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    Add Ability For Suicide Units to Provide Support

    Scheduled Pinned Locked Moved Feature Requests & Ideas
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    • redrumR Offline
      redrum Admin
      last edited by redrum

      So I have an initial PR up to tackle this: https://github.com/triplea-game/triplea/pull/5871

      I still need to test this a lot. Are there any specific maps that would be good to test that have isSuicide units? I plan to test at least NML as that is the one map I know uses them and is popular.

      Beyond the initial design and updates I also tackled the following:

      • Suicide units will now fire either during first strike phase (subs) or normal phase rather than a separate hacked phase before first strike
      • Fix bug where first strike units weren't actually receiving support even though the battle window showed it: https://forums.triplea-game.org/topic/1181/total-world-war-december-1941-3-0-0-6/456
      • Implement remaining target limiting properties canNotTarget and canNotBeTargetBy: https://forums.triplea-game.org/topic/1603/cannottarget-not-working

      Also once this is merged into the pre-release, I would greatly appreciate lots of testing especially around sub/destroyers and suicide units.

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

      C 2 Replies Last reply Reply Quote 4
      • C Offline
        Cernel Moderators @redrum
        last edited by

        @redrum Then it might be opportune to refactor D1914NML removing the suicide trench hack, doing it properly with a "canNotTarget" on the gas, instead.

        redrumR 1 Reply Last reply Reply Quote 2
        • FrostionF Offline
          Frostion Admin
          last edited by Frostion

          Well, I can test the pre-release with Age of Tribes. There are some isSuicide units (ammunition units like mortars and rockets) and submarines. I guess you want me to test out if the build is making trouble for existing maps and current XMLs?

          Or are there special experiments and situations that should be tested out? If I did not play a few Age of Tribes games, then I would work on Warcraft: War Heroes. I always do this with the newest pre-release.

          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

          1 Reply Last reply Reply Quote 3
          • redrumR Offline
            redrum Admin @Cernel
            last edited by redrum

            @Cernel Yeah, though I'll probably test NML both ways as it sits and with the updates it should have.

            @Frostion Both. Existing maps are probably most important as I don't want to break things but also testing out the new properties and how you'd like to use them or even update existing maps would be helpful as well.

            Besides NML and Age of Tribes are there any other maps that use isSuicide units (especially anything in High or Good quality)?

            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
            • FrostionF Offline
              Frostion Admin @redrum
              last edited by

              @redrum I would guess that the Japanese kamikaze planes in Iron War uses isSuicide 😉 But it is probably a not so complex usage. But I will take a look at them also.

              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

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              • redrumR Offline
                redrum Admin
                last edited by

                I tested NML and Iron War isSuicide units and things look good so hopefully can get this into the pre-release soon.

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

                1 Reply Last reply Reply Quote 4
                • C Offline
                  Cernel Moderators @redrum
                  last edited by

                  @redrum said in Add Ability For Suicide Units to Provide Support:

                  • Implement remaining target limiting properties canNotTarget and canNotBeTargetBy: https://forums.triplea-game.org/topic/1603/cannottarget-not-working

                  This is very interesting especially for having things like "infantry" unable to hit things like "bombers" or things like "battleships" unable to hit things like "submarines". However, will those options generally work now, or still only for "first strike" attacks?

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

                    @Cernel both first strike and standard.

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

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                    • C Offline
                      Cernel Moderators
                      last edited by Cernel

                      Quite closely related to the changes at:
                      https://github.com/triplea-game/triplea/pull/5871

                      in the moment I can easily think many suicide units are going to be infrastructures, if you want them to suicide on attack only and not provide hitpoints in defence.

                      A thing I just considered is the case of Rockets and ICBM and Gas. According to this bug report:
                      https://github.com/triplea-game/triplea/issues/5834

                      AA shots, as well as any first strikes and regular fire happen before any infrastructure units getting captured.

                      So, for example in the case of D1914NML gas, it is substantially a bug that you need to send 1 non-infrastructure unit in attack, to have the gas actually attacking. What should happen is that the gas attacks alone, and, then, it doesn't matter that it would get captured, as it is already gone, because of being suicide.

                      If the behaviour of not being able to send gas alone is wanted, a property or something should be added, to make it possible on a consistent way (as now the behaviour is just the byproduct of a wrong general implementation for infrastructure capture, as the moment in which they get captured).

                      For CW1965, I think that the ICBM can be better represented by removing this thing of them firing on defence, making them defence 0 infrastructure units that suicides on attack only (again, for this to work, it is necessary that infrastructures fire before being captured, that means never being captured if they suicide).

                      Of course, this would be a huge game change in favour of the Americans, as it removes the Russians first strike on the Americans ICBM (also making the game a lot less random, as that battle has a huge impact and can totally fail on a 1/6 AA shot).

                      I would also completely remove from the AA guns the ability to hit any ICBM, anyways.

                      CC: @Panther

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

                        @Cernel While this is somewhat related, it would be better to start a different feature request around isInfra to discuss things like that to avoid cluttering up this thread. My general opinion is that isInfra should be broken into attack/defense just like isSuicide which I think would solve all those issues and allow things like missles gas to attack alone but make it so they do nothing on defense and would be destroyed or captured.

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

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

                          @redrum is this feature now in the pre-release? If so, can you write a quick guide about what new unit options are available and how they work? Maybe give examples?

                          I guess if it is to be implemented in a stable that some sort of description shall be made ready for the pact of steel 2 xml?

                          I see in the GitHub issue that you mention isSuicideOnDefense, isSuicideOnAttack, canNotTarget and canNotBeTargetBy.

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

                            @Frostion Yeah, its now in the pre-release. I added some of the descriptions in the first post of this thread but will add some additional detail and examples here in the next few days.

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

                            1 Reply Last reply Reply Quote 2
                            • redrumR Offline
                              redrum Admin @Frostion
                              last edited by redrum

                              @Frostion Here are some examples:

                              Attack Suicide Support Unit
                              Can provide support for the first round of battle and then suicides. It would act as just a regular unit with no attack/defense values on defense (wouldn't suicide).

                                              <attachment name="unitAttachment" attachTo="suicideSupportUnit" javaClass="UnitAttachment" type="unitType">
                                                       <option name="movement" value="1"/>
                                                       <option name="attack" value="0"/>
                                                       <option name="defense" value="0"/>
                                                       <option name="isSuicideOnAttack" value="true"/>
                                              </attachment>
                              		<attachment name="supportAttachmentSuicideSupportUnit" attachTo="suicideSupportUnit" javaClass="UnitSupportAttachment" type="unitType">
                              			<option name="unitType" value="infantry"/>
                              			<option name="faction" value="allied"/>
                              			<option name="side" value="offence"/>
                              			<option name="dice" value="strength"/>
                              			<option name="bonus" value="1"/>
                              			<option name="number" value="10"/>
                              			<option name="bonusType" value="magic"/>
                              		</attachment>
                              

                              Iron War Nuke with Updated Properties
                              Suicide on attack unit which fires during first strike but can't attack other nukes.

                                      <attachment name="unitAttachment" attachTo="Nuclear-Bomb" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                                          <option name="attack" value="5"/>
                                          <option name="attackRolls" value="10"/>
                                          <option name="movement" value="6"/>
                                          <option name="fuelFlatCost" value="Fuel" count="3"/>
                                          <option name="carrierCost" value="2"/>
                                          <option name="isAir" value="true"/>
                                          <option name="canAirBattle" value="true"/>
                                          <option name="airAttack" value="0"/>
                                          <option name="airDefense" value="0"/>
                                          <option name="isSuicideOnAttack" value="true"/>
                                          <option name="isFirstStrike" value="true"/>
                                          <option name="canNotTarget" value="Nuclear-Bomb"/>
                                          <option name="isStrategicBomber" value="true"/>
                                          <option name="bombingMaxDieSides" value="10"/>
                                      </attachment>
                              

                              POS2 XML PR: https://github.com/triplea-maps/the_pact_of_steel/pull/42

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

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