provide its support. For example, I'm planning to do this for a WW1 gas unit so it always gets 1 hit round 1 and dies but also provides its negative support round 1:<attachment foreach="$UnitPrefixes$:$UnitPlayers$" name="unitAttachment" attachTo="@UnitPrefixes@Gas" javaClass="UnitAttachment" type="unitType"> <option name="movement" value="1"/> <option name="attack" value="12"/> <option name="defense" value="0"/> <option name="isSuicideOnHit" value="true"/> </attachment> <attachment foreach="$UnitPrefixes$:$UnitPlayers$" name="supportAttachment@UnitPrefixes@Gas" attachTo="@UnitPrefixes@Gas" javaClass="UnitSupportAttachment" type="unitType"> <option name="unitType" value="$InfantryAndCavalryUnits$"/> <option name="faction" value="enemy"/> <option name="side" value="offence"/> <option name="dice" value="strength"/> <option name="bonus" value="-2"/> <option name="number" value="12"/> <option name="bonusType" value="GasBonus"/> <option name="players" value="@UnitPlayers@"/> </attachment>The limitation of this is that if you want it to always die round 1 then you have to set its attack equal to dice sides so it actually gets a hit and suicides.
Haven't tested, so I wonder if you can hack a pure support behaviour (without killing anything) by using the isSub sub-options, so to give the unit no valid targets, while automatically hitting (nothing), while re-entering the pure suicide dynamic of possibly hitting something, while always suiciding regardless, by adding an AA offensive attack on top of what I said. I believe it should work fine, and I understand this way all that @Frostion wants would be covered, albeit in a convoluted manner.
In the past, I've considered mostly the other side of the coin, that is supporting munitions, as it has always been a major issue for me that TripleA didn't have any ammunition consumption dynamic, as that is actually maybe the most important cost of war (or at least you usually spend much more money in ammunitions, overtime, than in the guns firing those ammunitions; easily over 10 times as much). The ideal would be having a dynamic by which 1 artillery can give 1 roll to 1 otherwise useless ammunition, that suicides only upon rolling (so, for example, if you would have 1 artillery and 3 ammunitions in a battle, you would use 1 ammunition each in the first 3 rounds of combat). Other ways to represent that may be with the land transport ability, in that the ammunition could be combat moved only by the artillery, so that you need 1 artillery to send a number of suicide ammunition into combat, or, to fire from zone to zone, have 1 artillery producing 1 target unit each round, the target unit land transporting 1 ammunition into combat, then removing all target units at the start of combat (practically like the mortars of AoT, but you need to produce and stockpile the actual ammunitions; just the utility unit to fire (land transport) them into battle is given for free).
Anyways, all solutions I could come up with are workarounds with serious limitations; so I don't believe that ammunition consumption can currently be very well represented in TripleA.
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@redrum said in suicide/munitions unit with support?:
@Frostion I believe the only way to do it currently is use
isSuicideOnHitinstead ofisSuicideso that the unit actually fights in round 1 so it can provide its support. For example, I'm planning to do this for a WW1 gas unit so it always gets 1 hit round 1 and dies but also provides its negative support round 1:<attachment foreach="$UnitPrefixes$:$UnitPlayers$" name="unitAttachment" attachTo="@UnitPrefixes@Gas" javaClass="UnitAttachment" type="unitType"> <option name="movement" value="1"/> <option name="attack" value="12"/> <option name="defense" value="0"/> <option name="isSuicideOnHit" value="true"/> </attachment> <attachment foreach="$UnitPrefixes$:$UnitPlayers$" name="supportAttachment@UnitPrefixes@Gas" attachTo="@UnitPrefixes@Gas" javaClass="UnitSupportAttachment" type="unitType"> <option name="unitType" value="$InfantryAndCavalryUnits$"/> <option name="faction" value="enemy"/> <option name="side" value="offence"/> <option name="dice" value="strength"/> <option name="bonus" value="-2"/> <option name="number" value="12"/> <option name="bonusType" value="GasBonus"/> <option name="players" value="@UnitPlayers@"/> </attachment>The limitation of this is that if you want it to always die round 1 then you have to set its attack equal to dice sides so it actually gets a hit and suicides.
By the way, I believe autohitting 1 unit is lame. While I'm not against something killing something for sure, there should always be a dynamic by which the damage may vary. For example, if something kills or damages something for sure, then it should work like roll 1d6 and kill as many units.
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So thinking about this a little more, I'm starting to wonder if
isSuicideshould be reworked now thatisSubwas broken into separate options. As reallyisSuicideis currently doing 2 separate things which is having the unit roll first (essentiallyisFirstStrike) and dieing after its attempted roll. We also now haveisSuicideOnHitthat can be used for many scenarios.This would also seem to align with what @Cernel mentions here: https://forums.triplea-game.org/topic/323/unit-option-which-suicides-only-when-it-registers-a-hit-mines/28. Where you have some sort of
isSuicideOnRollinginstead where if you want the unit to always die then it would just be set to the dice sides but you could then have 3 outcomes for suicide-like units:- It hits and suicides
- It misses and suicides
- It misses and survives
So what does all that mean in relation to suicide units giving support? It makes the whole thing a lot cleaner as you could have the suicide unit roll with the rest of the units (like isSuicideOnHit does) rather than before all units so it gives its support before dying.
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@redrum It has been a while since I tested, but I believe that, for the old "isSuicide", supporting is not really a matter of when it dies. I remember I tested it and I couldn't have a "isSuicide" unit receiving (not giving) support from a normal unit, despite that, of course, the normal unit is still there when the suicidal one attacks and dies.
I was trying to have a normal "artillery" unit giving support to an attack 0 "isSuicide" "ammunition" unit, and it didn't work, the "ammunition" not receiving support at all (I guess I could test it again).
Yeah, I agree there is no reason why a suicide unit must also be "isFirstStrike" too, but mind you currently there is a property that determines that for suicidal units (well, it actually determines if the casualties can fire back, similarly to naval bombard).
And, yes, with a "isSuicideOnRolling" the old "isSuicide" would become redundant, as you could set it at the dice sides, and also the new "isSuicideOnHit" would become mostly redundant, as you could set it at the same attack or defence value, except not for units both attacking and defending at different values (tho, in case of support, here you would need the support to change this value as well). -
The other matter that is not covered about suicidal units is having something like a V2 or an ICBM that doesn't die or fight if the territory gets attacked. Currently the only way to do this is making the unit an infrastructure with defence 0 that doesn't suicide on defence (like done for the "gas" of Domination NML), but that comes with the limit that you can only attack with at least 1 non infrastructure unit (so that would not be acceptable for a V2, an ICBM, or any rockets, really).
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@Cernel I think
isSuicideunits are essentially handled completely separately in the engine and don't receive/give any support. But I don't believe that is the case forisSuicideOnHitwhich I think can receive/give support. Assuming that is the case, my thought is to essentially get rid ofisSuicideand make them act likeisSuicideOnHitso they can properly give/receive support. -
@redrum You mean "isSuicide" would become a shortcut to generate the new option, with proper values, or updating all games having "isSuicide" (it might be feasible; I don't think there are too many).
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@Cernel Either way. It would depend on how many maps need updated but would probably deprecate it and just make it set the new properties to be safe.
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@redrum said in suicide/munitions unit with support?:
So thinking about this a little more, I'm starting to wonder if isSuicide should be reworked now that isSub was broken into separate options. As really isSuicide is currently doing 2 separate things which is having the unit roll first (essentially isFirstStrike) and dieing after its attempted roll. We also now have isSuicideOnHit that can be used for many scenarios.
This would also seem to align with what @Cernel mentions here: https://forums.triplea-game.org/topic/323/unit-option-which-suicides-only-when-it-registers-a-hit-mines/28. Where you have some sort of isSuicideOnRolling instead where if you want the unit to always die then it would just be set to the dice sides but you could then have 3 outcomes for suicide-like units:It hits and suicides
It misses and suicides
It misses and survivesSo what does all that mean in relation to suicide units giving support? It makes the whole thing a lot cleaner as you could have the suicide unit roll with the rest of the units (like isSuicideOnHit does) rather than before all units so it gives its support before dying
Any chance on realizing this? I could really need these expanded options in regards to the suicide units? I hope a feature like this could also be to the benefit of several other maps in development. @Cernel ? @Hepps ? Maybe I am not the only one who wants to be able to "customize" the suicidal units behavior.

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@Frostion Anything is possible mostly comes down to time and willingness

Power of Politics could probably take advantage of this to avoid having to use isSuicideOnHit and 12/12 so that it always hits in order to provide the support like I posted above.
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@Frostion I always wanted using suicide to simulate artillery consumption, using a suicide unit at roll 0 and an artillery unit that gives 1 roll support to the suicide unit, but, for that, one would need all the following:
- The suicide unit able to receive support.
- The suicide unit not suiciding if it currently has 0 rolls.
- The suicide unit suiciding if it currently has 1 or more rolls, regardless of hitting.
That way, for example, if you have 1 artillery unit at support roll 1 and 3 shell unit at roll 0, you would be able to fire 1 shell per combat round, on the first 3 combat rounds. Then you could manage the shell and artillery ratio.
But in the moment a system like this is not supported, nobody can really consider starting anything.
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So if isSuicide/isSuicideOnHit could be reworked to allow more flexibility and unit options, could we be looking for these unit features (here with some made up names):
isSuicideAfterFirstStrike (first strike hit or mis = dies)
isSuicideAfterFirstStrikeHit (first strike hit = dies / first strike mis = survives and enters 1. combat round)
isSuicideAfterCombatRoll *† (combat roll hit or mis = dies)
isSuicideAfterCombatRollHit * (combat roll hit = dies / combat roll mis = survives and enters 2. combat round)
*Units with this feature can give/recive support during 1. combat round, and after if it survives.
†This unit could have have 0 att/def during 1. combat round, give or get support and then dieHave I understood this correctly?
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@Frostion said in suicide/munitions unit with support?:
So if isSuicide/isSuicideOnHit could be reworked to allow more flexibility and unit options, could we be looking for these unit features (here with some made up names):
I'm not understanding why you would need 4 different options, while, in my mind,
isSuicideOnRollingwould cover all those 4 situations and more.isSuicideAfterFirstStrike (first strike hit or mis = dies)
This could be covered by setting
isSuicideOnRollingequal to the dice sides, and assigning the same unitisFirstStriketrue.isSuicideAfterFirstStrikeHit (first strike hit = dies / first strike mis = survives and enters 1. combat round)
This could be covered by setting
isSuicideOnRollingequal to the the attack/defence value, and assigning the same unitisFirstStriketrue.isSuicideAfterCombatRoll *† (combat roll hit or mis = dies)
This could be covered by setting
isSuicideOnRollingequal to the dice sides.isSuicideAfterCombatRollHit * (combat roll hit = dies / combat roll mis = survives and enters 2. combat round)
This could be covered by setting
isSuicideOnRollingequal to the attack/defence value.The only matter would be if you have a unit that you don't want to suicide both in attack and defence at the same roll, and this could be covered by splitting into two options:
isSuicideOffensivelyOnRollingandisSuicideDefensivelyOnRolling.And, in my mind, if the unit has 0 rolls, thus doesn't roll, then it cannot suicide (this way, you could have the unit suiciding or not by giving rolls with support attachments), but, anyways, any strength support should effect the
isSuicideOnRollingoptions the same way, as well as any modifiers (territory effects, marines...) also to support the case of units supposed to sucide only on hit. -
@Cernel Well, if anything is decided or changed, I would still say my example names….
isSuicideAfterFirstStrike
isSuicideAfterFirstStrikeHit
isSuicideAfterCombatRoll
isSuicideAfterCombatRollHit
…are much more self-explanatory and simple to understand than what you just explained. But, whatever works
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@Frostion So after thinking about this a little bit, I'm thinking the following options:
isSuicideOnAttack - if true then unit suicides after it attempts its attack roll in a regular battle or SBR isSuicideOnDefense - if true then unit suicides after it attempts its defense roll in a regular battle isSuicideOnHit - if unit gets a hit in combat (attack or defense) then it instantly diesThese can be combined
isFirstStriketo determine when the roll and suicide occurs and whether it can receive support:isFirstStrike values: whether to roll dice and take casualties before regular unitsThis means that
isSuicidewill just be a shortcut that sets:
isSuicideOnAttack=true
isSuicideOnDefense=true unless propertyDefending Suicide and Munition Units Do Not Fireis true
isFirstStrike=trueThis would then deprecate
isSuicideandDefending Suicide and Munition Units Do Not Fire.Thoughts?
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@redrum
A: And this will not affect existing maps, just like isSub is now just an umbrella option that covers other options?B: And if unit is (for example) isSuicideOnAttack and has 0 attack strength, then it can join in an offensive battle and give support and then die after first round? Not being selectable as casualty? (like what I need for spell casting in Warcraft)
C1: And if mapmaker wanted to make sea or land mines that worked only pre-battle (like a minefield an army had to cross before battle or a seamine-line that ships had to sail through before battle) it could be isFirstStrike+ isSuicideOnHit?
C2: What would happen to the mines that did not hit? Are they selectable as casualties? or if they were isInfrastructure would they be out of battle afterwards and potentially overtaken by a winning enemy?
@Cernel @Hepps @redrum How would you use these presented options if you were to make different kinds of units that we cannot make right now? I'm curious and I also want some inspiration
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@Frostion Responses:
A: Correct. There should be no change to existing maps though eventually I'd like to update them to use the new options directly so we can someday remove isSuicide and Defending Suicide and Munition Units Do Not Fire.
B. Correct as long as you don't set isFirstStrike=true as that would cause it to suicide before the regular rolls.
C1. Correct. That should already work I believe.
C2. The original thought was to make them have an AA roll then have them be isHide so they get a roll to try and kill ships and if hit then suicide otherwise they hide. Originally discussed adding a property for "forceHide" but hasn't been done yet so would be a player enforced roll to that you have to hide them: https://forums.triplea-game.org/topic/323/unit-option-which-suicides-only-when-it-registers-a-hit-mines. If you didn't go down that path then they would be potential casualties if they didn't hit. If they were isInfra, I don't think they could attack alone so unless with other units would just be captured or destroyed. If they were with other units then they'd continue fighting each round until they hit or until only isInfra units are left.
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@redrum said in suicide/munitions unit with support?:
@Frostion So after thinking about this a little bit, I'm thinking the following options:
isSuicideOnAttack - if true then unit suicides after it attempts its attack roll in a regular battle or SBR isSuicideOnDefense - if true then unit suicides after it attempts its defense roll in a regular battle isSuicideOnHit - if unit gets a hit in combat (attack or defense) then it instantly diesThese can be combined
isFirstStriketo determine when the roll and suicide occurs and whether it can receive support:isFirstStrike values: whether to roll dice and take casualties before regular unitsThis means that
isSuicidewill just be a shortcut that sets:
isSuicideOnAttack=true
isSuicideOnDefense=true unless propertyDefending Suicide and Munition Units Do Not Fireis true
isFirstStrike=trueThis would then deprecate
isSuicideandDefending Suicide and Munition Units Do Not Fire.Thoughts?
My main questions are, regarding the not "on hit" ones:
- Are they supportable (the current isSuicide is not)?
- If the suicide unit has 0 dice rolls, will it suicide anyways or not?
- If the suicide unit has positive dice rolls, but 0 value, will it suicide or not?
Again, I'm very much against properties ever setting options, deprecated or not, as that is turning matters upside down.
And, of course, matters could be both expanded and simplified by just having two "isSuicideOffensivelyOnRolling" and "isSuicideDefensivelyOnRolling" only, then the mapmaker can just set it equal to the dicesides if they want to suicide always (but only as long as actually rolling, thus never if 0 rolls) or setting it equal to attack or defence, if they want the "on hit" behaviour. It is also needed to make sure that anything effecting the attack/defence values (supports, marine, territory effects...) support these options values the same way (no idea how complex would this be, from a coding standpoint).
Personally, I believe the most interesting user case is having a suicide "shell" unit that has 0 rolls and is supported by a non suicide "artillery" unit, giving the "shell" unit 1 roll, the "shell" unit actually suiciding only if having 1 (or more) roll (not if having 0 rolls). Would your system allow for this?
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