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    isSuicideOnHit - Resolved -

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    • MahksM Offline
      Mahks
      last edited by

      I'm still confused, if infantry gets a hit they die.

      How is that different from a isSuicideOnHit unit?

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      • C Offline
        Cernel Moderators Lobby Moderators @Mahks
        last edited by

        @mahks So, we probably need @redrum to confirm (and maybe reword it), but what I was saying is that what I understand is that "gets a hit" means "hits".

        I suggest rewording this option this way (in PoS2 too):
        isSuicideOnHit values: if the unit hits in combat, then it instantly dies. can be used for units like mines

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        • MahksM Offline
          Mahks
          last edited by

          ohhhhhhh, you mean inflicts a hit! makes sense now 🙂

          redrumR C 2 Replies Last reply Reply Quote 0
          • redrumR Offline
            redrum Admin @Mahks
            last edited by

            @mahks Correct. If the unit inflicts/gets a hit during battle on another unit then it is destroyed. Most common case is using it for "mines" which if they hit a unit then they also die.

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

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            • C Offline
              Cernel Moderators Lobby Moderators @redrum
              last edited by

              @redrum While we are at hand, and I know I can know it easily enough by testing, can you tell me if that means hitting something or just hitting the dice?
              For example, 1 infantry (1 hitpoint) attacks and 6 mines defend; 3 mines roll a hit, but only 1 is needed to kill the infantry. How many mines are lost? 1 or 3?

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

                @cernel Hitting the dice. So however many "isSuicideOnHit" units that roll a hit will die even if only 1 enemy unit. In your case 3 mines will die.

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

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                • C Offline
                  Cernel Moderators Lobby Moderators @redrum
                  last edited by

                  @redrum Ok. I guess it works this way to keep it simpler, also code wise, correct? Because, behaviourally, I'm thinking losing only the mine that actually hits something would be more logical (otherwise, I can use 1 infantry to trigger a great number of mines into wasting themselves, that it is what this option aimed at avoiding, with respect to the available suicide always, in the first place).
                  So, am I right in my guess it works this way to keep it easy, or because it is actually the preferred behaviour (losing all 3 mines instead of only the one killing the infantry)?

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

                    @cernel Honestly hadn't thought about that scenario much and no map actually uses the property yet. It is simpler from a code perspective to remove all that rolled a hit vs actually hitting an enemy unit. You could probably argue gameplay/realism either way. Really depends what 'rolling a hit' even means 🙂

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

                    C General_ZodG 2 Replies Last reply Reply Quote 0
                    • C Offline
                      Cernel Moderators Lobby Moderators @redrum
                      last edited by

                      @redrum Ah ok.
                      I guess the matter is if I have 100 mines in a territory, with the normal suicide I can send 1 infantry to have them all blow up (and this is because the normal suicide was devised for being used mainly in attack (kamikaze fighters)).
                      But with this option, for example, if the mines hit at 3, then I can still send the infantry to blow up half of them.
                      I definitely believe the better behaviour would be to lose only the mines that actually determine casualties, but my opinion.

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

                        A way to implement that in the engine without editing all the units vs hits checking would be to create a loop that calculates one isSuicideOnHit unit at a time and exits on zero remaining units. (existing code remains the same, just a loop introduced)

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                        • General_ZodG Offline
                          General_Zod @redrum
                          last edited by General_Zod

                          @redrum

                          On related note, something should really be done about the isSuicide unit flaw that @cernel described above.

                          This sounds like a bug actually. If I have 1000 kamikaze in Tokyo, one enemy unit, whatever it is can wipe them all out, if they are defending.

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                          • redrumR Offline
                            redrum Admin @Cernel
                            last edited by

                            @cernel I pretty open to either way and probably whatever map implements it first can test it out and decide which functionality is better. I can see your point though.

                            @Mahks Having lots of separate rolls could become poor form a gameplay perspective as if I have 20 isSuicideOnHit units with lots of enemies then I don't want to sit around and roll 1 die at a time.

                            @General_Zod If you have a save game with a good example then I'd recommend opening a bug report or feature request 🙂

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

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                            • C Offline
                              Cernel Moderators Lobby Moderators @General_Zod
                              last edited by

                              @general_zod I didn't say it was a flaw. That is just how the regular suicide works (for example, you have a bunch of kamikaze, and they all do their stuff if attacked, not matter what). Also, there is a property that allows suicide units to be suicide in attack only (for example, used by Domination NML to avoid the scenario you describe, for "gas"); not sure if it applies to the new suicide too?

                              General_ZodG 1 Reply Last reply Reply Quote 0
                              • C Offline
                                Cernel Moderators Lobby Moderators @redrum
                                last edited by

                                @redrum said in isSuicideOnHit:

                                @Mahks Having lots of separate rolls could become poor form a gameplay perspective as if I have 20 isSuicideOnHit units with lots of enemies then I don't want to sit around and roll 1 die at a time.

                                No clue if feasible, but just roll them all and take the N best results, ignore the rest, where N is the number of possible targets.

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                                • General_ZodG Offline
                                  General_Zod @Cernel
                                  last edited by General_Zod

                                  @cernel

                                  Right you didn't say flaw, I characterize it as a flaw though. It's lousy behavior for defending isSuicide units.

                                  I will test out the property you mention. Not sure what exact behavior it gives. Just no engage when defending, at all sounds like.

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                                  • C Offline
                                    Cernel Moderators Lobby Moderators @General_Zod
                                    last edited by

                                    @general_zod When defending is non-suicide. So, no: it defends. In the case of Domination NML, it does nothing, on defence, because it is an infrastructure with no defence power, if I recall correctly.

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                                    • C Offline
                                      Cernel Moderators Lobby Moderators @General_Zod
                                      last edited by

                                      @general_zod I agree it would be good if you would be prompted to select the number of units you want to suicide, defensively, for something like kamikaze. Anyways, this is a feature request.

                                      FrostionF 1 Reply Last reply Reply Quote 0
                                      • C Offline
                                        Cernel Moderators Lobby Moderators @Mahks
                                        last edited by

                                        @mahks said in isSuicideOnHit:

                                        ohhhhhhh, you mean inflicts a hit! makes sense now 🙂

                                        Anyways, I didn't necessarily mean that, and, as @redrum clarified, that is not how it works. The unit sacrifices itself upon hitting, no matter if the hit is actually "inflicted" on anything. Just saying that, for how it works now, I would not say "inflicts a hit", but just "hits", as I said.

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                                        • FrostionF Offline
                                          Frostion Admin @Cernel
                                          last edited by

                                          @cernel said in isSuicideOnHit:

                                          @general_zod I agree it would be good if you would be prompted to select the number of units you want to suicide, defensively, for something like kamikaze. Anyways, this is a feature request.

                                          Would it not be better if isSuicide units could have an XML option to always attack and/or defend one at a time, up until the point where the last enemy unit is dead, where then all isSuicides would stop killing themselves in their efforts to kill enemies that are no longer there?

                                          Anyway, that would make much more sense with kamikaze suicide planes, and it would also be very nice for Age of Tribes if the ammo units (mortar shells and rockets) would stop depleting themselves (blowing themselves up) just because a single enemy enters their territory 😉

                                          Maybe something like:

                                              <property name="Defending Suicide and Munition Units Strike One At A Time" value="true" editable="false">
                                                  <boolean/>
                                              </property>
                                              <property name="Attacking Suicide and Munition Units Strike One At A Time" value="true" editable="false">
                                                  <boolean/>
                                              </property>
                                          

                                          Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

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

                                            @frostion Interesting idea. Though I do wonder if it wouldn't just be better to make that always be the case rather than adding a property. At least on defense. On attack, I don't really think it matters that much since for regular suicide units you should know how many to attack and suicideOnHit units only potentially the final battle round of rolls matter. Given that though might just be better to move towards that behavior across the board if there is a strong consensus.

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

                                            General_ZodG C 2 Replies Last reply Reply Quote 0

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