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Re: CRT Combat Model (long)
- From: "Bill Macon" <pzgndr at hotmail dot com>
- To: ejessen at adelphia dot net, hronne at pp dot sbbs dot se
- Cc: xconq7 at sources dot redhat dot com
- Date: Tue, 12 Mar 2002 14:25:04 +0000
- Subject: Re: CRT Combat Model (long)
- Bcc:
Ditto. I'm not up to coding a combat model myself, but it shouldn't be too
difficult for someone who knows what he's doing. The attack and defend
values are there, terrain effects defined, so a CRT model to compute odds
and a table-list of effects for different die-roll results would be very
attractive. Previous comment about interceptions is on the mark. xconq
should have some way of allowing units to react by fire and/or movement if
enemy units enter their ZOC, which may be several hexes for air and naval
units. Also, some way of designating a return to base for air/naval units
performing a mission would be good. Looks like you have to use ranged fire
attacks now, which will work, but I'm not sure if those air/naval units
would be subject to counter-attack and losses. I haven't gotten that far
yet.
BTW, I've completed a map and units. Last night I got my ground units to
move and shoot for the first time, so I've got a semi-functional game to
build on. I'll spend the rest of this week working on movement and combat
stuff and see whether I can get combat model 0 to work for me.
>From: "Erik Jessen" <ejessen@adelphia.net>
>Hans,
>How hard is it to define another combat model? I think having a
> >"standard" wargame combat model would certainly add to Xconq's
>attractiveness.
>
>I believe the movement, production, and AI are capable of what we >(Bill
>and I) need to do.
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