From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 8752 invoked by alias); 23 Sep 2004 01:40:39 -0000 Mailing-List: contact xconq7-help@sources.redhat.com; run by ezmlm Precedence: bulk List-Subscribe: List-Archive: List-Post: List-Help: , Sender: xconq7-owner@sources.redhat.com Received: (qmail 8701 invoked from network); 23 Sep 2004 01:40:37 -0000 Received: from unknown (HELO s-hertogenbosch.execulink.net) (199.166.6.44) by sourceware.org with SMTP; 23 Sep 2004 01:40:37 -0000 Received: from diamond.ansuz.sooke.bc.ca (ppp395.ac2.56k.execulink.com [209.239.26.141]) by s-hertogenbosch.execulink.net (8.11.6/8.11.6) with ESMTP id i8N1eZ417550; Wed, 22 Sep 2004 21:40:36 -0400 Received: from localhost (mskala@localhost) by diamond.ansuz.sooke.bc.ca (8.10.2/8.10.2) with ESMTP id i8N1aej29460; Wed, 22 Sep 2004 21:36:40 -0400 Date: Thu, 23 Sep 2004 02:26:00 -0000 From: mskala@ansuz.sooke.bc.ca To: Elijah Meeks cc: xconq7@sources.redhat.com Subject: Re: Table Request: Accident-Occupant-Effect In-Reply-To: <20040923004610.31863.qmail@web13121.mail.yahoo.com> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII X-SW-Source: 2004/txt/msg01223.txt.bz2 On Wed, 22 Sep 2004, Elijah Meeks wrote: > Only accidents don't affect occupants. So, if anyone > can think of a better solution to this problem, let me > know, otherwise, if somebody in the know gets the > chance, I think it's worthwhile to see accidents > affect occupants. I don't know if this is better, but you could probably do it by giving each "offline" unit a material which, once fully consumed, will cause the unit to wreck into its "online" form. For randomness you could give it just one point of the material and use a sufficiently small fractional consumption rate (we do support fractional consumption rates, right?). While we're wishlisting for terrain accidents, I would like to be able to set accidents or attrition for *movement through*, as opposed to *presence in*, terrain. I wanted to model a school bus which can be driven over hostile terrain, but which takes damage if you do that. Well, if I use "attrition" then you can drive over rocks and broken glass with impunity as long as you make sure to end the turn on the road; and if I use "wrecking" then you pay the penalty as soon as you move into a hostile-terrain hex, but the wrecked form can't also be vulnerable to wrecking on that terrain, because wrecking repeats recursively until it hits a form that won't wreck in the hex. Neither of those solutions addresses the fact that if you park on hostile terrain you shouldn't take any additional damage just sitting there, beyond the damage you took getting there - it is movement in particular that causes the damage. The ideal solution would be to be able to set a (possibly fractional and probabilistic) hit point cost paid every time, and as soon as, the unit moves into (or maybe out of) a hex of the hostile terrain.. -- Matthew Skala mskala@ansuz.sooke.bc.ca Embrace and defend. http://ansuz.sooke.bc.ca/