Air units transportable by naval transport?
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Is it possible to make air units transportable by naval transport?
<attachment name="unitAttachment" attachTo="fighter" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType"> <option name="movement" value="2"/> <option name="attack" value="2"/> <option name="defense" value="2"/> <option name="isAir" value="true"/> <option name="airAttack" value="2"/> <option name="airDefense" value="2"/> <option name="canAirBattle" value="true"/> <option name="transportCost" value="1"/> <option name="unitPlacementRestrictions" value="Trieste:Karelia:Sevastopol:Kiel:Brest:Marseilles:Wales"/> </attachment>
I am getting an error message when I have both "isAir" and "transportCost" for fighters.
When I remove either of the two it works, but then I lose either of these abilities.
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air units have to uise "carrierCost". you can give your naval transport a "carrierCapacity" but this will be counted separately to it's "transportCapacity"; ie any air units it is transporting will not affect how many land units it can carry and vice versa.
example:
<attachment name="unitAttachment" attachTo="dreadnought" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType"> <option name="isSea" value="true"/> <option name="attack" value="3"/> <option name="defense" value="3"/> <option name="movement" value="2"/> <option name="hitPoints" value="2"/> <option name="isCombatTransport" value="true"/> <option name="transportCapacity" value="200"/> <option name="carrierCapacity" value="200"/> <option name="maxBuiltPerPlayer" value="8"/> <option name="canBombard" value="true"/> </attachment>
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@victoryfirst said in Air units transportable by naval transport?:
Is it possible to make air units transportable by naval transport?
No, but it would be a good feature request.
It is a distinctive problem in World War 1 maps about getting United-States-American aeroplanes to Europe (because of no aircraft carriers at the time).
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Thanks for the tip! It would still require editing because the air unit can only move two spaces, but at least it would allow fighters to remain at sea with naval transports without letting them get destroyed.
Yeah it would indeed be a good feature to have. How can you ask for feature requests?
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Featrure requests are here
https://forums.triplea-game.org/category/42/feature-requests-ideas
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yes, that is one of the multiple problems with carriers - they don't actually transport air units just give them a place to land. unless an allied unit lands on them and then they will transport it but only to the limit of that air unit's range... so if the carrier has greater range than the air unit things fail.
in general expect anything involving transports of any kind to have problems.
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A sloppy way that might work, is to have a separate unit "Air Naval Trprt" or whatever, that isn't "isAir" and have a trigger change it to the desired air unit when it disembarks.
Be a pita, but might work
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i did have a thought about having air units change to land units for transport but i'm not sure how that would work and as you say: definitely a complete pain in the arse.
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Yeah it is kinda annoying because you cannot permanently change the air unit to a land unit because then it cannot move over sea.
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yea so the transport unit would cost the same as the air unit that replaces it. The yanks build them in America, then ship them to England or france or wherever.
You'd need a condition with
<option name="directPresenceTerritories"value="England:France:?" count="1"/><option name="unitPresence" value="navalTrprtUnit" count="1"/>
Then a trigger with the above condition
<option name="placement" value="France:Fighter" count="1"/>
<option name="removeUnits" value="France:navalTrprtUnit" count="1"/><option name="when" value="after:americansNonCombatMove"/>
you'd probably need one for each territory and for the number of units. So maybe a 1, 2 and a 3. Then you could transport up to 3 a turn or make more if you want more.
Anyway, something like that is what I'd try
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i'm afraid that wouldn't really help with the problem of having carriers with greater move than the air units they're carrying - you'd need a way to change the air unit to a land unit everytime they landed on a carrier and then change again when you wanted to move them separately; and then what happens when they need to participate in defensive combat?
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@cameron I was thinking the non air unit would be transported by a regular transport.
If the CV has more movement than the Air Unit, it'll have to slow down or it'll leave the fighters behind. But any air unit would have at least 2 movement I would think.
Pretty sure triplea has the Air and CV move independently, unless it's a Allied Ftr as cargo.
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sorry, i should've illustrated my point with an example:
in the steampunk maps there is a tech that gives naval units +2 movement which gives carriers a move of 4. steampunk fighters/warplanes have a move of 3...
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@cameron yea I don't think triplea can do that unless there allied Ftrs being carried as cargo.
The Ftrs aren't actually on the CV in triplea. They just fly a endless CAP i guess