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    Question about trenches domination 1914 no mans land

    Scheduled Pinned Locked Moved Map Making
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    • wc_sumptonW
      wc_sumpton @TheDog
      last edited by wc_sumpton

      @TheDog said:

      I still cannot get 8188A Steam & Steel to work, but Im hoping you have success and then I will raise this with the Devs.

      In 8188A Steam & Steel, if you are hooking too the endTurn, then your process is working. But the endTurrn happens at the beginning. Try attaching after the battle step.
      Why battle? Because only combat move and battle change ownership. Non-combat move and placement do not. So, during the players first turn when sea units are placed the territory does not change ownership until the next combat move.

      Cheers...

      TheDogT 1 Reply Last reply Reply Quote 2
      • TheDogT
        TheDog @wc_sumpton
        last edited by

        @wc_sumpton
        Thanks! I will will experiment.

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

        R 1 Reply Last reply Reply Quote 1
        • R
          Ramon @TheDog
          last edited by

          @TheDog

          Hi its me again!

          I was wondering if its possible to give a unit (for example an Anti Air gun) the ability to reduce the attacking value of the opponents fighters with -1.

          If so how would you set this up in the xml file? Does it require any special properties or settings?

          ~Ramon

          TheDogT 1 Reply Last reply Reply Quote 0
          • TheDogT
            TheDog @Ramon
            last edited by

            @Ramon
            Here is how its done in 1941 GCD

            <!-- Anti-Tank Suppress ENEMY Armor -->
            	<attachment name="supportAttachment_Anti-Tank_sup_Armor" attachTo="Anti-Tank" javaClass="UnitSupportAttachment" type="unitType">
            		<option name="faction" value="enemy"/>
            		<option name="unitType" value="$All-Armor$:Inf-Motorized"/>
            		<option name="side" value="defence"/>				<!-- defence is correct, reduces enemy Armor strength Atk -->
            		<option name="dice" value="strength"/>
            		<option name="bonus" value="-1"/>
            		<option name="number" value="1"/>
            		<option name="bonusType" value="Anti-Tank"/>
            		<option name="players" value="$All-Players$"/>
            	</attachment>
            

            So change to shoot at All-Air, so unitType=All-Air instead of Armor
            bonusType is just a label shown in History, eg. AA-suppression
            side might also need offence, depending on how air works

            Hope that helps.

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

            R 2 Replies Last reply Reply Quote 3
            • R
              Ramon @TheDog
              last edited by

              @TheDog

              Thank you! it works perfectly!

              1 Reply Last reply Reply Quote 3
              • R
                Ramon @TheDog
                last edited by

                @TheDog

                Hi!

                When a conscript attacks a territory containing only a trench the battle stays contested only because both units have 0 combat power. After a couple of rounds it finally resolves, but this is obviously not intended.

                I want to keep:

                Conscript: attack = 0
                Trench: defense = 0

                But I want the conscript to be able to destroy the trench, without giving it a normal attack value of 1.

                Is there a mechanic or attachment that allows a 0 attack unit to destroy a 0 defense construction?

                My attachments:

                Conscript:

                xml
                <attachment name="unitAttachment" attachTo="conscript" javaClass="UnitAttachment" type="unitType">
                <option name="movement" value="1"/>
                <option name="attack" value="0"/>
                <option name="defense" value="1"/>
                <option name="transportCost" value="2"/>
                <option name="artillerySupportable" value="true"/>
                </attachment>

                Trench:

                <attachment name="unitAttachment" attachTo="trench" javaClass="UnitAttachment" type="unitType">
                <option name="defense" value="0"/>
                <option name="hitPoints" value="2"/>
                <option name="isSuicide" value="true"/>
                <option name="isConstruction" value="true"/>
                <option name="constructionType" value="bunker"/>
                <option name="constructionsPerTerrPerTypePerTurn" value="3"/>
                <option name="maxConstructionsPerTypePerTerr" value="1000"/>
                conscript:
                <attachment name="unitAttachment" attachTo="conscript" javaClass="UnitAttachment" type="unitType">
                <option name="movement" value="1"/>
                <option name="attack" value="0"/>
                <option name="defense" value="1"/>
                <option name="transportCost" value="2"/>
                <option name="artillerySupportable" value="true"/>
                </attachment>

                ~Ramon

                B wc_sumptonW 3 Replies Last reply Reply Quote 0
                • B
                  beelee @Ramon
                  last edited by

                  @Ramon

                  Hi Ramon

                  You might possibly be able to give it a combat AA capability that just targets the Trench but the AA fires off before regular combat, so Idk if that'd mess something up

                  R 1 Reply Last reply Reply Quote 1
                  • R
                    Ramon @beelee
                    last edited by

                    @beelee

                    Hi Beelee,

                    Thanks a lot for your input! I thought about this aswel but it will probably mess with the balancing of the map, we would like to keep conscripts on a 0 attack.

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

                      @Ramon

                      Yea if I remember right it has to have an attack value to work. I tried it with a similar situation now that I think about it. Maybe Victory will make an engine update for us 🙂

                      but yea The Dog or wc might know a way around it. Or maybe Roger or Cernel

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

                        @Ramon

                        I don't understand why the "trench" has 2 hit points and isSuicide? This is causing the combat to last 2 rounds. Suicide causalities are automatically removed before the round that the unit "attacks" in. So even though the "trench" has no attack or defense the "isSuicide" is causing it to participate and be removed as causality.

                        I have to do some testing.

                        Cheers...

                        R 1 Reply Last reply Reply Quote 2
                        • R
                          Ramon @wc_sumpton
                          last edited by

                          @wc_sumpton

                          Hi!

                          Thank you for your response!

                          The trench is designed to have 2 hit points for balancing purposes, its a defensive unit.
                          To be honest i dont know either why trenches have isSuicide, this map im currently working on is inspired by domination 1914 no mans land and i copied their trench design. I think i can just delete that part.

                          ~Ramon

                          TheDogT 1 Reply Last reply Reply Quote 0
                          • TheDogT
                            TheDog @Ramon
                            last edited by

                            @Ramon
                            The AI will have difficulty with a 0 Atk unit.
                            A 0-1-1 unit will be AI classified as a defensive unit so trying to get it to attack, will be hard.
                            AI wise better to have it as 1-1-1 unit.

                            Have you considered increasing the dice to d8 instead of d6 ?
                            Many of my maps are d8, so that very weak & weak units can be Atk/Def 1 and 2.

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

                            RogerCooperR 1 Reply Last reply Reply Quote 2
                            • RogerCooperR
                              RogerCooper @TheDog
                              last edited by

                              @TheDog You can create a support attachment that gives a bonus to the enemy.

                              1 Reply Last reply Reply Quote 0
                              • wc_sumptonW
                                wc_sumpton @Ramon
                                last edited by

                                @Ramon said:

                                Is there a mechanic or attachment that allows a 0 attack unit to destroy a 0 defense construction?

                                The "trench", a 0 defense construction unit, could give the "conscript", a 0 attack unit, a plus 1 attack using support attachments. The problem with this is that the support should be applied only when the "trench" is defending and only the "conscript" is attacking.

                                	<attachment name="supportAttachment_Trench" attachTo="trench" javaClass="UnitSupportAttachment" type="unitType">
                                		<option name="faction" value="enemy"/>
                                		<option name="unitType" value="conscript"/>
                                		<option name="side" value="defence"/>
                                		<option name="dice" value="strength"/>
                                		<option name="bonus" value="1"/>
                                		<option name="number" value="1"/>
                                		<option name="bonusType" value="Trench"/>
                                		<option name="players" value="$All-Players$"/>
                                	</attachment>
                                

                                To do this a plus and minus support attachment would have to be created for every attacking/defending land unit to create a counter to the "trench".

                                	<attachment name="supportAttachment_InfantryAttack" attachTo="infantry" javaClass="UnitSupportAttachment" type="unitType">
                                		<option name="faction" value="allied"/>
                                		<option name="unitType" value="conscript"/>
                                		<option name="side" value="offence"/>
                                		<option name="dice" value="strength"/>
                                		<option name="bonus" value="1"/>
                                		<option name="number" value="-1"/>
                                		<!-- All positive supports are "Trench" -->
                                		<option name="bonusType" value="Trench"/>
                                		<option name="players" value="$All-Players$"/>
                                	</attachment>
                                	<attachment name="supportAttachment_InfantryAttackDebuf" attachTo="infantry" javaClass="UnitSupportAttachment" type="unitType">
                                		<option name="faction" value="allied"/>
                                		<option name="unitType" value="conscript"/>
                                		<option name="side" value="offence"/>
                                		<option name="dice" value="strength"/>
                                		<option name="bonus" value="-1"/>
                                		<option name="number" value="-1"/>
                                		<!-- All negative supports are "Debuf" -->
                                		<option name="bonusType" value="Debuf"/>
                                		<option name="players" value="$All-Players$"/>
                                	</attachment>
                                	<attachment name="supportAttachment_InfantryDefend" attachTo="infantry" javaClass="UnitSupportAttachment" type="unitType">
                                		<option name="faction" value="enemy"/>
                                		<option name="unitType" value="conscript"/>
                                		<option name="side" value="defence"/>
                                		<option name="dice" value="strength"/>
                                		<option name="bonus" value="1"/>
                                		<option name="number" value="-1"/>
                                		<!-- All positive supports are "Trench" -->
                                		<option name="bonusType" value="Trench"/>
                                		<option name="players" value="$All-Players$"/>
                                	</attachment>
                                	<attachment name="supportAttachment_InfantryDefendDebuf" attachTo="infantry" javaClass="UnitSupportAttachment" type="unitType">
                                		<option name="faction" value="enemy"/>
                                		<option name="unitType" value="conscript"/>
                                		<option name="side" value="defence"/>
                                		<option name="dice" value="strength"/>
                                		<option name="bonus" value="-1"/>
                                		<option name="number" value="-1"/>
                                		<!-- All negative supports are "Debuf" -->
                                		<option name="bonusType" value="Debuf"/>
                                		<option name="players" value="$All-Players$"/>
                                	</attachment>
                                

                                It can get slightly complicated.

                                Cheers...

                                1 Reply Last reply Reply Quote 1

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