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    Terms: AA unit - Resolved -

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    • MahksM Offline
      Mahks
      last edited by Mahks

      I am looking for the correct term to use, I understand many of the terms in the XML are outdated, but I doubt there is the will to change them.

      My argument is similar to that with player vs power, we should use the term the XML & engine use as using some other term would be confusing, no?

      ... to clarify, by XML I meant the XML schema not the comments in POS2. In XOB I want standardized terms as agreed to with the community.

      General_ZodG 1 Reply Last reply Reply Quote 0
      • General_ZodG Offline
        General_Zod Moderators @Mahks
        last edited by

        @mahks

        AA or AAshot works for me. Just maybe include a note that can also be used as first strike shots by any units against any units.

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        • MahksM Offline
          Mahks
          last edited by

          How about if references to AA fire (attacks) I use AA
          for AA units = isAA

          Am I correct that only isAA can engage in AA fire?

          General_ZodG 1 Reply Last reply Reply Quote 0
          • General_ZodG Offline
            General_Zod Moderators @Mahks
            last edited by General_Zod

            @mahks

            AA fire sounds acceptable.

            On isAA, that would be incorrect. The isAA unitAttachment is just a generic option for a typical AAgun, it automatically combines a bunch of the other AA fire options into one (including isInfrastructure, isRocket). Meaning one can still create a true AAgun that does not use the isAA option. It might just have slightly different characteristics depending which options are independently used.

            MahksM 1 Reply Last reply Reply Quote 0
            • MahksM Offline
              Mahks @General_Zod
              last edited by Mahks

              @general_zod How do you define a non-isAA that would do AA fire?

              I meant define in the XML.

              General_ZodG 1 Reply Last reply Reply Quote 0
              • General_ZodG Offline
                General_Zod Moderators @Mahks
                last edited by General_Zod

                @mahks

                Heres an example of an antitank gun using AA fire options. These AA related options are very flexible. So one can create a unique AAgun in similar way.

                    <attachment name="unitAttachment" attachTo="russianAntiTankGun" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                      <option name="attack" value="1"/>
                      <option name="defense" value="1"/>
                      <option name="isAAforCombatOnly" value="true"/>
                      <option name="mayOverStackAA" value="true"/>
                      <option name="typeAA" value="AntiTankGun"/>
                      <option name="targetsAA" value="germanMech.Infantry:germanTank:italianMech.Infantry:italianTank:japaneseMech.Infantry:japaneseTank:spanishTank:swedishTank:turkishTank:brazilianTank"/>
                      <option name="maxAAattacks" value="1"/>
                      <option name="maxRoundsAA" value="-1"/>	  
                      <option name="transportCost" value="2"/>
                      <option name="movement" value="1"/>
                      <option name="attackAA" value="2"/>
                      <option name="isLandTransportable" value="true"/>
                      <option name="requiresUnits" value="russianFactory"/>
                      <option name="damageableAA" value="true"/>
                      <option name="canInvadeOnlyFrom" value="none"/>
                    </attachment>
                

                This is functional code from TWW. Take a look at the game and try out the antitank gun. And you will understand better.

                 <attachment name="unitAttachment" attachTo="germanAntiAirGun" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                      <option name="canBeGivenByTerritoryTo" value="Germany"/>
                      <option name="defense" value="1"/>
                      <option name="isAAmovement" value="true"/>
                      <option name="isAAforCombatOnly" value="true"/>
                      <option name="isAAforBombingThisUnitOnly" value="true"/>
                      <option name="mayOverStackAA" value="true"/>
                      <option name="isAAforFlyOverOnly" value="true"/>
                      <option name="maxAAattacks" value="1"/>
                      <option name="maxRoundsAA" value="-1"/>	  
                      <option name="typeAA" value="AntiAircraftGun"/>
                      <option name="targetsAA" value="germanAdvancedTacticalBomber:germanAdvancedNavalFighter:russianAdvancedTacticalBomber:russianAdvancedNavalFighter:japaneseAdvancedTacticalBomber:japaneseAdvancedNavalFighter:britishAdvancedTacticalBomber:britishAdvancedNavalFighter:italianAdvancedTacticalBomber:italianAdvancedNavalFighter:americanAdvancedTacticalBomber:americanAdvancedNavalFighter:germanFighter:germanAdvancedFighter:germanNavalFighter:germanTacticalBomber:germanStrategicBomber:germanHeavyStrategicBomber:germanAirTransport:italianFighter:italianAdvancedFighter:italianNavalFighter:italianTacticalBomber:italianStrategicBomber:italianHeavyStrategicBomber:italianAirTransport:japaneseFighter:japaneseAdvancedFighter:japaneseNavalFighter:japaneseTacticalBomber:japaneseStrategicBomber:japaneseHeavyStrategicBomber:japaneseAirTransport:brazilianFighter:swedishFighter:spanishFighter:turkishFighter:chineseFighter:chineseTacticalBomber:russianFighter:russianAdvancedFighter:russianNavalFighter:russianTacticalBomber:russianStrategicBomber:russianHeavyStrategicBomber:russianAirTransport:britishFighter:britishAdvancedFighter:britishNavalFighter:britishTacticalBomber:britishStrategicBomber:britishHeavyStrategicBomber:britishAirTransport:americanFighter:americanAdvancedFighter:americanNavalFighter:americanTacticalBomber:americanStrategicBomber:americanHeavyStrategicBomber:americanAirTransport"/>
                      <option name="movement" value="0"/>
                      <option name="isLandTransportable" value="true"/>
                      <option name="attackAA" value="1"/>
                      <option name="requiresUnits" value="germanFactory"/>
                      <option name="transportCost" value="2"/>
                    </attachment>
                

                Here is an AAgun without isAA option.

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                • MahksM Offline
                  Mahks
                  last edited by Mahks

                  One example I am trying to resolve is the aARadar tech:

                  POS2 says

                  • +1 attack for anti-air units
                  • aARadar requires all isAA units to have a "_r" image variant (and "rockets_r" or "_rockets_r")

                  It is not clear what "anti-air units" are, what attachment(s) does it refer to?
                  I was thinking isAA but maybe not...

                  I may have to check all the isAA references, I think I was assuming some comments meant isAA and maybe they were not 😞

                  General_ZodG redrumR 2 Replies Last reply Reply Quote 0
                  • General_ZodG Offline
                    General_Zod Moderators @Mahks
                    last edited by General_Zod

                    @mahks

                    The AAradar tech is an old hard coded technology. Back then I'm guessing the other AA fire option were not even in existence. Maybe @Cernel can verify that point since he has been around since then. Anyways to use the hard coded (generic) AAradar technology and associated image changes the isAA option is required.

                    However just so you know a custom technology can be created that replicates the hard coded AAradar technology. Only downside to that is the images don't get auto swapped when the custom tech is achieved as hardcoded version does.

                    Also same principle applies to hardcoded rocket tech.

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                    • redrumR Offline
                      redrum Admin @Mahks
                      last edited by

                      @mahks I'd actually prefer to refer to "isAA" and related properties as something like "first strike" or "targeted strike". The XML property names are outdated and the functionality is much larger than just anti-air guns. I'd eventually like to rename all those properties in the XML and deprecate the existing ones.

                      TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                      MahksM 1 Reply Last reply Reply Quote 0
                      • MahksM Offline
                        Mahks @redrum
                        last edited by

                        @redrum POS2 says (for isAA): allows a unit to shoot at air units before combat starts and not participate in the rest of combat.

                        Does that mean targets can only be isAir?

                        redrumR 1 Reply Last reply Reply Quote 0
                        • redrumR Offline
                          redrum Admin @Mahks
                          last edited by

                          @mahks No, the POS2 XML comments for AA stuff is pretty poor in general. Targets are anything listed in the option targetsAA which defaults to all air units if not specified.

                          TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                          MahksM 1 Reply Last reply Reply Quote 0
                          • MahksM Offline
                            Mahks @redrum
                            last edited by

                            @redrum Ok, in that case all AA related should really be 'first strike'.

                            What I can do is use first strike as the term and on each page have a note about why AA is used in the XML.

                            redrumR 1 Reply Last reply Reply Quote 0
                            • redrumR Offline
                              redrum Admin @Mahks
                              last edited by

                              @mahks Yeah, either "first strike" or "targeted strike". I removed the incorrect/vague comment from isAA in POS2: https://github.com/triplea-maps/the_pact_of_steel/pull/10

                              TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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                              • MahksM Offline
                                Mahks
                                last edited by

                                Started to update the AA stuff. Found that substituting "first strike" does not really work as it caused confused sentences when all the hard coded references are to AA and isAA.

                                What can be fixed is the references to aa gun. POS2 seems to use "aaGun" to refer to the classic unit itself. "aa gun" seems to mean isAA but I am not sure in light of above comments.

                                There are 26 references to aa gun in POS2, could someone have a peek at them and tell me if any DO NOT mean isAA?
                                Assuming that most do, please just tell me which do not.

                                Thanks!

                                General_ZodG 1 Reply Last reply Reply Quote 0
                                • General_ZodG Offline
                                  General_Zod Moderators @Mahks
                                  last edited by General_Zod

                                  @mahks

                                  I would just place first strike in parentheses (first strike) if needed. In general, I would try to keep as much POS2 descriptions as possible to avoid accidental lose of meaning, context etc... And add to those as needed.

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                                  • MahksM Offline
                                    Mahks
                                    last edited by

                                    the point is "aa gun" is ambiguous.

                                    does it mean aaGun only or isAA or something else?

                                    General_ZodG 1 Reply Last reply Reply Quote 0
                                    • General_ZodG Offline
                                      General_Zod Moderators @Mahks
                                      last edited by

                                      @mahks

                                      In older games/maps such as ww2 revised or ww2 classic. The aagun is isAA. In newer maps/games an aagun does not have to be isAA. This whole set of attributes are somewhat ambiguous imo.

                                      Thinking of it as purely a function, like first strike (the common denominator) would be the least ambiguous term I can think of.

                                      1 Reply Last reply Reply Quote 0
                                      • MahksM Offline
                                        Mahks
                                        last edited by

                                        but is not referring to the action, but a unit (or as I expect, a unit attribute ie; isAA)

                                        ie;

                                        • "value: Any string which identifies this type-group of AA guns."
                                        • "Sets how many times this unit may fire its AA guns."
                                        • "Sets the dice sides for aa gun on offense."
                                        • A colon delimited list of units which this aa gun can hit
                                          ... 26 occurances
                                        General_ZodG 1 Reply Last reply Reply Quote 0
                                        • General_ZodG Offline
                                          General_Zod Moderators @Mahks
                                          last edited by General_Zod

                                          @mahks Simplest solution is to just add (first strike units) next to each aagun reference. Not perfect but will be consistent.

                                          1 Reply Last reply Reply Quote 0

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