Changing AA Value Against Strategic Bombers
-
@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

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.
-
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 --> -
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

-
@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

-
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...
-
Right arm

Thanks for the replies guys.

What I want to do, is have the "Research_Facility"

(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.
-
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.
To be capturable "isInfrastructure" will need to be set, otherwise this unit can be taken as casualties.
I copied what you posted, besides setting "isInfrastructure", this unit functions as you have described.
Why is "maxAAattacks" set to "-1"? "isAAforBombingThisUnitOnly" is set but "isAAforCombatOnly" is not, so this unit attack SBR units only and will not attack during normal combat.
Still this unit functions as you have described, D6 @2 for each attacking SBR unit. I do not see a separate D6 @1 attack.Cheers...
-
yea it doesn't fight in normal combat. the "-1" is so it'll shoot at all planes that try to bomb it.
Basically, it is another Fctry that I want the AA to fire at 2, not 1.
Edit
So here's 4 commie Bmbrs attacking Berlin and the Facility. The first rd of AA fire is at 1
2 bmbrs get shot down and the remaining two get fired at again at 2

-
@beelee
Not sure what you are after, this might be helpful ?
I hope the text is correct.<option name="isAAforCombatOnly" value="true"/> <!-- if false = it will defend against strategic bombing raids --> <option name="isAAforBombingThisUnitOnly" value="true"/> <!-- true = can only be used during SBR attack might need to be false --> <option name="offensiveAttackAA" value="2"/> <!-- sets the value the AA will attack at --> <option name="attackAA" value="2"/> <!-- misnomer, this applies to defense --> <option name="maxAAattacks" value="-1"/> <!-- -1 = Infinite Number of attacks = number of air units attacking or a fixed number --> <option name="maxRoundsAA" value="1"/> <!-- As isAAforCombatOnly is true, it will every turn, could be 2 ? --> <option name="typeAA" value="AA-Industry"/> <option name="targetsAA" value="$All-Bombers$"/> <!-- All Bomber types --> <option name="mayOverStackAA" value="false"/> -
yea it doesn't fight in normal combat. the "-1" is so it'll shoot at all planes that try to bomb it.
Sorry, I confused "maxAAattacks" with "maxRoundsAA". It happens to the worst of us.
Basically, it is another Fctry that I want the AA to fire at 2, not 1.
And that is what it does, just add "isInfrastructure".
@beelee there is a factory major in the same territory. Because they have different "typeAA" both are shooting during the SBR attack. Remove "typeAA".
Cheers...
-
Right on. I'll give it a try. I just assumed since the Fctry wasn't being targeted it wouldn't fire.

@thedog yea it's not a combat unit. Just a different type of Fctry. I was trying to skirt the auto defend at 1 AA, is why I added the other stuff.
Edit
removed "typeAA" and the just the AA fire at 1 shot. I'm thinking the Fctrys/Infrastructure are just hardwired to shoot at 1 for AA defense. -
From the PoS2:
isAAforBombingThisUnitOnly values: allows this unit to be an AA gun only when this unit is directly attacked by a strategic bombing raid (currently defends against all strategic bombing attacks in this territory, not just against this unit). it will not defend against a normal attack.With different "typeAA" both units defend. If they are the same, then the one with the 'better' attack will fire.
Cheers...
-
removed "typeAA" and the just the AA fire at 1 shot. I'm thinking the Fctrys/Infrastructure are just hardwired to shoot at 1 for AA defense.
Your factories only have "isAAforBombingThisUnitOnly" set. There is no "typeAA", so everything is set to their default settings. It is not hardwired, only defaults, and defaults can be changed.
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 your first comment. What was stated here was wrong. The Factory_Major was defending at 1 and the Research_Facility was defending at 2. Both units were shooting because their "typeAA" were different. Remove "typeAA" from the Research_Facility, then only it will fire, even if the Factory_Major is attacked, only the Research_Facility will defend at 2.
Cheers...
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