AA Question
-
Looks good. Worked for me.
-
@hepps F yea ! Thanks man !
-
@beelee Just out of curiosity... what Mod is this going into?
-
@hepps it's a house rules mod for the global game. Have a pile of house rules that are activated by tech. Give people some more options.
Hey man this works Great ! One thing I noticed is if subs don't all attack together in the same move, the DD gets more than one shot. I think that's ok though as attacking together could simulate wolfpack mode.
Also I need to get rid of some of the other AA stuff for the DD so it doesn't get to shoot again before the battle, but that should be no big deal. At least i hope so : )
Still not sure if massive sub spam will break it but for a casual player it should be fine. Gives another option compared to the one DD shutting everything down
-
@beelee I changed the "isAAforCombatOnly" for DDs to false and now DDs only fire their AA once. Not sure why it works that way but just in case anyone wanted to know.
Gotta check and see if this affects any of the other AA units, Tacs depth charge subs too and BB and CAs shoot at planes, but I think it's gonna work ok
-
@beelee said in AA Question:
@beelee I changed the "isAAforCombatOnly" for DDs to false and now DDs only fire their AA once. Not sure why it works that way but just in case anyone wanted to know.
Gotta check and see if this affects any of the other AA units, Tacs depth charge subs too and BB and CAs shoot at planes, but I think it's gonna work ok
It won't. It will only control the AA ability of the DD in relation to the specifications you set for the DD. It will not have any affect on any other AA abilities unless you have used the same name for the AA ability in other units.
As long as you use a unique name for every units AA ability they will operate independently of one another.
-
@hepps right on that's what I thought. Now i have to start the test game over again : )
-
@beelee well fooey. Did some more pre game testing and while the DD behaves correctly on defense, the sub can submerge before it's AA shot on attack. Which we can't have. Don't see any way around that though.
So the DD is going to get two AA shots at the sub on defense. One in movement, the other in combat, to go along with it's regular combat shot. Which makes it too powerful. i think the only solution will be to up the price.
Anyway, I'm stoked that it can do what it does. Think it'll still be better than it was. Hmm...something I haven't tried yet was attackAAmaxDieSides. Don't know if you can set the offense and defense different, but it looks as if maybe you can. Could make the AA shot weaker on defense that way while leaving it the same on offense.
Ooops ! I'm rambling. Sorry : )
-
@beelee You can
-
@hepps heh heh : )
well having different dice sides for defense and offense seems to work. It was hitting at 1 out of 6 so i made it 1 out of 12 since it's getting 2 shots.My limited understanding says this should be the same probability of a hit, but I'm not completely sure about that.
Anyway...Rock on : )
Edit yea I thought my math was flawed. Here's a couple cool sites that explain and compute it in case anyone is interested:
http://www.edcollins.com/backgammon/diceprob.htm
http://www.geteasysolution.com/44-is-what-percent-of-144
Still wasn't able to do exactly what I wanted but it came out pretty close. Ended up with two shots at a 1 in 10 on which gives the DD a 19% chance of a hit as opposed to 16.7% with a 1 in 6 and also gives it a 10% chance of a hit when the sub tries to sneak by