Further Expand & Enhance the AA xml options for tons of upside!
We should further expand & enhance the AA xml options to become one of the main foundations of unit options and abilities. There is tons of upside to this feature request / project!
Many of the xml options available to AAguns can be suitable for any unit, if there were at least 2 additional options added.
Unit option which controls, which units will have initiative during the battle itself. This option would establish the order of fire/rolls during the battles. Maybe call it "battleRollsOrder" or " battleInitiative" and allow it integer values (eg, -20 to +20). Lowest number rolls first, and every unit could have this option or just the ones, for which the battle order isn't logical or ideal if using the default value of 0. This is required since current AA shots are 1st strikes from what I've noticed.
Unit option for "casualtiesReturnFire"= true/false, similar to the bombardment related option but per individual unit. Since current AA shots are lethal 1st strikes to my knowledge.
A Possible 3rd option might be in order, which would give the ability to create custom offensive support attachments to function with this type of attack/defense. Since it appears to be separate from the normal attack/defend type of support attachments, which are currently used by most other units. It looks like "radarBonus" from tech ability attachments covers the defensive portion. So we would need an offensive counterpart support attachment. If someone sees the merit in this idea we can expand it even further to function with some of the other techs abilities.
The immediate advantages to units, for going in this direction are as follows:
a. Can assign, the amount of battle rounds this unit will fire/roll via "maxRoundsAA".
b. Can assign, each unit individual dice sides for defense and offence as needed via "attackAAmaxDieSides" & "offensiveAttackAAmaxDieSides".
c. Can assign, how many attacks/rolls per battle round the unit will get via "maxAAattacks".
d. Can assign, if can fire more shots than available enemies via "mayOverStackAA".
e. Can assign, if hits kill or damage multi hp units via "damageableAA".
f. Can assign, custom unit type via "typeAA" which gives a lot of added control over behavior of each type.
g. Can assign, a hit-list via "targetsAA".
h. Can assign, if unit even fires/rolls via "willNotFireIfPresent".
i. Can assign, if this unit can launch range sbr attacks via"isRocket" if rocket tech achieved.
j. Can assign, if the units can move during CM via"canNotMoveDuringCombatMove".
k. Can assign, "movementLimit".
l. Can assign, "attackingLimit"
m. l. Can assign, "placementLimit"
And a couple more options might be useful as non AAgun units with more thought. But these listed ones, in conjunction with all the other unit options already available would really be super!
I think, that the creative possibilities for map makers and map modders, would really explode! Not only from the start of the game but throughout the whole game, if via triggers, conditions, custom techs, national advantages, etc...
This can even solve the moderate luck dilema if done right. Because there already exists an AA specific feature. Which can force these types of units to use Low Luck, while all the other units use dice. Each map using these options could have exactly what it needs to reduce randomness by cherry picking which units roll Low Luck. Or if someone is willing, create an option that forces these units to roll dice while rest of game rolls use Low Luck.
Oh and by the way, these units can also use the standard attack/ defense types too, if one wants. So tons of ways to get creative with these, if its expanded a bit as suggested.
Another huge plus, is that all existing maps/mods should remain fully functional and compatible if we go this direction.
@general_zod Interesting idea. Should be doable but probably a decent amount of work to handle breaking/ordering groups of units based on initiative value. Added to the feature list.