Unit Option Can Submerge/Hide for Land Units (Partisan/Guerrilla/Spy/Diplomat/Munition)
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... Just taking a stroll through some over grown untended gardens...

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@hepps Guess someone should tend to the gardens...
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@redrum Hopefully you know of a man with the shears enough to cut through the brambles.
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@hepps Let's say I know a guy that definitely has the gardening skills... I hear he takes bribes...
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@redrum This sounds suspiciously like extortion.

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@hepps More like a capitalistic way for him to appropriately prioritize which gardens to tend...
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@redrum Boy the gardener definitely let the vines grow thick in these gardens. The brambles have grown over everything.
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@hepps The only reason I followed up with a post in this thread was because I was reminded of it while revamping the sub/destroyer mechanics. Made me think it might be better to approach this idea with a broader scope in mind. As far as looking all the behaviors associated with this and how they are dealt with across all units (land/sea/air).
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@hepps Open to discussion. I come back and think about this every so often. I'm waiting til we are working towards an incompatible release to address this as it'll probably break stuff. There are a bunch of issues with subs/destroyers and I think I'm going to break it into 3 parts:
- Allowing the existing system to work for land/air units
- Breaking isSub and isDestroyer into smaller attributes so more fine grained control can be achieved (canHide, firstStrike, canTarget, canBeTargetedBy, etc)
- Rework some of the global XML sub properties so that they make more sense and for some be specified at the unit level: https://forums.triplea-game.org/topic/355/sub-xml-properties
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Cool. All basically what I was thinking of. Glad to see the gardener still looks in on the brabbles once in a while.

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Let's generalize it with the concept of a "stealth" property and "anti-stealth" property. Stealth units can retreat before a combat round unless an anti-stealth unit is present. "stealth" units can't be attacked unless an anti-stealth unit is present, but they can be fired on when the "stealth" unit is an attacker.
Possibly you would need "land-stealth" and "sea-stealth" properties. Your ASW aircraft would not help against guerillas.
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@rogercooper Yes the idea is to make a "stealth" type behavior attachable to units rather than as a all encompassing "Global Property".
The other half of the equation is also making the effects on a settable basis... ie. 1 destroyer does not affect the behavior of infinite subs.
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@hepps Limiting the effect of anti-stealth units can create problems. What if there is more than 1 type of sub?
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@rogercooper Well the concept I had initially proposed would allow the behavior to be settable like a support attachment. So you would have the ability to choose which units an ability can effect as well as the count.
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@hepps How about being also able to make them re-emerge, the same way, on any following combat rounds?
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It begins... https://github.com/triplea-game/triplea/pull/4829
I'm focusing on first allowing the existing system to work for land/air units. You can now make land and air units have
isSubandisDestroyer... -
@redrum UG! Now he will get his Spies …. sigh wasn't it complex enough yet?

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@prastle Evil grin spreads over my face... all is coming into focus... dance puppets dance!
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