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Re: CRT Combat Model (long)
- From: Hans Ronne <hronne at pp dot sbbs dot se>
- To: "Erik Jessen" <ejessen at adelphia dot net>
- Cc: xconq7 at sources dot redhat dot com
- Date: Tue, 12 Mar 2002 18:51:09 +0100
- Subject: Re: CRT Combat Model (long)
- References: <F116d8Kh3V27IoElm2M0001423c@hotmail.com>
>Hans,
>How hard is it to define another combat model?
It depends on your ambition level. If I understood Bill correctly, he wants
to use something similar to model 0, but preferably with absolute attack
and defend values (like in model 1) rather than a relative hit-chance
table. I believe the necessary coding could be done in less than 20
minutes. All it would take is some minor hacks to maybe_hit_unit. I'm not
even sure one would need to define a new model for this. Perhaps we could
fix model 0 so that the code uses attack and defend tables if available, or
else the hit-chance table.
I will take a look at this since I have long wanted to be able to use
attack and defend tables myself in variants based on existing model 0
games. The hit-chance table is a major pain when you write model 0 games.
It is very difficult to balance, and you must rebalance it every time you
add a new unit type. Attack and defend tables would be much more convenient.
On the other hand, if you want to rewrite combat.c so that it exactly
emulates an existing game we are talking about a major project. In that
case, one would probably have to add new ai code as well, since the ai
makes certain assumptions about how combat works.
Hans
Hans Ronne
hronne@pp.sbbs.se