TripleA Logo TripleA Forum
    • TripleA Website
    • Recent
    • Popular
    • Register
    • Login

    Question about trenches domination 1914 no mans land

    Scheduled Pinned Locked Moved Map Making
    53 Posts 6 Posters 4.0k Views 6 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • 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...

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

        @wc_sumpton

        Hi WC!

        Thanks a lot for your time and effort!

        If i understand correctly you can basically give conscripts 1 attack, and make every unit (except trenches) debuff them with 1?

        I have 2 more questions:

        -can i make tech dice basically hit every time (so they hit at 1 or higher, basically you pay 20 ipcs for guarenteed tech unlock)
        -for a unit such as a marine can i give it +1 amphibious attack?

        ~Ramon

        R B wc_sumptonW 3 Replies Last reply Reply Quote 1
        • R
          Ramon @Ramon
          last edited by

          found the marine!

          <option name="isMarine" value="true"/>

          sometimes it can be so easy

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

            @Ramon said:

            -can i make tech dice basically hit every time (so they hit at 1 or higher, basically you pay 20 ipcs for guarenteed tech unlock)

            Hi

            The answer is yes but I can't find an example at the moment. Roger, The Dog or the Master wc will clue you in most likely 🙂

            but it has something to do with "rolls" and "chance' if i remember right.

            From POS2

            Screenshot from 2026-09-18 08-49-37.png

            so something like that

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

              @Ramon said:

              -can i make tech dice basically hit every time (so they hit at 1 or higher, basically you pay 20 ipcs for guarenteed tech unlock)

                <property name="Low Luck for Technology" value="true" editable="true">
                   <boolean/>
                 </property>
              

              Give the player the number of dice equal to "diceSides".

              @Ramon said:

              <option name="isMarine" value="true"/>

              "isMarine" takes a number value. "isMarine"=true is converter to "isMarine"=1. "isMarine" can also be set to negative values.

              @Ramon said:

              If i understand correctly you can basically give conscripts 1 attack, and make every unit (except trenches) debuff them with 1?

              Yea.. but upon further testing, because both units are 0, the buff was not applied, so I'm still working on this.

              wc_sumpton said:

              It can get slightly complicated.

              Cheers...

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

                @wc_sumpton

                Hi Wc,

                Thanks a lot for your time!

                I hope im not asking too much but i still cant figure the tech dice system.

                I understand that i have to turn on low luck for tech.
                We use 6 diceSides so 20 ipc cost should give 6 dices.

                I first tried this:

                <attachmentList>
                <attachment name="techAttachment" attachTo="Japanese" javaClass="TechAttachment" type="player">
                <cost resource="PUs" quantity="20"/>
                <result resourceOrUnit="techTokens" quantity="6"/>
                <option name="resourceCount" value="6"/>
                </attachment>

                To be honest i tried to copy it straight from the production rule for "normal" units.

                But this doesnt work, the engine doesnt recognize the property definition for the option "resource Count"

                Im kinda lost now, do you know how to implement this? We basically want 20 IPC to give the player enough tech dice for a guaranteed unlock.

                Another question:

                We want to create an unit called the Flying Boat, which is basically an airplane but the airplane:

                • Can land only on water, not on land
                • move through hostile sea zones, ignoring enemy ships
                • be able to move after fighting in a battle (if they still have range left over)
                • be able to attack land territories

                So far i figured out how to make planes "land" on sea (putting their carriercost at 0)

                <attachment name="unitAttachment" attachTo="Flying_Boat" javaClass="UnitAttachment" type="unitType">
                <option name="isAir" value="true"/>
                <option name="attack" value="6"/>
                <option name="defense" value="4"/>
                <option name="movement" value="4"/>
                <option name="carrierCost" value="0"/>

                Now obviously this is still considered a air unit by the engine, it can move through hostile seazones, it can move after fighting in a battle and it can attack land territories.

                The problem is that it can obviously still land on land, which we dont want.

                but do you know if its theoretically possible to make the unit unable to land on land?

                ~Cheers!

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

                  @Ramon

                  you might be able to use a negative terrain resource. I think that's how you do it. Might check Total World War. Pretty sure they have certain territories that certain units can't go to depending on terrain and or weather.

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

                    @Ramon said:

                    <attachmentList>
                    <attachment name="techAttachment" attachTo="Japanese" javaClass="TechAttachment" type="player">
                    <cost resource="PUs" quantity="20"/>
                    <result resourceOrUnit="techTokens" quantity="6"/>
                    <option name="resourceCount" value="6"/>
                    </attachment>

                    Is this trying to setup techTokens for purchase through the purchase screen or is this trying to give Japanese 6 techTokens and remove 20 PUs. Either way this has nothing to do with techs.
                    To give Japanese 6 techTokens:

                    	<attachment name="triggerAttachment_Give_Japanese_6_techTokens" attachTo="Japanese" javaClass="TriggerAttachment" type="player">
                    		<option name="conditions" value="conditionAttachment_Give_Japanese_6_techTokens"/>
                    		<option name="resource" value="techTokens"/>
                    		<option name="resourceCount" value="6"/>
                    		<option name="when" value="before:JapaneseTech"/>
                    	</attachment>
                    

                    To remove 20 PUs:

                    	<attachment name="triggerAttachment_Take_20_PUs_From_Japanese" attachTo="Japanese" javaClass="TriggerAttachment" type="player">
                    		<option name="conditions" value="conditionAttachment_Give_Japanese_6_techTokens"/>
                    		<option name="resource" value="PUs"/>
                    		<option name="resourceCount" value="-20"/>
                    		<option name="when" value="before:JapaneseTech"/>
                    	</attachment>
                    

                    For this to work correctly, it has to be in 2 different attachments. Combining them will use only the last "resourceCount":

                    	<attachment name="triggerAttachment_Give_Take_From_Japanese" attachTo="Japanese" javaClass="TriggerAttachment" type="player">
                    		<option name="conditions" value="conditionAttachment_Give_Japanese_6_techTokens"/>
                    		<option name="resource" value="techTokens"/>
                    		<option name="resourceCount" value="6"/>
                    		<option name="resource" value="PUs"/>
                    		<option name="resourceCount" value="-20"/>
                    		<option name="when" value="before:JapaneseTech"/>
                    	</attachment>
                    

                    Will subtract 20 PUs and subtract 20 techTokens.

                    Cheers...

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

                      @Ramon said:

                      The problem is that it can obviously still land on land, which we dont want.

                      but do you know if its theoretically possible to make the unit unable to land on land?

                      Sorry, but this is going to have to be player enforce. There is only one way, that I know of, that allows air units to fly over a territory that could block the landing of that air unit in the same territory and it deals with relationshipTypes.

                      Cheers...

                      1 Reply Last reply Reply Quote 3
                      • VictoryFirstV
                        VictoryFirst
                        last edited by VictoryFirst

                        @ramon Yeah the fact that they can attack land but cannot land on it makes it virtually impossible. It can be done, but it will result in any air unit not being able to land on land, not just the Flying Boat. The other option would be to disallow the Flying Boat to enter land altogether.

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

                          @wc_sumpton

                          Hi WC,

                          Thanks a lot for your response!

                          If i understand correctly this forces the japanese player to buy 6 dice for 20 ipc each round right?

                          Is it possible to give the player a choice? either buy 6 dice or dont buy any?

                          Cheers!

                          1 Reply Last reply Reply Quote 0
                          • R
                            Ramon @VictoryFirst
                            last edited by

                            @VictoryFirst

                            Hi Victory,

                            Thanks for your response!

                            Is disallowing the flying boats to attack and land on land altogether relatively easy? If so how can this be done?

                            1 Reply Last reply Reply Quote 0

                            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
                            • 1
                            • 2
                            • 3
                            • 1 / 3
                            • First post
                              Last post
                            Powered by NodeBB Forums