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Re: Bugs in Bellum Aeternum
- From: Eric McDonald <mcdonald at phy dot cmich dot edu>
- To: Lincoln Peters <sampln at sbcglobal dot net>
- Cc: Xconq list <xconq7 at sources dot redhat dot com>
- Date: Fri, 26 Sep 2003 22:37:53 -0400 (EDT)
- Subject: Re: Bugs in Bellum Aeternum
Hi Lincoln,
On Fri, 26 Sep 2003, Lincoln Peters wrote:
> > Yes. Do you think it is too small? It is a 1 in 20 chance, iirc,
> > and if you bring enough armor for the task, probability is that
> > the Capitol will fall sooner rather than later....
>
> It seems fine if that's what you want. And there isn't anything wrong
> with doing it that way.
>
> I think that the reason that I was somewhat confused by it was the first
> time I played it, I swarmed a bunch of armors around the capital and
> started pounding. When that 1 in 20 chance finally came around, the
> game ended quite abruptly (at least it was abrupt in comparison to most
> other games).
But, if the "Stubborn Sides" option is on, then the self-unit
should get resurrected as any other unit that can be a self-unit
(capital ships, field HQ's, other capitols which you own, grand
citadels).
As a side note, I am playing a game where 1 armor was able to
capture a Capitol after 15 tries.
> > I think these are good ideas.
>
> One more thing regarding standing orders and such automation mechanisms:
> I ran into a situation where there was a severe shortage of 'c' at the
> front lines, despite the presence of a Field HQ unit. It would be nice
> if I could set a condition (perhaps that its supply of 'c' drops below
> 25) under which it would move to a predetermined place (most likely a
> metropolis), resupply 'c', then return to its previous location.
>
> On the other hand, maybe I'm just not swarming enough Field HQ units to
> keep up with my other swarms.
What is your other unit to Field HQ ratio? And what is the
admixture of the other units?
When I have playtested, I have generally thought that there was
still too much command-and-control ('c') floating around, and have
been contemplating tuning it down even more. But your comment is
giving me second thoughts about that.
> > But, if you send an Engineers into a Ruins, then the Ruins should
> > be able to perform a disband action, because the Engineers doubles
> > (in theory, haven't tested this yet) the Ruins' ACP, thereby
> > giving it 2 ACP, which should be sufficient to do a disband.
>
> The only problem I can see there is that the engineers might vanish
> along with the ruins. Although I haven't tried it.
I also had that concern, which is why I opted to use the
acp-damage-effect interpolation list, so that when Ruins HP
reaches 2, then its ACP goes up to 2, thereby allowing it to
finish itself off. In theory.
I haven't been able to test this, because ever time I issue a
disband command to a healthy, Engineers-occupied Ruins, Xconq says
it is going to perform the task and then doesn't. I need to figure
out if this is a result of something screwy in my module or in
Xconq.
> What I did in bolodd.g was:
>
> * Ruins are always independent (they aren't useful for *anything*).
> * They start with 50HP.
> * They lose 1HP per round (as per attrition).
> * They can be attacked and suffer damage comparable to what an attacker
> would inflict on a base (usually 1d6).
> * Engineers, however, inflict 6d6 damage vs. ruins with every blow, and
> so they can clear ruins very quickly.
> * Finally, engineers don't require any ammo to attack ruins.
And I could certainly adopt something like that (it is a good
idea), if it was not for the fact that Towns become Ruins if you
destroy them, and so you end up with Ruins that are owned by a
side.
> > Also, once the Ruins gets down to 2 HP, you should be able to
> > withdraw the Engineers and let the Ruins finish itself off.
> > Obviously this is also untested, and there is a higher chance that
> > this might not work correctly, since I haven't looked at the
> > interpolation-list code in a while.
>
> I think it would work, but there is probably an easier way. See above.
Yeah, what I did was a bit hackish, but I think we are approaching
the concept of ruins slightly differently, so I am not sure that I
can adapt what you did.
Just out of curiosity, I see the word "bolo" in "bolodd". Is your
module a take on the old "Bolo" tank game? In any case, I would
like to try it out sometime.
> 1. This is probably beyond the current capabilities of Xconq, but it
> would be nice if there was a way to prevent two sides from starting on
> the same continent. When they do, the game often ends too quickly for
> anyone to build a grand citadel, a fully-loaded fleet carrier, etc.
I could change the terrain generation params to make continents
that are smaller than the country radii. I think that would solve
the issue.
Also, I already plan on adding a sea transport to each side's
initial reportoire of units, so that sides which start out on
islands will not be as disadvantaged.
> 2. It looks like a name is assigned to every capital, but the only time
> Xconq refers to a capital by name is when it is captured (the rest of
> time it's refered to by coordinates, e.g. "your capital at x,y"). It
> might be useful for Xconq to refer to capitals by name, especially if a
> game has lots of sides and consequently toward the end, a few sides have
> a lot of captured capitals (if nothing else, I could easily find a
> specific capital using the "Find" command).
I can fix that by altering the description-format property for
Capitols.
Thanks for the feedback,
Eric