Units Can Load In Hostile Sea Zones


  • Moderators

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    @cernel said in Units Can Load In Hostile Sea Zones:

    I seem to remember it may actually be currently possible to somewhat hack this behaviour into it by piling up all of a serie of existing property into having something that at the end works this way.

    Ok. I remember: only 1 property, but it is not quite only what we are talking about.

    A way you can obtain this is by assigning all your ships the options:

    <option name="isSub" value="true"/>
    <option name="isDestroyer" value="true"/>

    for example:

    <attachment name="unitAttachment" attachTo="Barque" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
    <option name="movement" value="2"/>
    <option name="attack" value="1"/>
    <option name="defense" value="2"/>
    <option name="isSea" value="true"/>
    <option name="isSub" value="true"/>
    <option name="isDestroyer" value="true"/>
    <option name="transportCapacity" value="3"/>
    </attachment>
    

    So, here you have ships that are all both subs and destroyers.
    This is apparently pointless, because all ships would negate the sub abilities of all other ships, so, by giving both subs and destroyers to all ships, you have all ships that are subs, but actually no ships are subs, since they are all negated.
    So, in practice, all ships, this way, work like normal not-sub and not-destroyer ships, for all having both.
    However, if you, then, set this property:

    		<property name="Ignore Sub In Movement" value="true" editable="false">
    			<boolean/>
    		</property>
    

    by making all ships into submarines AND destroyers, at the same time, and setting that, you can ignore subs in movement, which also means being able to load in hostile sea zones. Thus you can obtain a behaviour in line to what at this topic, except that:

    1. ships will be unable to block too, and
    2. you can't have subs, since you are using this option to make yourself able to load in hostile sea zones.

    This is just a curiosity of a way you can currently make "normal ships" (that are normal because everything is both a sub and a destroyer, thus all sub abilities are negated, except only for the property of being unable to block) able to load in hostile sea zone, but it comes bundled with ships being also unable to block any movement, if you prefer that too (like if you don't like "canopeners" in the style of Yamamoto and Hisaichi, and prefer just having no sea blocking at all).

    Just a curiosity.


  • Admin

    Proposed Changes

    • Add new property that allows loading of units in hostile sea zones
        <property name="Units Can Load In Hostile Sea Zones" value="true" editable="false">
          <boolean/>
        </property>
    

    PR: https://github.com/triplea-game/triplea/pull/2984


  • Moderators Admin

    @redrum Does have any limitations when interacting with other properties?


  • Admin

    @hepps It shouldn't. It essentially just disables the validation check that enemy ships not be present in the transport territory when loading units. Doesn't impact anything else.


  • Moderators

    @redrum said in Units Can Load In Hostile Sea Zones:

    @Hepps This would actually probably be a good property for TWW as I've actually run into exactly this case in the Pacific in my game vs Wirkey which makes it so I have to keep all my troops loaded on transports which just feels wrong: https://forums.triplea-game.org/topic/533/tww-2-7-7-2-lalapalooza-redrum-allies-vs-wirkey-axis

    I actually think it is not that wrong to be wanting to keep stuff loaded, but for a different reason. Really, loading/unloading takes some time, so you would not want to unload on random islands, and then reload, for no good reason, but this should be rather related to the ships using like 1 movement point for loading and/or unloading anything, on the turn. So, for example, a ship can move 3 but if it loads/unloads anything in 1 sea zone can move 2 and if it loads/unloads anything in 2 sea zones can move 1.
    Probably, for easy of play, it would be advisable to charge the movement cost only on unloading, not on loading, especially since TA doesn't display loaded stuff well (what is loaded where).
    Of course, this is off topic.

    Final note, the original Axis&Allies 1981 (the first edition) actually had the loading cost dynamic, in that loading ships would have used 1 movement point for that.
    http://axisandallies.wikia.com/wiki/Axis_%26_Allies_(Nova_Games_Edition)

    I'm not opening a feature request, as I don't actually have a user case and I think there are more important feature requests around (or I could easily open hundreds of them more), but wanted to point out that the fact that normally in TA you almost never want to keep stuff on board is not necessarily that normal.


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