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Re: CRT Combat Model
- From: "Bill Macon" <pzgndr at hotmail dot com>
- To: hronne at pp dot sbbs dot se
- Cc: xconq7 at sources dot redhat dot com
- Date: Mon, 11 Mar 2002 18:16:40 +0000
- Subject: Re: CRT Combat Model
- Bcc:
OK, I've reviewed 3rd-age.g and civ2.g and tried to make sense of model 1
combat. I should probably play these games to see how things work, but the
xconq design notes should explicitly describe what's going on. Both games
indicate table damage u* u* 1 and table hit-chance u* u* 100, with defender
value affected by table neighbor-affects-defense. It's not clear if the
attacker value vs defender value, as modified, affects the hit-chance,
damage, or both. Does a 2-1 attack mean a 200% hit-chance, double damage,
or what? Likewise, would a 1-2 attack mean a 50% hit-chance, half damage,
or what? This is not at all clear to me. I assume only the unit-defined
attack and defend values are used in the model, regardless of actual hit
points. So a unit with attack value 10, hp-max 10, but only 5 hp currently,
would still attack with 10, not 5?
Also, model 1 indicates combat continues until a participant is destroyed.
Does each round require acp, thus permitting combat to be limited, or are
units charged acp once at the start and then fight unlimited rounds to the
death? I would like to limit units to only one attack per turn but allow
defense/counter-attack against multiple attacks. Can you define different
acp limits or free-acp for movement, attack, defense and city capture? If I
set acp-to-defend and acp-to-capture to zero, then those actions are not
allowed - or am I misreading something? Is it possible to define model 0
for some combat and model 1 for others, or are you locked into an either/or
decision for all types of combat? Trying to apply tables of individual
hit-chance and hp damage to traditional CRT-style wargames will be a
challenge but appears possible. I'm just trying to better understand how
the code works.
Here's an simple example for AH Third Reich involving two 3-3 infantry units
moving to attack a 1-3 infantry unit doubled on defense in a hex with a
city. This should be a single 3-1 attack if everything was combined. For
xconq, I want the 3-3s to be able to move 3 hexes, the first 3-3 attacks at
3-2 odds, the 1 hp 1-3 goes to 0 hp and becomes a wreck with defend value 1
(continuing to occupy the city and forcing a second attack), the second 3-3
overruns at 3-2 odds, making the wreck vanish and capturing the city when it
occupies the hex. I should be able to do this if I can get the acp thing to
work out. Also, I should be able to have units wrecked at 0 hp and vanish
if hp <0, so this all should work. Anyway, that's what I'm trying to
accomplish. A simple CRT combat model would be much preferred, but xconq
can simulate a series of air/naval/ground supporting attacks and then a
final ground overrun to do the same thing. I'm looking for suggestions to
make this happen. Thanks. Bill
>From: Hans Ronne <hronne@pp.sbbs.se>
>the way the code works any attacking unit gets
>its attack value boosted by a friendly unit in the same hex, if you coded
>the game that way. Does not matter what hex the unit is attacking, or if
>different units are attacking different hexes.
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