#165 "isAirTransport" and "isAirTransportable"

This Unstable

Might be too late, but I think using "isInf" for both for enabling the use of a unit with both the "Paratroop" Tech AND the "Mech.inf" Tech is suboptimal design. It does not allow to create separate units for these Techs anymore, and a later change to that would cause some hazzle or require old maps to be adapted.
Think the initial idea was good. Unit should be able to receive both "isInf" (enabling Mech.Inf Technology) and/or "isPara", enabling Parachutist Technology.
Maybe Tech and property should even be named more general "isAirTransport" and "isAirTransportable".
Just my 2 Cents.


  • ComradeKev

    ComradeKev - 2010-04-29
    • assigned_to: nobody --> comradekev
    • summary: isParatroop --> "isAirTransport" and "isAirTransportable"
  • ComradeKev

    ComradeKev - 2010-04-29

    Add a new unitAttachment (airTransport) for air units that can carry other units. Currently isStrategicBomber is being used. By adding another attachment, we could support modern types of aircraft with no bombing capability and extra capacity.
    Suggested by crystalct.

  • Crystalct

    Crystalct - 2010-04-29


  • ComradeKev

    ComradeKev - 2010-04-30

    Basic changes made. Now trying to figure a way to vary the load so the user can specify how to load an air transport.

    For example- an air transport with a capacity of 5
    transportable units of 2 inf(transport cost=2), armor(3), arty(3).

    For a single air transport, the user should be able to specify a load of:
    inf, inf
    inf, arm
    inf, arty


  • Chris Duncan

    Chris Duncan - 2010-05-01

    you should have another property for "Paratroopers during non-combat"
    which allows you to ferry troops from a friendly territory to a friendly territory, during non-combat

    why not just use the sea transport code for this? after all, i'm sure there are some maps where you have many more units than just inf and arm and art.

  • ComradeKev

    ComradeKev - 2010-05-03

    Non-combat movement can be easily handled once the base code is complete.

    As far as using the transport loading code, there's a problem with that. When loading transports, the 'move' of the loaded units has already happened- they move into the seazone. But with air transports, there's no way of knowing what the user wants to load because the initiation of the loading is the selection of the air transport.

    It's possible to delay the loading until the transport moves with units and then assume some particular loading, but I forsee problems in that.

    I have a couple of ideas that I'm prototyping right now, we'll see how they go.

  • ComradeKev

    ComradeKev - 2010-05-04

    Made my first successful transport of an artillery and infantry. Now I need to go back and clean up the code as well as handle the unload and deselection processes, but those should all be much simpler tasks.

  • redrum

    redrum - 2015-07-08

    Exists already.

  • redrum

    redrum - 2015-07-08
    • status: open --> closed
    • assigned_to: ComradeKev --> redrum
    • Group: --> This Unstable

Get latest updates about Open Source Projects, Conferences and News.

Sign up for the SourceForge newsletter:

No, thanks