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    Changing AA Value Against Strategic Bombers

    Scheduled Pinned Locked Moved Map Making
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    • B Online
      beelee
      last edited by

      @wc_sumpton @thedog and anyone else 🙂

      I want a unit that can be Strat bombed and damaged like a Factory but I want it's AA to shoot at 2.

      Right now it shoots at 1 and then a second round at 2. So far, the closest I've come, is to make the second round of AA fire at 1.

      This is what I have

      Screenshot from 2026-05-17 17-40-33.png

      Idk if it's possible though. This unit auto places but if I don't use all the isConstruction stuff, it won't get targeted.

      TheDogT wc_sumptonW 2 Replies Last reply Reply Quote 1
      • TheDogT Online
        TheDog @beelee
        last edited by

        Hi I think you need something like this
        <option name="offensiveAttackAA" value="2"/> <!-- sets the value the AA will attack at -->
        <option name="attackAA" value="2"/> <!-- misnomer, this applies to defense -->

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

        B 1 Reply Last reply Reply Quote 1
        • B Online
          beelee @TheDog
          last edited by beelee

          @TheDog

          Hi Dog

          Thanks for the reply. Yea that works for a combat unit but the strat bombing AA is separate from that and is defensive.

          Actually, I'm pretty sure it can't be done. I kind of remember messing around with it years ago and coming to the same conclusion.

          I will give it to @victoryfirst as a feature request 🙂

          1 Reply Last reply Reply Quote 1
          • VictoryFirstV Offline
            VictoryFirst
            last edited by VictoryFirst

            @beelee So why does attackAA not work? Does that only work for combat and not SBR?

            EDIT if you can't get the facility to shoot at 2, perhaps you could create a separate AA gun unit that is spawned when someone bombs the facility and shoots at the aircraft at 2 🙂

            1 Reply Last reply Reply Quote 1
            • wc_sumptonW Online
              wc_sumpton @beelee
              last edited by

              @beelee said:

              Right now it shoots at 1 and then a second round at 2. So far, the closest I've come, is to make the second round of AA fire at 1.

              I don't see "maxRoundsAA". So, this unit should only participate in the first round. "attackAA" is 2, "attackAAmaxDieSides" is 6 and "maxAAattacks" is -1. 1 D6 @2 for each "targetsAA" unit attack the territory this unit is in for only 1 round. "isAAforCombatOnly", "isAAforBombingThisUnitOnly" and "isAAforFlyOverOnly" are all not set.

              AA attacks may only use 1 dice per attaching unit up to the value of "maxAAattacks". Are you trying to use 2 dice for attacking unit? The "mayOverStackAA" will need to be set and another unit with a different "typeAA" stacked with it.
              In "D-Day 2 PoC" each fighter can fire at each unit that enters its territory. To accomplish this I use 'invisible' FighterStacks.

              <!-- These units have no icon/.png -->
              <!-- And are listed as 'dont_draw_units' in map.properties -->
              <variable name="FighterStacks">
              	<element name="FighterStack2"/>
              	<element name="FighterStack3"/>
              	<element name="FighterStack4"/>
              </variable>
              <variable name="FighterUnits">
              	<element name="$FighterStacks$"/>
              	<element name="UK-Fighter"/>
              	<element name="USA-Fighter"/>
              </variable>
              

              Which are added to the fighter in the FighterUnits list, so all fighters use the same attachment.

              <!-- Fighters -->
              <attachment foreach="$FighterUnits$" name="unitAttachment" attachTo="@FighterUnits@" javaClass="UnitAttachment" type="unitType">
                 <option name="movement" value="0"/>
                 <option name="attack" value="1"/>
                 <option name="defense" value="0"/>
                 <option name="isSea" value="true"/>
                 <option name="canEvade" value="false"/>
                 <option name="isFirstStrike" value="false"/>
                 <option name="canMoveThroughEnemies" value="true"/>
                 <option name="canBeMovedThroughByEnemies" value="true"/>
                 <option name="canNotTarget" value="Anti-Aircraft Artillery"/>
                      <!-- Uses FighterUnits to create different typeAA values -->
                 <option name="typeAA" value="@FighterUnits@_strafe"/>
                 <option name="attackAA" value="1"/>
                 <option name="maxAAattacks" value="-1"/>
                 <option name="targetsAA" value="Infantry:Artillery:Armour"/>
                 <option name="isAAforCombatOnly" value="true"/>
                 <option name="isAAforFlyOverOnly" value="true"/>	  
                 <option name="mayOverStackAA" value="true"/>
                 <option name="unitPlacementRestrictions" value="$Territories$"/>
              </attachment>
              

              After fighters are placed, FighterStacks are added to give the extra dice desired, and the player never sees these extra units.

              Hope this is helpful.

              Cheers...

              B 1 Reply Last reply Reply Quote 2
              • B Online
                beelee @wc_sumpton
                last edited by

                @wc_sumpton

                Right arm rightarm.png

                Thanks for the replies guys. 🙂

                What I want to do, is have the "Research_Facility" Research_Facility.png
                (image courtesy of hepps)

                be able to be bombed like a Factory by Bombers. I want it to be damaged and captureable. I want it's built in "Factory" AA to defend at 2, not 1.

                Wow, proofreading and I want a lot lol

                Idk how to change that. I think "isFactory" or "isInfrastructure" are just hardwired to only fire their AA at 1. Idk how to turn it off or if you can either.

                I tried to get around it by adding the above stuff, which allows it to shoot at 2, but the hardwired auto shoot at 1 still happens as well.

                It will fire at 1, take any casualties, then fire at 2 if any remaining Bmbrs, then the Bmbrs conduct their SBR attack.

                I don't think I can make it bombable by SBR unless it's "isFactory" or add all the stuff that bypasses it, which basically just does the same thing and activates the auto AA defend at 1 against SBR.

                1 Reply Last reply Reply Quote 0

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