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MrBaggins
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Nope.. because AP shouldn't effect FP, if there is no Armor. AP's maximum effect should be limited to Armor, in fact.
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Gilgamensch
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France
Jun 2002 time: 06:33
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Actually after rethinking yours is better.
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MrBaggins
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quote: Originally posted by Locutus
Oh, there are two issues with this system we'll have to keep in mind:
1) Pretty much any change we may make to the meaning of the Armor value will render the game incompatible with current mods. It might be useful to add some backwards-compatibility option that will use the Armor value the way it's currently handled.
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There aren't THAT many mods. Would probably be less work to just do new separate unit.txt's for each, with HP equal to the old HP's * Armor, and Armor and AP equal to 0.
quote:
2) With this system it's possible to create deadlocks: if you have units who have a high armour value but a low firepower value, all units in a battle may be immune to each other, thus making the battle go on infinitely without anything ever happening. To solve this, the battle engine should check if this occurs in advance and if so, make the attacking army retreat automatically. |
True. Simply set a new class member variable to zero at the start of the battle and if any damage is done during that round set he member variable to zero. At the end of a round, increment the member variable. If it reaches 10 (that is 10 consequitive rounds with no damage done,) then a retreat is forced.
Last edited by MrBaggins on 26-02-2004 at 23:40
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MrBaggins
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Firepower isn't deflected by HP's. They "take" damage.
In CTP2 the armor stat divides the firepower damage, but since partial damge is done to HP's (rather than any rounding,) all this does is multiply the number of HP's, which makes the armor stat moot, since you could just multiply the base number of HP's for exactly the same effect.
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Gilgamensch
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France
Jun 2002 time: 06:33
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Actually MrBaggins, you might want to run another poll, if we shall alpha/beta test your suggestion.
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J-S
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I voted #1. Armor is different from HPs. I hope I'm not repeating anyone else's idea but armor could work like this: it absorbs damage. So, in order to succesfully damage a unit of armor 5 you have to attack it with a weapon of 6 or more.
Also, units should have inmunities, strengths or weaknesses against certain other units. A way to implement this could be that all units are invulnerable to units from 2 ages before.
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J-S
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Btw, would it be possible to have certain units require a certain city improvement to be built first?
For example, a tank unit could require a war factory to be built in that city.
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