Unit Option When Damaged Change Into Different Unit (Weakened Battleships)
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@Cernel said in Unit Option When Damaged Change Into Different Unit (Weakened Battleships):
@LaFayette That will have to wait until I'm releasing the map to the public. Also I suppose no public maps are yet using this feature, or at least none in the repository.
TWW uses the feature already.
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@Hepps Ah, so this feature is already supported in TripleA 1.9.0.0.13066. TWW players must be hitting those problems, then, at least sometimes (wrong TUV results and inability to edit properly), I suppose.
I guess I could test this on TWW, if no TWW player does, since I don't intend releasing my map until after the new stable is out. -
@Cernel You can do the edit... I just can't remember the steps needed to do it and haven't had a game where I have had to edit one since it is (apparently) a very rare occurrence.
TUV I have never looked at since it is not very relevant in TWW. I additionally never look at TUV anyways as I play the game by feel and not by statistical analysis.
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There is a major problem, I would say actually bigger than all the ones I've reported so far, especially for playing with AI (as I tested the AI exploits it): a damaged unit that is repaired and changed to another with the "whenHitPointsRepairedChangesInto" before Non Combat Move, on the same turn (you can do this assigning the proper step to that phase) has its movement reset too. This means, for example, that such a unit will be able to move after having been part of an attacking force that conquered a territory, if damaged during that battle, then repaired before the next movement phase on the same turn, as said. This happens both with a "true" and a "false" setting, in the option.
This is my full unit attachment where the issue happened:
<attachment name="unitAttachment" attachTo="warelephant1" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType"> <option name="movement" value="1"/> <option name="transportCost" value="6"/> <option name="attack" value="4"/> <option name="defense" value="4"/> <option name="hitPoints" value="2"/> <option name="whenHitPointsRepairedChangesInto" value="0:true:warelephant"/> <option name="isAAforCombatOnly" value="true"/> <option name="AttackAA" value="1"/> <option name="AttackAAmaxDieSides" value="1"/> <option name="offensiveAttackAA" value="1"/> <option name="offensiveAttackAAmaxDieSides" value="1"/> <option name="maxAAattacks" value="-1"/> <option name="maxRoundsAA" value="-1"/> <option name="damageableAA" value="false"/> <option name="typeAA" value="besiege"/> <option name="targetsAA" value="wall"/> <option name="willNotFireIfPresent" value="archer:ballista:cataphract:catapult:chariot:fort:fort1:horsearcher:horseman:irregular:legionary:phalangite:skirmisher:spearman:swordman:warelephant:warelephant1"/> <option name="requiresUnits" value="metropolis"/> </attachment>And this is a turn in which it happened:
<step name="Syria0EndTurn" delegate="endTurn" player="Syria"> <stepProperty name="skipPosting" value="true"/> </step> <step name="SyriaCombatMove" delegate="move" player="Syria"/> <step name="SyriaPurchase" delegate="purchase" player="Syria"/> <step name="SyriaBattle" delegate="battle" player="Syria"/> <step name="SyriaEndRoundStep" delegate="endRound"/> <step name="SyriaNonCombatMove" delegate="move" player="Syria" display="Reposition Units"> <stepProperty name="repairUnits" value="true"/> <stepProperty name="removeAirThatCanNotLand" value="false"/> </step> <step name="SyriaPlace" delegate="place" player="Syria"> <stepProperty name="removeAirThatCanNotLand" value="false"/> </step> <step name="Syria1EndTurn" delegate="endTurnNoPU" player="Syria"/>Unfortunately (or fortunately), this is not reproducible with TWW (as units don't repair on the same turn).
Is it intended for a unit that get changed with "whenHitPointsRepairedChangesInto" to be simply reset like a newly placed unit (maybe on the assumption that it won't matter, as it is expected repair happening after all movement phases on the same turn are done (wrong assumption, with the current possibilities)), or what?
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@Cernel Unless damage being reset is intentional, a clean bug report documenting the problem would be best IMO for getting it fixed. Otherwise this only falls on probably @redrum who is the only dev following this thread to fix the problem. The length and complexity of this thread locks out any other contributor (potentially someone new even) from resolving the problem.
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@redrum There is a thing may you want to look into, as it is something I've never experienced before. If I have this:
<attachment name="unitAttachment" attachTo="wall" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType"> <option name="movement" value="0"/> <option name="canNotMoveDuringCombatMove" value="true"/> <option name="attack" value="0"/> <option name="defense" value="0"/> <option name="hitPoints" value="1"/> <option name="whenHitPointsDamagedChangesInto" value="1:true:wall_fallen"/> <option name="isConstruction" value="true"/> <option name="constructionType" value="fortification"/> <option name="constructionsPerTerrPerTypePerTurn" value="1000"/> <option name="maxConstructionsPerTypePerTerr" value="1000"/> <option name="requiresUnits" value="metropolis"/> </attachment> <attachment name="unitAttachment" attachTo="wall_fallen" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType"> <option name="movement" value="0"/> <option name="canNotMoveDuringCombatMove" value="true"/> <option name="attack" value="0"/> <option name="defense" value="0"/> <option name="isInfrastructure" value="true"/> <option name="hitPoints" value="2"/> <option name="whenHitPointsRepairedChangesInto" value="0:true:wall"/> <option name="isConstruction" value="true"/> <option name="constructionType" value="fortification"/> <option name="constructionsPerTerrPerTypePerTurn" value="1000"/> <option name="maxConstructionsPerTypePerTerr" value="1000"/> <option name="requiresUnits" value="metropolis"/> </attachment>The game starts with no problems nor errors both in 1.9.0.0.13066 and 2.0, but the "whenHitPointsDamagedChangesInto" appears not working at all.
My guess is that this is because support for changing units when they lost all their hitpoints was added after 1.9.0.0.13066. However, I guess this is a warning to mapmakers, that if you use this option in 1.9 and the game is not giving any errors, this doesn't necessarily means that your game actually works in 1.9.
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@Cernel I fairly sure this is supported in 1.9.0.0.13066 as TWW uses it. At a quick glance, I think the issue probably is that it doesn't work if the unit has 0 HP remaining (unit dies instead). Can you try changing the wall to have 2 HP to see if it then transforms?
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Hi redrum,
Was the bombing damage feature added? Based on the thread and what I have tested for naming it was not.
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Hi @waxfingers
yea you can. Total World War uses it and I copied that for the Global 40 Expansion
edit
<!-- Battle Ship -->
<attachment name="unitAttachment" attachTo="battleship" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
<option name="movement" value="2"/>
<option name="isSea" value="true"/>
<option name="attack" value="4"/>
<option name="defense" value="4"/>
<option name="canBombard" value="true"/>
<option name="hitPoints" value="2"/>
<option name="blockade" value="1"/>
<option name="canBeGivenByTerritoryTo" value="British"/>
<option name="whenHitPointsDamagedChangesInto" value="1:true:BB_Damaged"/>
</attachment><!-- BB Damaged --> <attachment name="unitAttachment" attachTo="BB_Damaged" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType"> <option name="movement" value="2"/> <option name="isSea" value="true"/> <option name="attack" value="0"/> <option name="defense" value="4"/> <option name="canBombard" value="false"/> <option name="hitPoints" value="2"/> <option name="blockade" value="1"/> <option name="canBeGivenByTerritoryTo" value="British"/> <option name="whenHitPointsRepairedChangesInto" value="0:true:battleship"/> </attachment> -
Hi beelee,
Yes, I noticed the "HitPoints" damage change function was added as I tested that. I meant was the SBR damage bombing function added. It was not the main thing of that article, but it was mentioned as an idea at the beginning. I am looking for such a thing now.
My full idea is I want to have a way to make SBR damage be more permanently lasting and also have players keep fighters for defense back home to try to deter or respond to it (as Germany did).
While the initial SBR in the war didn't really amount to much but casualties, apparently near the end when the US put money into doing it and targeted transportation and oil facilities it started to work as a strategy, especially when some material production was actually fully shutdown.
My idea is to reduce the territory PUs to a permanent level, perhaps even 0 if not dealt with. The way I have seen to do this is to perhaps have a particular unit/facility in the territory which gets bombed. This unit/facility would then convert to another unit because of the bombed value. The condition is whatever that bombed out value unit is less the territory value (if I can grab that somehow) is the amount of PUs lost taken as a national objective/convoy type of thing (which I got to work) to a maximum of the territory value. So basically the game adds the territory PUs but then this bombing convoy takes them away again. E.g. Germany is 5 PUs, Facility bombed at 6 damage, German player forgoes repairing it at all, so at collect income he actually loses 1 PU, if he had paid 1 PU, he would then at least break even because then next round he would still need to pay this off or he keeps losing the 1 PU (it never gets generated by the territory). Thus, it is a way to actually force a response to bombing and not just leave factories burning and just use another one out of reach. The max damage of each unit/facility would be double the territory PUs in order to achieve 0 income. Eventually, if one can keep bombing like this then it would be a permanent hindrance to the economic territories that are reachable. But, with fighters defending at 2, then it also makes it so those need to stay at home and can't be heading all over the place. Apparently Germany had 70% of its Airforce parked in West G because of bombing runs, perhaps a nice thing for Russia.
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@waxfingers right on I thought I may have misinterpreted your question. @redrum not around much these days. Pops in once in a while.
@RogerCooper might know of a map that does what you want or have an idea how to do it.
Seems as if you got the right idea and it should be possible
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@waxfingers I like how @Black_Elk does it with his "Attack 0 Cost 5 Bombers". It's in the https://forums.triplea-game.org/topic/1140/global-40-house-rules/30
I can't remember but I think I use interceptors hitting at 2 and escorts at 1 due the cost difference.
Anyway, tested it a ton and found it to work good. Makes Germany have to keep Ftrs to defend.
But yea, I like your idea. I'll look at it closer when I get time. : )
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@waxfingers said in Unit Option When Damaged Change Into Different Unit (Weakened Battleships):
My full idea is I want to have a way to make SBR damage be more permanently lasting and also have players keep fighters for defense back home to try to deter or respond to it (as Germany did).
While the initial SBR in the war didn't really amount to much but casualties, apparently near the end when the US put money into doing it and targeted transportation and oil facilities it started to work as a strategy, especially when some material production was actually fully shutdown.
My idea is to reduce the territory PUs to a permanent level, perhaps even 0 if not dealt with. The way I have seen to do this is to perhaps have a particular unit/facility in the territory which gets bombed. This unit/facility would then convert to another unit because of the bombed value. The condition is whatever that bombed out value unit is less the territory value (if I can grab that somehow) is the amount of PUs lost taken as a national objective/convoy type of thing (which I got to work) to a maximum of the territory value. So basically the game adds the territory PUs but then this bombing convoy takes them away again
Actually what you want is not hard to achieve. Basically, you use the old strategic bombing rules from the Classic edition which take away IPC's not production capacity.
Make sure that "SBR Affects Unit Production" is set to false. Set "Territory Turn Limit" to true.
If you want to be able to bomb territories without factories, you would need to create a new unit type with "canBeDamaged" and "isInfrastructure" set to true in the places without factories. This would make every territory bombable.
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Hi @rogercooper
OK I will check that out. I am not sure if it does exactly what I am proposing though. Would removing IPCs mean a single bombing run takes away so much IPCs for that turn only? Or does the damage and consequence persist if not repaired?
My idea is more of a continuous drain if not dealt with and repaired. Also, I wanted the major territories to be a little bit resistant to it (would need like 3+ planes or separate bombing runs to do enough damage to have an effect). That is why the math was territory value less bombing value is the amount of IPCs lost. So if territory is 5 and bombing was only 3 then nothing happens to IPCs.
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@waxfingers said in Unit Option When Damaged Change Into Different Unit (Weakened Battleships):
Hi @rogercooper
OK I will check that out. I am not sure if it does exactly what I am proposing though. Would removing IPCs mean a single bombing run takes away so much IPCs for that turn only? Or does the damage and consequence persist if not repaired?
My idea is more of a continuous drain if not dealt with and repaired. Also, I wanted the major territories to be a little bit resistant to it (would need like 3+ planes or separate bombing runs to do enough damage to have an effect). That is why the math was territory value less bombing value is the amount of IPCs lost. So if territory is 5 and bombing was only 3 then nothing happens to IPCs.
It would not be persistent. If you want persistent damage, just make damage to factory capacity unrepairable.
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