TripleA Logo TripleA Forum
    • TripleA Website
    • Categories
    • Recent
    • Popular
    • Users
    • Groups
    • Tags
    • Register
    • Login

    How to pass on hits with "whenHitPointsDamagedChangesInto"

    Scheduled Pinned Locked Moved Map Making
    21 Posts 4 Posters 4.2k Views 4 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • ebbeE Offline
      ebbe @Unternehmer
      last edited by ebbe

      @unternehmer Okej, I implied and triple checked your approach but without the desired result: a damaged unit remains untouched after next turn, no "to repair pop-up" ( I prefer) not even a automatic repair... hmm..

      okej I tried this:

      <!-- Repair rules -->
          <!-- if you use ww2v3 style factory damage, you need repair rules -->
          <repairRule name="repairCastle">
      		<cost resource="PUs" quantity="2"/>
      		<result resourceOrUnit="Castle" quantity="1"/>
          </repairRule>
          <repairRule name="repairCastle_damaged_2HP">
      		<cost resource="PUs" quantity="1"/>
      		<result resourceOrUnit="Castle" quantity="1"/>
          </repairRule>
          <repairRule name="repairCastle_damaged_1HP">
      		<cost resource="PUs" quantity="2"/>
      		<result resourceOrUnit="Castle" quantity="1"/>
          </repairRule>    
          <repairRule name="repairCastle_damaged_0HP">
      		<cost resource="PUs" quantity="3"/>
      		<result resourceOrUnit="Castle" quantity="1"/>
          </repairRule>
      
      ---------------
      <repairFrontier name="repair">
        <repairRules name="repairCastle"/><repairRules name="repairCastle_damaged_0HP"/><repairRules name="repairCastle_damaged_1HP"/><repairRules name="repairCastle_damaged_2HP"/>
      </repairFrontier>
      
      ------------------------
      
      <!-- GO Castle   3HP-->
          <attachment name="unitAttachment" attachTo="Castle" javaClass="UnitAttachment" type="unitType">
            <option name="attack" value="0"/><option name="defense" value="2"/><option name="defenseRolls" value="3"/>
            <option name="isFirstStrike" value="true"/>
            <option name="movement" value="0"/>
            <option name="canProduceUnits" value="true"/><option name="canProduceXUnits" value="3"/>						<!-- produce X max units per producer  -->
            <option name="isConstruction" value="true"/><option name="constructionType" value="Castle_structure"/><option name="maxConstructionsPerTypePerTerr" value="1"/><option name="constructionsPerTerrPerTypePerTurn" value="1"/>
            <!--<option name="hitPoints" value="3"/>-->
            <option name="canOnlyBePlacedInTerritoryValuedAtX" value="3"/><option name="consumesUnits" value="1:Fort"/>
            <option name="whenHitPointsDamagedChangesInto" value="1:true:Castle_damaged_2HP"/>
            <option name="whenHitPointsDamagedChangesInto" value="2:true:Castle_damaged_1HP"/>
            <option name="whenHitPointsDamagedChangesInto" value="3:true:Castle_damaged_0HP"/>
      
            <option name="tuv" value="15"/>
              <option name="createsResourcesList" value="1:PUs"/>
              <option name="givesMovement" value="1:Daimyo:Sodaisho:Bajutsu:Niganata-Bajutsu:Yumi-Samurai:Samurai:Yumi-Ashigaru:Gungsu:Teppo-Ashigaru:Yari-Ashigaru:Ronin:Teppo-Sohei:Yumi-Sohei:Sohei:Peasant:Rennyo-Gatekeeper:Shrine-Bearer:Raider:Sea-Lord:Ninja:Kensei:Changbyeong"/>
              <option name="tuv" value="25"/>
              <option name="repairsUnits" value="1:Atakebune:Teitoku-Atakebune:Panokseon:Geobukseon"/>
          </attachment>
          
          <!-- GO Castle damaged 2HP-->
          <attachment name="unitAttachment" attachTo="Castle_damaged_2HP" javaClass="UnitAttachment" type="unitType">
            <option name="attack" value="0"/><option name="defense" value="2"/><option name="defenseRolls" value="3"/>
            <option name="isFirstStrike" value="true"/>
            <option name="movement" value="0"/>
            <option name="canProduceUnits" value="true"/><option name="canProduceXUnits" value="3"/>						<!-- produce X max units per producer  -->
            <option name="isConstruction" value="true"/><option name="constructionType" value="Castle_structure"/><option name="maxConstructionsPerTypePerTerr" value="1"/><option name="constructionsPerTerrPerTypePerTurn" value="1"/>
            <!--<option name="hitPoints" value="3"/>-->
            <option name="whenHitPointsDamagedChangesInto" value="1:true:Castle_damaged_1HP"/>
            <option name="whenHitPointsDamagedChangesInto" value="2:true:Castle_damaged_0HP"/>
            <option name="whenHitPointsRepairedChangesInto" value="1:false:Castle"/>
            
            <option name="tuv" value="15"/>
              <option name="createsResourcesList" value="1:PUs"/>
              <option name="givesMovement" value="1:Daimyo:Sodaisho:Bajutsu:Niganata-Bajutsu:Yumi-Samurai:Samurai:Yumi-Ashigaru:Gungsu:Teppo-Ashigaru:Yari-Ashigaru:Ronin:Teppo-Sohei:Yumi-Sohei:Sohei:Peasant:Rennyo-Gatekeeper:Shrine-Bearer:Raider:Sea-Lord:Ninja:Kensei:Changbyeong"/>
              <option name="tuv" value="25"/>
              <option name="repairsUnits" value="1:Atakebune:Teitoku-Atakebune:Panokseon:Geobukseon"/>
          </attachment>
          
              <!-- GO Castle damaged 1HP-->
          <attachment name="unitAttachment" attachTo="Castle_damaged_1HP" javaClass="UnitAttachment" type="unitType">
            <option name="attack" value="0"/><option name="defense" value="2"/><option name="defenseRolls" value="3"/>
            <option name="isFirstStrike" value="true"/>
            <option name="movement" value="0"/>
            <option name="canProduceUnits" value="true"/><option name="canProduceXUnits" value="3"/>						<!-- produce X max units per producer  -->
            <option name="isConstruction" value="true"/><option name="constructionType" value="Castle_structure"/><option name="maxConstructionsPerTypePerTerr" value="1"/><option name="constructionsPerTerrPerTypePerTurn" value="1"/>
            <!--<option name="hitPoints" value="3"/>-->
            <option name="whenHitPointsDamagedChangesInto" value="1:true:Castle_damaged_0HP"/>
            <option name="whenHitPointsRepairedChangesInto" value="1:false:Castle_damaged_1HP"/>
            <option name="whenHitPointsRepairedChangesInto" value="2:false:Castle_damaged_2HP"/>
            
            <option name="tuv" value="15"/>
              <option name="createsResourcesList" value="1:PUs"/>
              <option name="givesMovement" value="1:Daimyo:Sodaisho:Bajutsu:Niganata-Bajutsu:Yumi-Samurai:Samurai:Yumi-Ashigaru:Gungsu:Teppo-Ashigaru:Yari-Ashigaru:Ronin:Teppo-Sohei:Yumi-Sohei:Sohei:Peasant:Rennyo-Gatekeeper:Shrine-Bearer:Raider:Sea-Lord:Ninja:Kensei:Changbyeong"/>
              <option name="tuv" value="25"/>
              <option name="repairsUnits" value="1:Atakebune:Teitoku-Atakebune:Panokseon:Geobukseon"/>
          </attachment>
        
          <!-- Castle_disabled 0HP-->
        <attachment name="unitAttachment" attachTo="Castle_damaged_0HP" javaClass="UnitAttachment" type="unitType">
            <option name="attack" value="2"/><option name="defense" value="2"/>
            <option name="isFirstStrike" value="true"/>
            <option name="movement" value="0"/>
            <option name="isFactory" value="true"/><!--<option name="canProduceXUnits" value="1"/>-->
            <option name="isInfrastructure" value="true"/>
            <option name="whenHitPointsDamagedChangesInto" value="1:true:Castle_damaged_0HP"/>
            
            <option name="whenHitPointsRepairedChangesInto" value="1:false:Castle_damaged_1HP"/>
            <option name="whenHitPointsRepairedChangesInto" value="2:false:Castle_damaged_2HP"/>
            <option name="whenHitPointsRepairedChangesInto" value="3:false:Castle"/>
            <option name="isConstruction" value="true"/><option name="constructionType" value="Castle_structure"/><option name="maxConstructionsPerTypePerTerr" value="1"/><option name="constructionsPerTerrPerTypePerTurn" value="1"/>
            
            <option name="tuv" value="20"/>
        </attachment>
      
      ----------------------------------------------
      
        <property name="Units Repair Hits End Turn" value="true" editable="false"><boolean/></property>
      
      (tried also :)
      
      <property name="Units Repair Hits Start Turn" value="true" editable="false"><boolean/></property>
      

      hmmm, what did I miss?

      U 2 Replies Last reply Reply Quote 0
      • U Offline
        Unternehmer @ebbe
        last edited by

        @ebbe said in How to pass on hits with "whenHitPointsDamagedChangesInto":

        <!--<option name="hitPoints" value="3"/>-->

        Dear @ebbe,

        sorry for not answering your question immediately. I was very busy last Monday and Tuesday.

        Please pay attention to the <option name="hitPoints" value="3"/>.
        It should be without <!-- before and --> after the option.

        1 Reply Last reply Reply Quote 0
        • U Offline
          Unternehmer @ebbe
          last edited by

          @ebbe said in How to pass on hits with "whenHitPointsDamagedChangesInto":

          @unternehmer Okej, I implied and triple checked your approach but without the desired result: a damaged unit remains untouched after next turn, no "to repair pop-up" ( I prefer) not even a automatic repair... hmm..

          okej I tried this:

          <!-- Repair rules -->
              <!-- if you use ww2v3 style factory damage, you need repair rules -->
              <repairRule name="repairCastle">
          		<cost resource="PUs" quantity="2"/>
          		<result resourceOrUnit="Castle" quantity="1"/>
              </repairRule>
              <repairRule name="repairCastle_damaged_2HP">
          		<cost resource="PUs" quantity="1"/>
          		<result resourceOrUnit="Castle" quantity="1"/>
              </repairRule>
              <repairRule name="repairCastle_damaged_1HP">
          		<cost resource="PUs" quantity="2"/>
          		<result resourceOrUnit="Castle" quantity="1"/>
              </repairRule>    
              <repairRule name="repairCastle_damaged_0HP">
          		<cost resource="PUs" quantity="3"/>
          		<result resourceOrUnit="Castle" quantity="1"/>
              </repairRule>
          
          ---------------
          <repairFrontier name="repair">
            <repairRules name="repairCastle"/><repairRules name="repairCastle_damaged_0HP"/><repairRules name="repairCastle_damaged_1HP"/><repairRules name="repairCastle_damaged_2HP"/>
          </repairFrontier>
          
          ------------------------
          
          <!-- GO Castle   3HP-->
              <attachment name="unitAttachment" attachTo="Castle" javaClass="UnitAttachment" type="unitType">
                <option name="attack" value="0"/><option name="defense" value="2"/><option name="defenseRolls" value="3"/>
                <option name="isFirstStrike" value="true"/>
                <option name="movement" value="0"/>
                <option name="canProduceUnits" value="true"/><option name="canProduceXUnits" value="3"/>						<!-- produce X max units per producer  -->
                <option name="isConstruction" value="true"/><option name="constructionType" value="Castle_structure"/><option name="maxConstructionsPerTypePerTerr" value="1"/><option name="constructionsPerTerrPerTypePerTurn" value="1"/>
                <!--<option name="hitPoints" value="3"/>-->
                <option name="canOnlyBePlacedInTerritoryValuedAtX" value="3"/><option name="consumesUnits" value="1:Fort"/>
                <option name="whenHitPointsDamagedChangesInto" value="1:true:Castle_damaged_2HP"/>
                <option name="whenHitPointsDamagedChangesInto" value="2:true:Castle_damaged_1HP"/>
                <option name="whenHitPointsDamagedChangesInto" value="3:true:Castle_damaged_0HP"/>
          
                <option name="tuv" value="15"/>
                  <option name="createsResourcesList" value="1:PUs"/>
                  <option name="givesMovement" value="1:Daimyo:Sodaisho:Bajutsu:Niganata-Bajutsu:Yumi-Samurai:Samurai:Yumi-Ashigaru:Gungsu:Teppo-Ashigaru:Yari-Ashigaru:Ronin:Teppo-Sohei:Yumi-Sohei:Sohei:Peasant:Rennyo-Gatekeeper:Shrine-Bearer:Raider:Sea-Lord:Ninja:Kensei:Changbyeong"/>
                  <option name="tuv" value="25"/>
                  <option name="repairsUnits" value="1:Atakebune:Teitoku-Atakebune:Panokseon:Geobukseon"/>
              </attachment>
              
              <!-- GO Castle damaged 2HP-->
              <attachment name="unitAttachment" attachTo="Castle_damaged_2HP" javaClass="UnitAttachment" type="unitType">
                <option name="attack" value="0"/><option name="defense" value="2"/><option name="defenseRolls" value="3"/>
                <option name="isFirstStrike" value="true"/>
                <option name="movement" value="0"/>
                <option name="canProduceUnits" value="true"/><option name="canProduceXUnits" value="3"/>						<!-- produce X max units per producer  -->
                <option name="isConstruction" value="true"/><option name="constructionType" value="Castle_structure"/><option name="maxConstructionsPerTypePerTerr" value="1"/><option name="constructionsPerTerrPerTypePerTurn" value="1"/>
                <!--<option name="hitPoints" value="3"/>-->
                <option name="whenHitPointsDamagedChangesInto" value="1:true:Castle_damaged_1HP"/>
                <option name="whenHitPointsDamagedChangesInto" value="2:true:Castle_damaged_0HP"/>
                <option name="whenHitPointsRepairedChangesInto" value="1:false:Castle"/>
                
                <option name="tuv" value="15"/>
                  <option name="createsResourcesList" value="1:PUs"/>
                  <option name="givesMovement" value="1:Daimyo:Sodaisho:Bajutsu:Niganata-Bajutsu:Yumi-Samurai:Samurai:Yumi-Ashigaru:Gungsu:Teppo-Ashigaru:Yari-Ashigaru:Ronin:Teppo-Sohei:Yumi-Sohei:Sohei:Peasant:Rennyo-Gatekeeper:Shrine-Bearer:Raider:Sea-Lord:Ninja:Kensei:Changbyeong"/>
                  <option name="tuv" value="25"/>
                  <option name="repairsUnits" value="1:Atakebune:Teitoku-Atakebune:Panokseon:Geobukseon"/>
              </attachment>
              
                  <!-- GO Castle damaged 1HP-->
              <attachment name="unitAttachment" attachTo="Castle_damaged_1HP" javaClass="UnitAttachment" type="unitType">
                <option name="attack" value="0"/><option name="defense" value="2"/><option name="defenseRolls" value="3"/>
                <option name="isFirstStrike" value="true"/>
                <option name="movement" value="0"/>
                <option name="canProduceUnits" value="true"/><option name="canProduceXUnits" value="3"/>						<!-- produce X max units per producer  -->
                <option name="isConstruction" value="true"/><option name="constructionType" value="Castle_structure"/><option name="maxConstructionsPerTypePerTerr" value="1"/><option name="constructionsPerTerrPerTypePerTurn" value="1"/>
                <!--<option name="hitPoints" value="3"/>-->
                <option name="whenHitPointsDamagedChangesInto" value="1:true:Castle_damaged_0HP"/>
                <option name="whenHitPointsRepairedChangesInto" value="1:false:Castle_damaged_1HP"/>
                <option name="whenHitPointsRepairedChangesInto" value="2:false:Castle_damaged_2HP"/>
                
                <option name="tuv" value="15"/>
                  <option name="createsResourcesList" value="1:PUs"/>
                  <option name="givesMovement" value="1:Daimyo:Sodaisho:Bajutsu:Niganata-Bajutsu:Yumi-Samurai:Samurai:Yumi-Ashigaru:Gungsu:Teppo-Ashigaru:Yari-Ashigaru:Ronin:Teppo-Sohei:Yumi-Sohei:Sohei:Peasant:Rennyo-Gatekeeper:Shrine-Bearer:Raider:Sea-Lord:Ninja:Kensei:Changbyeong"/>
                  <option name="tuv" value="25"/>
                  <option name="repairsUnits" value="1:Atakebune:Teitoku-Atakebune:Panokseon:Geobukseon"/>
              </attachment>
            
              <!-- Castle_disabled 0HP-->
            <attachment name="unitAttachment" attachTo="Castle_damaged_0HP" javaClass="UnitAttachment" type="unitType">
                <option name="attack" value="2"/><option name="defense" value="2"/>
                <option name="isFirstStrike" value="true"/>
                <option name="movement" value="0"/>
                <option name="isFactory" value="true"/><!--<option name="canProduceXUnits" value="1"/>-->
                <option name="isInfrastructure" value="true"/>
                <option name="whenHitPointsDamagedChangesInto" value="1:true:Castle_damaged_0HP"/>
                
                <option name="whenHitPointsRepairedChangesInto" value="1:false:Castle_damaged_1HP"/>
                <option name="whenHitPointsRepairedChangesInto" value="2:false:Castle_damaged_2HP"/>
                <option name="whenHitPointsRepairedChangesInto" value="3:false:Castle"/>
                <option name="isConstruction" value="true"/><option name="constructionType" value="Castle_structure"/><option name="maxConstructionsPerTypePerTerr" value="1"/><option name="constructionsPerTerrPerTypePerTurn" value="1"/>
                
                <option name="tuv" value="20"/>
            </attachment>
          
          ----------------------------------------------
          
            <property name="Units Repair Hits End Turn" value="true" editable="false"><boolean/></property>
          
          (tried also :)
          
          <property name="Units Repair Hits Start Turn" value="true" editable="false"><boolean/></property>
          

          hmmm, what did I miss?

          Dear @ebbe,

          your code seems to be wrong not only because the option <option name="hitPoints" value="3"/> is presented incorrectly.

          Your «Castle» should be a unit with 4 HP, namely, «Castle_4hp»
          Then all substages of these unit should also have 4 HP:

          Castle_damaged_3hp
          with <option name="hitPoints" value="4"/>

          Castle_damaged_2hp
          with <option name="hitPoints" value="4"/>

          Castle_damaged_1hp
          with <option name="hitPoints" value="4"/>

          Units without HP or with 0 HP are not allowed to be in the TripleA code!!!

          It’s much better first to create a working code and only after that rename the units. If you have «Castle_4hp» first, then you will easily understand whether you have or whether you lack «Castle_3hp», «Castle_2hp» and «Castle_1hp».

          And only after you get a working code, you should rename units. For example, from «Castle_4hp» into «Castle».

          ebbeE 2 Replies Last reply Reply Quote 1
          • ebbeE Offline
            ebbe @Unternehmer
            last edited by

            @unternehmer Thansk for guiding me through this, I do another attempt! 🙂

            1 Reply Last reply Reply Quote 1
            • ebbeE Offline
              ebbe @Unternehmer
              last edited by ebbe

              @unternehmer Okej, some steps closer now: So, after implementing again things run smoothly ...
              ( *so this way is Auto repair; I still hope for a way to get Pop-up choice to repair.. but seems like not possible this way; well than I prefer "degraring units when hit ")

              how do you note the Repair rules and repair Frontier for the 4hp Mechanized unit? does it include all the 4 hp- variants of the mech. unit?

              U 1 Reply Last reply Reply Quote 1
              • U Offline
                Unternehmer @ebbe
                last edited by

                @ebbe said in How to pass on hits with "whenHitPointsDamagedChangesInto":

                @unternehmer Okej, some steps closer now: So, after implementing again things run smoothly ...
                ( *so this way is Auto repair; I still hope for a way to get Pop-up choice to repair.. but seems like not possible this way; well than I prefer "degraring units when hit ")

                how do you note the Repair rules and repair Frontier for the 4hp Mechanized unit? does it include all the 4 hp- variants of the mech. unit?

                Dear @ebbe,

                please read this thread https://forums.triplea-game.org/topic/327/unit-option-when-damaged-change-into-different-unit-weakened-battleships You will find many new questions and answers.

                Also there are many maps using the option «whenHitPointsDamagedChangesInto». They are free to download within the game menu. Just try to copy&paste the already existing and functioning code from these maps. Please go step-by-step and you will finally get the code work properly. All the basic mechanics to the option «whenHitPointsDamagedChangesInto» is already fully provided in these maps.

                I am currently testing the Hard AI behavior. There are several ways of how to change a unit into other unit within the current game TripleA engine but not all ways are suitable for Hard AI. As soon as I am ready with Hard AI testing I will provide some more proven information.

                ebbeE 1 Reply Last reply Reply Quote 3
                • ebbeE Offline
                  ebbe @Unternehmer
                  last edited by

                  @unternehmer I got it up and running! thanks for all the info & feedback ifever you feel like Samurai & Sushi 😉 by playing a few rounds , let me know.... then I deliver you the latest version ...

                  ebbeE 1 Reply Last reply Reply Quote 2
                  • ebbeE Offline
                    ebbe @ebbe
                    last edited by ebbe

                    @Unternehmer :

                    works very fine except 1 thing:

                    for some strange reason if a multi-hitpoint unit gets pre-battle isAAforCombatOnly AA-hits
                    ( in my map "bow missiles"strike before the main melee occurs)
                    its regular "downgrading" doesn't seem to work well....

                    with 1 or 2 AA hit a 4 hit unit is directly lost
                    and seems to bypass all "degrading steps"... which is very weird...
                    I triple checked all <option name="whenHitPointsDamagedChangesInto"
                    they are ok: ( they function well when getting hit by regular unit hits!
                    but not the AA hits.... )

                    what map is the code from you forwarded me?
                    then I can check if this is the case there too, to find a way to solve it.... as you noticed I am determnied , haha and so close to completing the whole project! 🙂
                    thanks!

                    TheDogT 1 Reply Last reply Reply Quote 0
                    • TheDogT Offline
                      TheDog @ebbe
                      last edited by TheDog

                      Taken from my Arena of Death, note the order of the hits/wounds caused, that is 3,2,1 for this map to work it had to be 321 not 123.

                      <option name="hitPoints" value="4"/>
                      <option name="whenHitPointsDamagedChangesInto" value="3:false:Warrior-1"/>
                      <option name="whenHitPointsDamagedChangesInto" value="2:false:Warrior-2"/>
                      <option name="whenHitPointsDamagedChangesInto" value="1:false:Warrior-3"/>
                      

                      https://forums.triplea-game.org/tags/thedog
                      https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                      ebbeE 1 Reply Last reply Reply Quote 2
                      • ebbeE Offline
                        ebbe @TheDog
                        last edited by ebbe

                        @thedog Hej thanks for the suggestion; it didn't change the trouble unfortunately: it still takes 1 Hit by AA-(missile/bow unit)
                        to degenerate a 4 Hit unit to its max hitpoints... hmmm
                        and as stated before, it works fine versus a non-AA regular melee unit

                        could it simply be that <option name="whenHitPointsDamagedChangesInto" value=" is not connected with receiving hits from AA-units with is AA in combat?

                        I have to check more

                        TheDogT B 2 Replies Last reply Reply Quote 2
                        • TheDogT Offline
                          TheDog @ebbe
                          last edited by

                          is not connected with receiving hits from AA-units

                          I have not tried what you are doing, so targeted AA attacks might be stand alone.

                          https://forums.triplea-game.org/tags/thedog
                          https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                          1 Reply Last reply Reply Quote 0
                          • B Offline
                            beelee @ebbe
                            last edited by

                            @ebbe yea I think the AA pre regular Combat Shots Kill with 1 Hit no matter how many Hits you have.

                            I didn't realize that till now. At least that happened in my tests too.

                            It would take a coder/developer to fix and then have accepted.

                            Seems as if it'd be maybe an easy fix ? lol I have no idea. Too bad one of those ISU kids doesn't want extra credit lol

                            Sadly, i can't think of any type of work around, other than edit and hand roll the battle. Not ideal lol

                            Kind of a major drawback on the AA hit units. I guess, you'd have to make multi hit units non targeted for now and let 1 hit units die in their stead. That's there job anyway lol

                            If the multi hit unit is running solo, idk, i guess maybe you'd have to hand roll the battle. That, at least, wouldn't be too involved with fewer units

                            ebbeE 1 Reply Last reply Reply Quote 1
                            • ebbeE Offline
                              ebbe @beelee
                              last edited by

                              @beelee yes, that is the way it became... if a multi-hit unit is going solo... it is asking for trouble 😉 so in this case it is a defensive structure, which makes a bit sense... when all supporting units are down, it will be more vulnerable ....

                              1 Reply Last reply Reply Quote 0

                              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
                              • 1
                              • 2
                              • 1 / 2
                              • First post
                                Last post
                              Copyright © 2016-2018 TripleA-Devs | Powered by NodeBB Forums