Paratroopers and U-Boats
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yea there's some discussion on git about it here https://github.com/triplea-game/triplea/issues/12488
would be a cool feature
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Understand, I read that and pulled part of your reply into the other thread.
If I understand the rules that you are referring to Paratroopers only receive their bonus support when they are only attacking alone, and only for 1 round of combat. That is why I don't think @Azimuth idea for using "whenHitPointsDamagedChangesInto" will work, because other attacking units need to be considered.
Rule quoted in question:
When Paratrooper units attack by air the attack
factor is “3” in the first round of combat.
From the second round of combat the attack
factor is “1”.
If Paratroopers attack by air and are supported by
units other than Paratroopers, the Paratroopers
attack at “1”.So, when a Paratrooper attack only with other Paratroopers, they attack at 3, when supported by other units they attack at 1. This would require a self-support, plus a cancelation support from other units. Both would need max round limited to 1:
<attachment name="supportAttachmentParatrooperSelf" attachTo="Paratrooper" javaClass="UnitSupportAttachment" type="unitType"> <option name="unitType" value="Paratrooper"/> <option name="faction" value="allied"/> <option name="side" value="offense"/> <option name="dice" value="strength"/> <option name="bonus" value="2"/> <option name="number" value="1"/> <!-- New option to check for rounds --> <option name="maxRounds" value="1"/> <option name="bonusType" value="ParatrooperSelfSupport"/> <option name="impArtTech" value="false"/> </attachment>
Would this help?
Cheers...
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@wc_sumpton so is "maxRounds" currently available ?
I had originally tried giving the a bonus with the AA shot and then any other units give a negative bonus for when they were together.
Problem was you got one AA roll at 2 on Attack and 1 on defense to go along with there regular rolls.
So yo got two rolls instead of one but the bigger issue is the AA hits can't fire back.
So I eventually removed it and just play it out in edit now.
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@beelee said in Paratroopers and U-Boats:
@wc_sumpton so is "maxRounds" currently available ?
No, that is why I chose this topic.
Cheers...
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maxRoundsAA is already use for AA attacks, so checking the number of rounds for supportAttachment and territoryEffects should not pose that big of a problem. Also for unitAttachment. but with units, the owning player should be able to choose if these unit are retreated, or remain as fodder.
Cheers...
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@wc_sumpton yea that's what i was thinking, but Idk if that would be easy to add to supportAttachments or if there are other factors that come into play making it more difficult/labor intensive
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supportAttachment gets added to the units prior to each round of battle. I have modified my version to create a new airRoll/airStrength to have the ability to support air units during air battles. So yes, I think adding a check for the combat round is not that hard. The same goes for territoryEffect, my engine code includes combatAADefenseEffect/combatAAOffenseEffect so that territoryEffect can modify AA special attacks (did these awhile ago when I was talking to @TheDog about GCD).
Having a "maxRounds" may be a little harder, but still seems kind of strait forward. The problem is what happens when a unit passes that round? Should it be retreated? Left for fodder? Give the player a choice? There's a lot there when talking about the unitAttachment.
Cheers...
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@wc_sumpton said in Paratroopers and U-Boats:
supportAttachment gets added to the units prior to each round of battle. I have modified my version to create a new airRoll/airStrength to have the ability to support air units during air battles. So yes, I think adding a check for the combat round is not that hard. The same goes for territoryEffect, my engine code includes combatAADefenseEffect/combatAAOffenseEffect so that territoryEffect can modify AA special attacks (did these awhile ago when I was talking to @TheDog about GCD).
Having a "maxRounds" may be a little harder, but still seems kind of strait forward. The problem is what happens when a unit passes that round? Should it be retreated? Left for fodder? Give the player a choice? There's a lot there when talking about the unitAttachment.
Cheers...
Is there any intention of adding any of these features to the actual program?
I do believe artillery support should be round limited. It seems obvious enough unless you actually want to have ammunition consumption (which would limit it).
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This may give you some ideas for you wolfpack problem:
<attachment name="supportAttachmentSubSelfBuff" attachTo="submarine" javaClass="UnitSupportAttachment" type="unitType"> <option name="unitType" value="submarine"/> <option name="faction" value="allied"/> <option name="side" value="offence"/> <option name="dice" value="strength"/> <option name="bonus" value="1"/> <option name="number" value="3"/> <option name="bonusType" value="selfBuff" count="3"/> <option name="impArtTech" value="false"/> <option name="players" value="Americans"/> </attachment> <attachment name="supportAttachmentSubSelfDebuff" attachTo="submarine" javaClass="UnitSupportAttachment" type="unitType"> <option name="unitType" value="submarine"/> <option name="faction" value="allied"/> <option name="side" value="offence"/> <option name="dice" value="strength"/> <option name="bonus" value="-1"/> <option name="number" value="2"/> <option name="bonusType" value="selfDebuff" count="2"/> <option name="impArtTech" value="false"/> <option name="players" value="Americans"/> </attachment>
I think this may work as support is given 1 to 1. So, if there is only one sub it should buff itself once then debuff itself. With 2 subs should buff twice and debuff twice. With 3 or more (this buffing will not stop at 3) they should buff 3 times with only 2 debuff so the buff should apply.
Just some stupid thoughts.
Cheers...
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no there not stupid I had done something similar before, hmm ... so actually maybe it is kinda stupid lol
I think that'd work though. So, it'd keep boosting at 3 or more ?
Thing is, we only want it for 1st rd of combat, not whole battle.
I'm actually pretty pleased with how it's working. Just started a game today.
I screwed up and the wolfpack showup after NCM same as when they remove. Had to change to beforeEndTurn so they will show up after you place.
Plus the cool hepps image is badass lookin and makes for a quick visual to tell there's one there
I also had to change paratrooper from isAir to the same as the Para because the 2nd one can't land in newly conquered TTy.
That's ok though. They will place in any TTy you own, so just let em hook up with the Paras from the git go and move em all at once
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I remember now. originally i gave them a +2 one time AA shot on A and 1 on D for para, so it'd only last for one rd. But the hits can't fire back, which overpowered them.
They don't get the bonus unless by themselves, so i had to give a negative bonus to every unit that might be with them lol
That was overachievement ha ha ha But it kinda worked the way you wrote above
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Downloading and unpacking the game now. Will look it over to see if there is anything else stupid, I can think of.
Cheers...
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@wc_sumpton Hey sweet ! If you got any better ideas for landmines, that's last big one.
Escorts i have so they'll place and replace for one escort. Gets too intense for anymore Majority place and remove that way anyway