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Re: CRT Combat Model (really long)


>> The easy way out is of course to set up your places like in other games (no
>> attck, no defense on its own). However, xconq should not segfault only
>> because you are trying to do things differently. This is by definition a
>> bug. If you send me a stack dump, I will see what I can do.
>
>Sorry, maybe I missed something, but what is the difference between
>this game and the standard game, which sets:
>
>(add u* acp-per-turn  (. . . 0 1 1))     ;; base town city
>. . .
>(add places speed 0)
>. . .
>(table acp-to-attack
>  ;; Places can defend, but not attack.
>  (places u* 0)
>  )
>
>Was your comment specific to combat model 1?

No. I was referring to the advances game, which is also model 0 but differs
from the standard game in how it handles places. Here is how it works:

1. Places cannot attack or defend at all since both their hit-chance and
their acp-to-attack is 0 against all units.

2. All other units have a 100% hit-chance against places.

3. However, damage is 0 for all units against places, so nothing happens to
the place when it is hit.

4. Even if they cannot damage a place, other units can still capture it.
The capture chance varies from 20% for warriors to 80% for siege ramps.

5. It is, however, impossible to capture a place as long as it has a single
defender inside, since cellwide-protection-for is set to 100% for armed
units versus places.

6. The only way to capture a place is therefore to first eliminate the
defenders. This is what hitting the place is really all about. Even if the
place itself is never damaged, the hit is also transmitted to its
occupants, which are susceptible to damage.

So basically, you whack away at the place until all defenders have been
killed and then you capture it. Sort of similar to how places work in civ,
but still model 0, not model 1.

Hans

Hans Ronne

hronne@pp.sbbs.se



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