Bombers – Single Round Attack
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@Contango This is a guess as I haven't tried it, but I think it also would have worked if you simply had added a new step to each nations Game Sequence...
If you had added a second...
<delegate name="place" javaClass="games.strategy.triplea.delegate.PlaceDelegate" display="Place Units"/>To the beginning of each players Game Sequence (prior to the purchase step) then the bombers would produce the payloads before the movement phase. Since there would be no purchased units... this should work.
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Good idea, although it appears the createsUnitsList fires during "endTurn" rather than "place" step.
I first tried making a duplicate endTurn in the phase, but this causes income collection twice.
However, I've discovered the NoPUEndTurn step, so now I have that at the beginning of the turn to create the payload units, and the regular endTurn at the end.
The result is that I have the payload units being created twice, but I'm able to work around that with two triggers to clear them out.
Long story short: I think I'm in a good place on this now. One downside is that the user gets notified at the end of the turn that they received payload units, which immediately disappear.
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I’ve encountered a new problem which apparently I didn’t test before…
It seems that air transports can’t combat move into sea zones whilst transporting cargo. (makes sense since they shouldn't be carrying a land based unit into naval combat). If I set my payload to be IsAir or isSea, then it won’t be eligible to be air transportable.
I’m not seeing any way around this one, but let me know if any suggestions.
Otherwise was getting so close to what I wanted.

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@Contango Huh? Is this an unrelated issue?
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It's somewhat related. It's was an unintended consequence of trying to use a transported suicide unit as the bomber's attack to effectively make the bomber a single round attack unit. (while also allowing the defenders to fire back)
This works for land territories, but the bomber can't transport the suicide unit into sea zones.
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@Contango Why not make the payload unit an air unit that gains movement when moving with the bomber rather than being cargo?
givesMovement values: allows a unit to give movement to other units. must be an integer, followed by a colon ":", followed by the name of the unit -
Good idea, I was thinking something similar. This seems to work well.
In the end I didn't use the givesMovement, I just gave the payload it's own movement. Apparently movement bonuses don't stack, so the bomber and the payload weren't working out evenly when at an airbase vs not at an airbase.
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@Contango said in Bombers – Single Round Attack:
Good idea, although it appears the createsUnitsList fires during "endTurn" rather than "place" step.
I first tried making a duplicate endTurn in the phase, but this causes income collection twice.
However, I've discovered the NoPUEndTurn step, so now I have that at the beginning of the turn to create the payload units, and the regular endTurn at the end.
Did you get any unintended consequences of having two end turn steps? I was looking at that, but didn't know if it did anything else.
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@ff03k64 said in Bombers – Single Round Attack:
@Contango said in Bombers – Single Round Attack:
Good idea, although it appears the createsUnitsList fires during "endTurn" rather than "place" step.
I first tried making a duplicate endTurn in the phase, but this causes income collection twice.
However, I've discovered the NoPUEndTurn step, so now I have that at the beginning of the turn to create the payload units, and the regular endTurn at the end.
Did you get any unintended consequences of having two end turn steps? I was looking at that, but didn't know if it did anything else.
Yes actually. NoPUEndTurn avoids income collection, but unfortunately doesn't cancel national objective collection. So I was getting some duplicate income.
I've deleted the duplicate end turn step and am just leaving the payload units parked for the whole turn now. However, they are isSuicideOnDefense and have no defense value so they have no impact on any battle that happens to occur where they are.
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@Contango that is unfortunate. My map was going to have most of the income be objective based for one side.
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