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

    Sub XML Properties

    Scheduled Pinned Locked Moved Map Making
    33 Posts 6 Posters 13.6k Views 6 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.
    • General_ZodG Offline
      General_Zod Lobby Moderators
      last edited by General_Zod

      1. Super Sub Defence Bonus - If "true" adds 0-1 to the submarines defensive value if and when SuperSubs tech is activated.

      2. Air Attack Sub Restricted -

      If set to "true" a destroyer (isDestroyer) is required in the seazone in order for an air unit (isAir) to be able to hit an enemy submarine (isSub).

      Furthermore if air unit is the attacker, the destroyer must be owned by the attackers nation. If air unit is a defender, the destroyer can be owned by a allied nation as long as it is also at war with enemy submarines nations.

      This will also determine if the air unit rolls together or rolls seperately or rolls nothing, depending on the makeup of other allied units in the seazone when a submarine unit is present.

      Fig.1- Battle sequence: Air without Destroyer vs Sub
      0_1509288147653_SC_Fig.1_Air attack sub restricted_air.vs.sub_ without.dd.png
      "Submerge subs against only air units" and "Air attack non subs" is added to battle sequence if "Air Attack Sub Restricted" is "true" and removed if "false".

      Fig.2 - Battle sequence: Air with Destroyer vs Sub
      0_1509288612555_SC_Fig.2_Air attack sub restricted_air.vs.sub_ with.dd.png
      Battle sequence is unchanged when a destroyer is with the air unit.

      redrumR 1 Reply Last reply Reply Quote 1
      • redrumR Offline
        redrum Admin @General_Zod
        last edited by

        @general_zod Good explanations! I've added them to the original post.

        TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

        1 Reply Last reply Reply Quote 0
        • HeppsH Offline
          Hepps Lobby Moderators @redrum
          last edited by Hepps

          @redrum said in Sub XML Properties:

          1. Ignore Sub In Movement - Allows naval units to bypass subs during movement phase (both combat and non combat). Also allows units ending moves in a SZ occupied by an enemy sub with the choice to either attack or ignore enemy sub.
          1. Sub Retreat Before Battle - Allows option for subs to withdraw from battle prior to the combat rolls.

          "A joyous heart sours with the burden of expectation"
          Hepster

          redrumR 1 Reply Last reply Reply Quote 0
          • redrumR Offline
            redrum Admin @Hepps
            last edited by

            @hepps - Regarding #4, does that also make 'isDestroyer' units stop sub movement? And if units with 'isDestroyer' end in SZ with sub do they still have the choice not to attack the sub? Or is that all controlled with a different property?

            Regarding #6, if its 'false' then subs get withdraw option at the end of each combat round instead of beginning?

            TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

            HeppsH 1 Reply Last reply Reply Quote 0
            • prastleP Offline
              prastle Lobby Moderators Admin
              last edited by prastle

              Defending Subs Sneak Attack = They have first strike when defending as well unless a destroyer is present.

              Submersible Subs = The same as number seven. Except seven adds the ability to withdraw

              If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

              1 Reply Last reply Reply Quote 0
              • HeppsH Offline
                Hepps Lobby Moderators @redrum
                last edited by Hepps

                @redrum said in Sub XML Properties:

                @hepps - Regarding #4, does that also make 'isDestroyer' units stop sub movement? And if units with 'isDestroyer' end in SZ with sub do they still have the choice not to attack the sub? Or is that all controlled with a different property?

                I don't think #4 governs any part of the "isDestroyer" capabilities. And yes... even if a unit has "isDestroyer" they still have the option as to whether they want to attack the sub or ignore it.

                Regarding #6, if its 'false' then subs get withdraw option at the end of each combat round instead of beginning?

                Yes I believe without it they retreat normally as per all other units. *** It is also important to note that WITH it a sub is given the opportunity to retreat prior to as well as with all the other units.

                "A joyous heart sours with the burden of expectation"
                Hepster

                1 Reply Last reply Reply Quote 0
                • HeppsH Offline
                  Hepps Lobby Moderators @redrum
                  last edited by

                  @redrum said in Sub XML Properties:

                  1. Sub Control Sea Zone Restricted - Sub Control Sea Zone Restricted should be FALSE if there are any convoy zones! If true, subs will not be able to capture convoy zones.

                  I do believe that this property also needs to note that it governs (quite literally) whether or not a sub controls a SZ.

                  And as a reference for you Red.... TWW utilizes: 2,4,5,6,8,9.

                  "A joyous heart sours with the burden of expectation"
                  Hepster

                  prastleP 1 Reply Last reply Reply Quote 0
                  • prastleP Offline
                    prastle Lobby Moderators Admin @Hepps
                    last edited by prastle

                    @hepps Another important thing about nine is that it also means transports cant unload if a sub is present I believe. Which you covered with your Sub controlling a sz. point. Perhaps that should be stated in there as well.

                    If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

                    1 Reply Last reply Reply Quote 0
                    • General_ZodG Offline
                      General_Zod Lobby Moderators @redrum
                      last edited by

                      @redrum

                      Should probably also add a couple points for thoroughness. I'm using .3635 to test these items.

                      1. Submarines Prevent Unescorted Amphibious Assault -

                      a. If "true" submarine units are being counted as escorts. (not sure if this was intended)

                      b. Combat transports are unaffected by this property, which is good.

                      1. Ignore Sub In Movement -

                      a. If set to "true". During CM or NCM, the enemy submarine units ("isSub") can be bypassed (move through) if desired, by all naval units ("isSea"). If any combat sea unit stops in submarines sea zone on CM , they get a "yes or no" prompt asking if they want to attack the submarines. But if no destroyer is present, the submarine can simply submerge.

                      b. If set to "false". During CM or NCM, the enemy submarine units ("isSub") stop movement (block) of all naval units ("isSea"). The "yes or no" prompt does not popup anymore if stopping in the submarines sea zone on CM. I guess attacking is implied now. Can't move into battle during NCM.

                      Message Center would say "Enemy units on path" while trying to move a naval unit past a submarine, if set to "false".

                      The only exception is for other submarine units which do not block each other on CM or NCM. I don't recall if submarines ever block each other and if so what property controls it. I'll check it out.

                      c. Destroyers ("isDestroyer") + (isSea) units are also blocked by submarines (isSub) if above is set to "false". The "yes or no" prompt does not popup anymore if stopping in the submarines sea zone on CM. Can't move into battle during NCM

                      prastleP HeppsH 2 Replies Last reply Reply Quote 1
                      • prastleP Offline
                        prastle Lobby Moderators Admin @General_Zod
                        last edited by

                        @general_zod Great explanation 🙂

                        If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

                        1 Reply Last reply Reply Quote 0
                        • HeppsH Offline
                          Hepps Lobby Moderators @General_Zod
                          last edited by Hepps

                          @general_zod said in Sub XML Properties:

                          @redrum

                          Should probably also add a couple points for thoroughness. I'm using .3635 to test these items.

                          1. Submarines Prevent Unescorted Amphibious Assault -

                          a. If "true" submarine units are being counted as escorts. (not sure if this was intended)

                          As far as your point about a. I believe this property is simply being used to verify that an "escorting" unit with an attacking combat value is present. Regardless of what type of "isSea" unit it is.

                          Some of the other things that might be worth examining in this investigation are how certain of these properties interact... and which are not compatible at all.

                          "A joyous heart sours with the burden of expectation"
                          Hepster

                          General_ZodG Captain CrunchC 3 Replies Last reply Reply Quote 0
                          • General_ZodG Offline
                            General_Zod Lobby Moderators @Hepps
                            last edited by

                            @hepps
                            Yes as point 3.a) goes, I agree. Most likely the logic behind it was, if it's "isSea", and has an attack value. Then it can potentially be killed, or if no destroyer present, at a minimum can force the sub to make a choice. Fight to stop the amphibious landing, or submerge.

                            Just at first glance submarines don't fit the traditional escort mold, for amphibious landings.

                            I'm not sure, what exactly you mean on second part of reply.

                            1 Reply Last reply Reply Quote 0
                            • Captain CrunchC Offline
                              Captain Crunch Banned @Hepps
                              last edited by

                              @redrum hey if these changes/updates effect the subs for the WWIIClassic map then please let me know when you change it so I can do a test match ... it's been awhile!

                              HeppsH 1 Reply Last reply Reply Quote 0
                              • HeppsH Offline
                                Hepps Lobby Moderators @Captain Crunch
                                last edited by

                                @captain-crunch The change's aren't meant to affect any map.... the purpose of this exercise is to potentially make some sub behaviors available independently of the all encompassing property of "isSub".

                                "A joyous heart sours with the burden of expectation"
                                Hepster

                                1 Reply Last reply Reply Quote 1
                                • General_ZodG Offline
                                  General_Zod Lobby Moderators @Hepps
                                  last edited by

                                  @hepps

                                  Let me try again, hehe. I missed a key part.

                                  Yes as point 3.a) goes, I agree. Most likely the logic behind it was, if it's "isSea", and has an attack value. Then it can potentially be killed (the preventing sub) , or if no destroyer present, at a minimum can force the preventing sub to make a choice. Fight the escort(s) to stop the amphibious landing, or submerge. Even if the escort is a sub itself.

                                  So I guess a sub can be an escort, against another sub.

                                  Just at first glance submarines don't fit the traditional escort mold, for amphibious landings.

                                  I'm not sure, what exactly you mean on second part of reply.

                                  HeppsH 1 Reply Last reply Reply Quote 0
                                  • HeppsH Offline
                                    Hepps Lobby Moderators @General_Zod
                                    last edited by

                                    @general_zod What I meant by that is that it would be a worth while endeavour for us while we are examining these properties... to look at which of all these properties are compatible and which cause interference which each other.

                                    "A joyous heart sours with the burden of expectation"
                                    Hepster

                                    General_ZodG 1 Reply Last reply Reply Quote 0
                                    • redrumR Offline
                                      redrum Admin
                                      last edited by

                                      Lots of good feedback. I've updated the first post trying to summarize everyone's posts so far.

                                      TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                      1 Reply Last reply Reply Quote 1
                                      • General_ZodG Offline
                                        General_Zod Lobby Moderators @Hepps
                                        last edited by

                                        @hepps
                                        Yeah , I agree. They are a hodgepodge. It will be good to wrangle all submarine related properties into a more comprehensible state. From there we can analyze and review with more certainty. What is doing exactly what.

                                        1 Reply Last reply Reply Quote 0
                                        • redrumR Offline
                                          redrum Admin
                                          last edited by

                                          So I did some reading through the code to figure out what #8 actually does and found that it covers most of the differences between classic and revised:

                                          • Subs can travel through enemy sea zones except if enemy destroyer is present.
                                          • Subs have the option to submerge rather than withdraw.

                                          Also took a look at classic to determine what base sub rules are with no properties set:

                                          • First strike only on attack
                                          • Can't attack air units
                                          • Attacking subs can withdraw at end of each round to where naval units attacked from
                                          • Defending subs can withdraw at end of each round to adjacent friendly or empty sea zone

                                          TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                          1 Reply Last reply Reply Quote 0
                                          • redrumR Offline
                                            redrum Admin
                                            last edited by

                                            @Hepps I noticed that TWW sub rules are almost the same as ww2v3. Is there a reason you are using #9 and not using #10?

                                            TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                            HeppsH 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
                                            Powered by NodeBB Forums