Unit Option Can Submerge/Hide for Land Units (Partisan/Guerrilla/Spy/Diplomat/Munition)
-
@Cernel We could eventually consider allowing some form of damageableAA for firstStrike and even standard rolls though I'm not sure how much effort that would be to add in. Though I also eventually want to enhance the battle calc to better handle AA values as well as a few other things.
Retreating has a lot of edge cases that aren't well supported and probably needs some updates. If there are some maps that have cases that don't seem to work well then I'll probably look to update it.
So generally I tested that the new properties didn't break existing functionality more than I tested whether they fully work for new cases like air/land subs though I tested some of the basic things. For
canMoveThroughEnemies:- I wasn't aware of any issues but it hasn't been tested much for non-sea units.
- Its meant to essentially mean that enemy units don't block movement. So if you have a land unit that has blitz and this property then it should be able to move through an enemy owned territory with enemy units. I generally want "blitz" to mean a unit can move through empty enemy territories, "canMoveThroughEnemies" to mean is can move through enemy units, and the combination of the 2 mean it can move through both enemy territories and enemy units.
- The land territory is enemy and has enemy non infrastructure units in it: the unit is blocked.
- The land territory is enemy but has no enemy units in it: the unit is not blocked, and captures the territory by blitzing.
- The land territory is friendly but has enemy units in it: the unit is not blocked (and the territory not captured, of course).
2&3 are correct but 1 isn't so probably needs some fixes.
-
@Hepps Is this new feature allowing for blocking movement of air units? For example, can I specify that a fighter or a bomber have to end Combat Movement when entering a territory with a fighter in it?
I guess not, but wondering if the matter has been refactored as to generally set whatever blocks whatever (with air units default being blocked by none). If not, I tend to think this would be the way to go.
Actually @redrum.
-
@Cernel So the goal is that isDestroyer units should cancel out canMoveThroughEnemies for sea/land/air units. I don't think most of the movement functionality has been extended to work fully with air units yet but it could probably fairly easily be added in now.
-
@redrum said in Unit Option Can Submerge/Hide for Land Units (Partisan/Guerrilla/Spy/Diplomat/Munition):
@Cernel So the goal is that isDestroyer units should cancel out canMoveThroughEnemies for sea/land/air units.
Ok, but in the moment air units can always move though, I suppose/assume that all these properties are completely pointless if assigned to air units (beside only making air units able to block non-air units).
The other item I wanted to discuss also with @Hepps, as being the original proponent of the feature, is what should happen when units get ignored in movement through land or sea territories. Should the territory be conquered by the units moving through or not? My preference is that a territory with a not capturable unit on blitz should never be captured by moving past it. How I see it is that if you are ignoring units in a territory, you are hiding from them while moving, so you should not take the territory they are defending under their nose.
For example, let's say that I make infantry/trenches ignorable by cavalry if alone, so that a cavalry can move through a territory with only infantry/trenches. Should the territory be conquered, while the infantry/trenches remain to the same ownership?
?
-
@Cernel Land territory capture when moving through would only happen if the territory is empty and the unit has blitz. So the cavalry in your example wouldn't capture the territory but could move through the territory with infantry/trenches to attack another territory. In theory, you could use this to create more of a defense in depth system.
-
@redrum Cool, and I agree. How about if in the territory there is an infrastructure that can be ignored in movement under a ruleset by which infrastructures block blitz. I assume, in this case, I should be able to move through the enemy infrastructure, when alone in an enemy territory, but, if doing so, the territory would not be captured (while both the infrastructure and the territory are captured if I switch to the v1 property allowing me to capture infrastructures by blitzing). Though this would also be related to the fact that, currently, if you just end combat movement into such a territory, you instantly capture it, while, by intended rules, it should be captured only during Conduct Combat (also relevant if that infrastructure is an AA gun, especially in case I'm moving one land unit into it and paratrooping the rest (which I may actually want to do in v3, since that game forbids me to paratroop during non combat movement)).
-
@redrum said in Unit Option Can Submerge/Hide for Land Units (Partisan/Guerrilla/Spy/Diplomat/Munition):
@Cernel Land territory capture when moving through would only happen if the territory is empty and the unit has blitz.
I'm assuming here you mean by v2+ rules, as in v1 (that is the default) you also capture territories with infrastructures only, not just empty ones (just making sure).
-
@Cernel Yeah, I mostly ignore the v1 rules as they are poor in general. But yes, we'd have to consider if only infrastructures. I tend to agree that I'd try to have it align to the existing rule set and how blitz works.
-
@redrum I disagree here. I'm mixed about the AA gun case, but never liked that a factory alone blocks movement of armoured formations, or whatever: definitely prefer the v1 behaviour of not blocking by units that are supposed to be useless for combat (there is also the edge case that you might place a factory just to block some blitzing, though this is practically not really happening).
-
@Cernel There are all kinds of issues one could argue are either right or wrong as they stand.
I think I would prefer if the mechanics being established did not interfere with existing established rules, but rather worked consistently with them. Then, looking down the road as how to circumvent those (perceived) deficiencies as a matter of an addition to the code as a separate idea.
Hello! It looks like you're interested in this conversation, but you don't have an account yet.
Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.
With your input, this post could be even better 💗
Register Login