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* Expanding the Combat System
@ 2003-04-11 23:16 Elijah Meeks
  2003-04-12 22:22 ` Hans Ronne
  0 siblings, 1 reply; 2+ messages in thread
From: Elijah Meeks @ 2003-04-11 23:16 UTC (permalink / raw)
  To: xconq7

Is it possible within Xconq to define more specific
attributes than Attack and Defense?  I'd like to
implement Anti-Air, Anti-Infantry, Anti-Armor,
Anti-Sub and Anti-Naval Attack values, as well as
seperate values for artillery (10 attributes total
just for the various types of Attack) as well as base
the values of these attributes dynamically on the
strength of the unit.  (I've included some links
below, that explain in detail the system I'd like to
implement).

Additionally, as if that weren't enough, the units
within the game are all multi-part (Armies and fleets)
and it is their constituent parts (Divisions and
ships/flotillas) that actually fight and take damage. 
Finally, each of these divisions and ships is also
multi-part, receiving bonuses to its attributes from
the units (equipment) that it carries.  Is this
possible within Xconq as it's now configured and, if
not, would it be relatively straightforward to create
say, a "Combat Type 2" that would allow this?


http://castironlife.sourceforge.net/combat/combat3.html

http://castironlife.sourceforge.net/units/naval/naval1.html

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^ permalink raw reply	[flat|nested] 2+ messages in thread

* Re: Expanding the Combat System
  2003-04-11 23:16 Expanding the Combat System Elijah Meeks
@ 2003-04-12 22:22 ` Hans Ronne
  0 siblings, 0 replies; 2+ messages in thread
From: Hans Ronne @ 2003-04-12 22:22 UTC (permalink / raw)
  To: Elijah Meeks; +Cc: xconq7

>Is it possible within Xconq to define more specific
>attributes than Attack and Defense?  I'd like to
>implement Anti-Air, Anti-Infantry, Anti-Armor,
>Anti-Sub and Anti-Naval Attack values, as well as
>seperate values for artillery (10 attributes total
>just for the various types of Attack) as well as base
>the values of these attributes dynamically on the
>strength of the unit.  (I've included some links
>below, that explain in detail the system I'd like to
>implement).

I think that the standard xconq combat model (model 0) is better for this
purpose since the hit-chance table has a unique entry for each combination
of attacker and defender. This gives you maximal flexibility in customizing
combat interactions. The drawback is that it is very difficult to add new
units since you must "balance" tha table each time. Combat model 1 is
easier to handle, precisely because you are limited to using a single
attack and defend value for each unit.

It should be noted that you can still use the hit-chance table in combat
model 1 games to prevent some units from attacking others (by setting the
hit-chance to zero). See 3rd-age.g.

>Additionally, as if that weren't enough, the units
>within the game are all multi-part (Armies and fleets)
>and it is their constituent parts (Divisions and
>ships/flotillas) that actually fight and take damage.
>Finally, each of these divisions and ships is also
>multi-part, receiving bonuses to its attributes from
>the units (equipment) that it carries.  Is this
>possible within Xconq as it's now configured and, if
>not, would it be relatively straightforward to create
>say, a "Combat Type 2" that would allow this?

There is support for multipart units in the kernel, but I'm not sure that
they are used by any existing game. If you are talking about ships with
equipment, this is easily implemented as immobile occupants (facilities).
There are several tables (particularly in combat model 1) that let you
define how transports and their occupants affect each other. This is an
example from 3rd-age.g:

(table occupant-affects-attack
    (ring persons 1000) ; The Ring makes its bearer 10 times more powerful.
)

Hans


^ permalink raw reply	[flat|nested] 2+ messages in thread

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