<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Funny Trigger to help/trick the AI to amphibiously noncombat-move isAA units]]></title><description><![CDATA[<p dir="auto">I try to be as short as possible to describe this phenomenon in regard to a specific <strong>unit attachment option</strong> called <strong>canNotMoveDuringCombatMove</strong>.<br />
All <strong>isAA</strong> units that dont set that option false are subject to this.</p>
<p dir="auto">The problem of that option is that the AI <strong>never</strong> use that kind of unit in a <strong>amphibious noncombat movement</strong>, even if it is technically possible. Because the human player can do it without any problem.</p>
<p dir="auto">If you have a unit with <strong>isAA</strong> property, which by standard contains the above mentioned unit option at true, and you want to have the <strong>AI</strong> to use this <strong>isAA</strong> unit in a <strong>noncombat phase by amphibious transport</strong> to strengthen an already conquered territory (same round or the later), then you have to make the following pair of triggers for each nation with a always-true-condition:</p>
<pre><code>&lt;attachment name="triggerAttachmentAmphibiousNonCombatTransport" attachTo="Nation" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"&gt;
&lt;option name="conditions" value="conditionAttachmentAlwaysTrueCondition"/&gt;
&lt;option name="when" value="before:NationNonCombatMove"/&gt;
&lt;option name="unitType" value="isAA-unit"/&gt;
&lt;option name="unitProperty" value="canNotMoveDuringCombatMove" count="false"/&gt;
</code></pre>
<p dir="auto">The second trigger just changes:</p>
<pre><code>&lt;option name="when" value="after:NationNonCombatMove"/&gt;
&lt;option name="unitProperty" value="canNotMoveDuringCombatMove" count="true"/&gt;
</code></pre>
<p dir="auto">This is funny because i just allowed a <em>noncombatmovement</em> unit to <em>combatmove</em> in a <em>noncombatmove phase</em> to be able to be transported and unloaded by amphibious transport by the AI.<br />
And it works. Without problems so far.</p>
]]></description><link>https://forums.triplea-game.org/topic/2562/funny-trigger-to-help-trick-the-ai-to-amphibiously-noncombat-move-isaa-units</link><generator>RSS for Node</generator><lastBuildDate>Mon, 14 Sep 2026 02:26:01 GMT</lastBuildDate><atom:link href="https://forums.triplea-game.org/topic/2562.rss" rel="self" type="application/rss+xml"/><pubDate>Sun, 17 Jan 2021 02:50:05 GMT</pubDate><ttl>60</ttl></channel></rss>