So I went over all the AA stuff in POS2 again and am thinking what I want to do isn't possible, but, : ) maybe someone here knows if it is.
I have DDs getting a one time AA shot at subs when in combat. DDs don't block subs and what i want to do is have them shoot at subs when they pass by as well.
@beelee Only if the Subs move as an aircraft.
I'd have to test to be sure
@hepps thanks hepps Yea I haven't dove in too much yet. Was thinking of seeing if a unit could have two typeaa might work but kinda doubt it.
Just looking for a cheap fix. I'll dive into it later. Thanks again
Good idea on being aircraft but not sure how that would affect isSea I think ? Anyways I'll give it a go
@beelee You could potentially restrict subs to the sea territories. But overall trying to do "fly over AA" type things is pretty limited at the moment.
@redrum right on I think I remember crazy german, think it was him, doing something like that.
That should work with the isSea issue possibly. I'll give it a go
You can create depth charge units to be suicide/air /aa/isDestoyer units that the destroyer creates each turn (can be prevented from entering land too via "unitsNotAllowed"). They die if not used (via triggers), but new ones generate in destroyer current locations each turn (via "createsUnitsList"), so not bad. When used they will be a powerful 1 melee combat round barrage with anti stealth ability. Any submarines that survive the barrage of shock waves can escape after the suicide depth charge dies.
Also note they should be designed to only attack submarines and be the principal anti-submarine units which only destroyers can wield.
Very similar to age of tribes cannonballs bombard thing. Give them 1 movement max though, otherwise they might be too strong. Poor subs would be at bottom of seas.
After experimenting with many other possibilities, this one seems best. So I'm currently designing this type of depth charge for Big World 3 too.
But I'm gonna push the envelope with submarine vs destroyer dynamics. Strategic importance of sea in general should be improved after this and other changes is my hope.
Submarines will be able to go to special sea zones which are essentially underwater sea zones. Only submarines and depth charges may enter underwater sea zones. Destroyers will lose the silly anti stealth as well, since it has a side effect that ruins submarine warfare. Blockades will be available and convoy centers will be critical to protect.
Also submarines will be able to block naval ships, blockade coastal territories and take convoy centers if in normal sea zones. However anything can attack them, even without destroyers, if in these normal sea zones, since they are considered surfaced. They wont be able to submerge in normal sea zone either so they have their weaknesses too.
Anyways, yes it can be done.
@general_zod Thanks for the reply general. That sounds pretty interesting. One concern is if the turn report would be spammed out with all the dying and regenerating if playing by forum. i guess it might not be too bad. Definitely worth looking into.
Your underwater SZs sound way cool. Will have to check it out when it's done.
I don't think it will show the removed units if via trigger, but I never played pbf, so not sure what the report shows.
@general_zod yea pretty sure it does, although I've only played a handful of pbf games myself. Think it basically shows the same as history if I remember correctly.
At any rate, it's still a good idea. I'm in the process of implementing it right now. Just got started on it, so it'll take me a while : )
@beelee powerful subs. Can u help me navigate this site?
what do you need help with ? Think I've seen you here before. Maybe not
@beelee ty, u may have seen me play online, but I'm looking to play be email. Can I find players here and how do I go about it? Thanks
@max333 yep online : )
You can play here. redrum and wirkey do. Anyway Idk the specifics but there is PBF and PBEM topics that probably explain it. Otherwise suggest you ask prastle
@prastle ty. will check it out now
@beelee in my initial tests it works for naval units Beelee. The fly over AA strike apparently is fine for naval units without issue.
Great innovative "out of the box" thinking.
Ah that's cool. All those aa related attributes keep giving. It would be extremely useful if they were tweaked to be even more flexible.
I may have to incorporate that into mine too.
@hepps wow sweet hepps ! I messed around with it a little last night and then went back to the test game as Germany and Russia are in a total Bloodbath at the moment. : )
The subs seem a little too powerful being unblocked, although I haven't tried a massive sub spam yet. Thinking that at least have some risk involved when they cruise by DDs.
Far Out ! Thanks for testing it out
One thing though was I couldn't make a sub "isSub" and "isAir". Would you mind showing how you did that ?
@beelee You don't have to change the subs. It works beautifully with them as they are.
All you have to do is set the DD to have an AA strike on the subs....and then set the "isAAforflyover" to true.
@hepps so just need to give the DD the option "isAAforflyover" like subs have then ? This is what I currently have:
<attachment name="unitAttachment" attachTo="destroyerC5" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
<option name="movement" value="2"/>
<option name="isSea" value="true"/>
<option name="attack" value="1"/>
<option name="defense" value="1"/>
<option name="isAAforCombatOnly" value="true"/>
<option name="mayOverStackAA" value="true"/>
<option name="offensiveAttackAA" value="1"/>
<option name="attackAA" value="1"/>
<option name="maxAAattacks" value="1"/>
<option name="targetsAA" value="submarine"/>
<option name="typeAA" value="Destroyer Depth Charge"/>
<option name="isDestroyer" value="false"/>
<option name="blockade" value="1"/>
<option name="canBeGivenByTerritoryTo" value="Americans:French:British:ANZAC:Chinese:Russians:Germans:Italians:Japanese"/>
Shit that would be too easy ! Gonna give it a go : )