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Re: GDL (was Re: Mailing List Split)


Stan,
It looks like a table of some sort would be useful, to show what
damage affects and what it leaves alone...

Erik

"Eric R. Smith" wrote:

> Stan Shebs wrote:
> > Andrae Muys wrote:
> > > To represent this I wanted a focus on `cohesion' rather then numerical
> > > strength.  Combat, Manuvere, Formation Changes, and the presense of enemy
> > > units nearby (especially cavary/guards) ie. ZOC's, would all attrit
> > > `cohesion'.  Time, Leaders, and the presense of friendly units nearby
> > > (especially cavarly/guards) would all increase the `cohesion'.
> >
> > I can see two different ways to look at this.  One is to treat cohesion is a
> > type of material, and work out tables for it.  Another is to say that hit points
> > represent cohesion directly - a unit with 0 hp represents a combination of
> > dead, prisoners, and foot-powered early retirement :-).  You can, for instance,
> > make a unit with low hp recover it by resting.  Similarly, you can have stack
> > protection effects, and you can cripple a damaged unit.  So you can probably
> > get most of the right behavior with hp alone, while doing it with a cohesion
> > material will probably require some additions to the engine (which may be
> > worthwhile anyway).
>
> Is there provision in GDL for changing units hit chances based on their
> hp
> (something like the way damaged units can be set to move more slowly)?
> Or
> alternatively, when a unit is "destroyed" can it be automatically
> changed
> into another kind of unit? Then one could have units like "infantry",
> "damaged infantry", "disorganized rabble". I guess the Tokyo scenario
> already shows that this can be done, in principle. Turning the
> "disorganized
> rabble" back into a real unit could be done by building. Can leaders be
> made
> to assist this process somehow?
>
> Eric


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