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LDiCesare is offline LDiCesare
King
La Ferté sous Jouarre France
Jan 2001
time: 05:13
Thumbs up  Old Post 06-04-2001 00:16
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I know unexpected collisions can happen, and I am comfortable with the idea (I did read the discussions). My question is just about the user interface feed-back. Will not seeing your army "step back" be disturbing? That was the question. We can just wait and see what testers will say.

Mark_Everson is offline Mark_Everson
Clash of Civilizations Project Lead
Canton, MI
Jan 1970
time: 00:13
Post  Old Post 06-04-2001 01:11 Visit Mark_Everson's homepage!
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Sorry, didn't mean to question your familiarity with the topic. I think player will see whatever the TF bumped into there also (or that a battle happened and we won) and so any jarring effect should be very fleeting.

On a related topic, I also think if there's enough time we should play out the ticks while the turn is being cranked etc over about 5 sec or so. (Somebody suggested it, may even have been you...) I think this will be both entertaining, and help to replace some of the adrenaline rush lost in not seeing immediate results of one's attack.

LDiCesare is offline LDiCesare
King
La Ferté sous Jouarre France
Jan 2001
time: 05:13
Arrow  Old Post 15-04-2001 18:28
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Here is an xml example of the currently existing units and elements. Its about 110 lines long.
I show it without any extra explanations so that you all see whether you manage to understand it or not.
The main issues I have, along with some explanations, are listed after the xml.

<Root>
<Element>
Warrior null 20 20 2.5
<Attribute name ="Distance" value ="5"/>
<Attribute name ="Armor" value ="2"/>
<Attribute name ="Health" value ="1"/>
<Attribute name ="Morale" value ="8"/>
<Attribute name ="Mobility" value ="4"/>
<Attribute name ="Order" value ="Attack"/>
<Attribute name ="Order" value ="Garrison"/>
<Cost>0 6 1 0.03 1</Cost>
</Element>

<Element>
HeavySpear Warrior 75 20
<Attribute name ="Distance" value ="0"/>
<Attribute name ="Mobility" value ="2"/>
<Attribute name ="Morale" value ="10"/>
<Cost>0 24 1 0.03 4</Cost>
</Element>

<Element>
LightSpear HeavySpear 70
<Attribute name ="Mobility" value ="3"/>
<Attribute name ="Armor" value ="1"/>
<Cost>0 18 1 0.03 3</Cost>
</Element>

<Element>
Skirmisher Warrior 25 30 3.5
<Attribute name ="Mobility" value ="5"/>
<Attribute name ="Distance" value ="30"/>
<Attribute name ="Armor" value ="1"/>
<Attribute name ="Order" value ="Skirmish"/>
<Cost>0 12 1 0.03 2</Cost>
</Element>

<Element>
Charger Warrior 80 20 3.5
<Attribute name ="Distance" value ="20"/>
<Attribute name ="Mobility" value ="6"/>
<Attribute name ="Morale" value ="11"/>
<Cost>4 20 1 0.03 5</Cost>
</Element>

<Element>
CavalrySkirmisher Skirmisher 40 40 5
<Attribute name ="Mobility" value ="7"/>
<Attribute name ="Distance" value ="20"/>
<Attribute name ="Morale" value ="9"/>
<Cost>3 15 1 0.03 4</Cost>
</Element>

<Element>
Trireme
<Attribute name ="Attack" value ="10"/>
<Attribute name ="Defense" value ="10"/>
<Attribute name ="Movement" value ="4"/>
<Attribute name ="Mobility" value ="4"/>
<Attribute name ="Armor" value ="1"/>
<Attribute name ="Health" value ="1"/>
<Attribute name ="Morale" value ="9"/>
<Attribute name ="Ground" value ="false"/>
<Attribute name ="Sea" value ="true"/>
<Attribute name ="BoardSpace" value ="1"/>
<Attribute name ="Orders" value ="Attack"/>
<Attribute name ="Orders" value ="Garrison"/>
<Cost>0 24 1 0.03 4</Cost>
</Element>

<Element>
Chariot Charger 100 30 5
<Attribute name ="Distance" value ="40"/>
<Attribute name ="Armor" value ="1"/>
<Cost>5 25 1 0.03 5.5</Cost>
</Element>

<Element>
Archer Warrior 10
<Attribute name ="Distance" value ="30"/>
<Attribute name ="Armor" value ="1"/>
<Attribute name ="Morale" value ="9"/>
<Attribute name ="Order" value ="Support"/>
<!-- Could raise decay to more than 0.03 since need lots of training ? -->
<Cost>0 12 1 0.03 2.5</Cost>
</Element>

<Element>
Catapult Archer 5 10
<Attribute name ="Mobility" value ="1"/>
<Attribute name ="Distance" value ="90"/>
<Attribute name ="Morale" value ="7"/>
<Cost>0 35 1 0.03 4</Cost>
</Element>

<Unit> WarriorBand Warrior 9 Skirmisher 1 </Unit>

<Unit> Phalanx HeavySpear 5 LightSpear 3 Skirmisher 2 </Unit>

<Unit name = "Light Cavalry"> Charger 3 CavalrySkirmisher 6 </Unit>

<Unit> Horde Warrior 8 CavalrySkirmisher 2 </Unit>

<Unit> Trireme Trireme 10 </Unit>

<Unit> Catapult Catapult 1O </Unit>

<Unit> Archers Archer 8 Skirmisher 2 </Unit>

<Unit> Chariots Chariot 10 </Unit>

</Root>

Explanations:
Units should be straightforward: name, name of element and number. You can put the name in the unit tag if it contains whitespaces.
Elements have a name, prototype (all attributes are valuated to those of the prototype unless overridden - this allows saving around 150 lines in the above example), then attack defense, movement, and a bunch of attributes which should explain themselves.
Cost is the cost of the element. Values are food, production and services, decay rate and last cost of services to increase training by 1.
Root is pretty useless but without it I have a parse error (malformed xml stuff or something) so I put a wrapping tag.

Current code status:
I use a parser (xerces/sax) which interprets correctly the units and a small part of the elements (name, attack, defense, movement). I haven't implemented the attributes tags and cost tag yet but that should be easy.

Issues:

Attack/Defense/Movement:
If you look at the trireme element example, you can see I put attack, defense and movement as attributes. I think this makes it easier to understand the file.
Do you think it should always be that way or should I use the figures following name prototype for other values (attack defense armor for instance)? Otherwise put, do you prefer the trireme or the warrior declaration?

Orders:
By default the only order allowed to elements is sentry. I could probably add garrison. Settlers/Diplomats/Caravans/Software programmer units wouldn't attack so I didn't put attack as a default. Is it better to have a list of orders (one per tag) or one tag with the whole list?

Values:
You can look at the values I put in, (Paul in particular) and see if they make sense. I copied most from the values found above in this thread, but the last elements I made up.

Other tags:
I plan to add other tags, in particular Civ, in order to restrict some civs (e.g. barbarians) from having units, and to allow civs to change their unit values (name in particular).
An attribute for the image associated to the unit could be good here too (the name of the bitmap for instance).

File location:
We should start thinking about where will these resource files go. I suppose Clash will be installed in its own directory, but we must name and share a subdirectory and filenames for the text/xml resource files.

Mark_Everson is offline Mark_Everson
Clash of Civilizations Project Lead
Canton, MI
Jan 1970
time: 00:13
Post  Old Post 15-04-2001 23:04 Visit Mark_Everson's homepage!
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Hi Laurent:

I prefer the Trireme-style specs, and think order names should be all in one tag. But I am not radically in favor of either alternative in both cases...

Gary Thomas is offline Gary Thomas
Prince
New Zealand
Mar 2001
time: 17:13
Post  Old Post 16-04-2001 01:40
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I just saw this thread, My XML format is different, so:

For the example

quote:


<Element>
Warrior null 20 20 2.5
<Attribute name ="Distance" value ="5"/>
<Attribute name ="Armor" value ="2"/>
<Attribute name ="Health" value ="1"/>
<Attribute name ="Morale" value ="8"/>
<Attribute name ="Mobility" value ="4"/>
<Attribute name ="Order" value ="Attack"/>
<Attribute name ="Order" value ="Garrison"/>
<Cost>0 6 1 0.03 1</Cost>
</Element>



my version is (assuming "Element" doesn't mean XML element, but means military element):

code:
<element> <name>Warrior</name> <description>basic low level (unimproved) fighter</description> I would add the above line, too ... don't know what these are: null 20 20 2.5 should be explicitly listed <distance>5</distance> <armor>2</armor> armour? <health>1</health> <morale>8</morale> <mobility>4</mobility> <order>attack</order> <order>garrison</order> <cost>0 6 1 0.03 1</cost> should be split up explicitly, if they are different resources, it is probably sufficient to name the rsources "cost" being implicit alternatively (and preferred, for reasons to do with the way XML is developing): <cost> <type 1>0</type 1> <type 2>6</type 1> <type 3>1</type 1> <type 4>0.03</type 1> <type 5>1</type 1> </cost> </element>


This format is usually shorter than the equivalent attribute system. It is certainly much simpler.

Use of lower case tags avoids people having to wonder what the capitalization pattern is, or indeed, whether capitalization is used.

Everything should be explicit, otherwise some future coder is going to be uncertain about the order of values: is it "0 6 1 0.03 1" or "0 6 0.03 1 1"? I have spent too many hundreds of hours puzzling over just this sort of thing to relish it.

Defaults are easily incorporated by including as aan XML element.

Using attributes gets into a much trickier aspect of SAX (though, of course it can be done) without any evident advantage. And, generally, it is harder to remember the XML format for attributes than the above simple form.

I also feel that indenting is important, and have incorporated it in my code, so any output XML will be properly indented.

Please understand I am not being critical, just trying to be helpful, and maybe avoid problems down the line.

Laurent: the code I sent you assumes this format. I do have a version that copes with attributes, but I don't really recommend it.

Cheers

[This message has been edited by Gary Thomas (edited April 15, 2001).]
[This message has been edited by Gary Thomas (edited April 15, 2001).]

Gary Thomas is offline Gary Thomas
Prince
New Zealand
Mar 2001
time: 17:13
Post  Old Post 16-04-2001 01:52
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Editing XML stuff is no fun, so here is a correction to my last post (rather than editing it and losing all the < and >)

quote:


Defaults are easily incorporated by including as aan XML element.



should be:

Defaults are easily incorporated by including as a <default> XML element.

Cheers

[This message has been edited by Gary Thomas (edited April 15, 2001).]

LDiCesare is offline LDiCesare
King
La Ferté sous Jouarre France
Jan 2001
time: 05:13
Post  Old Post 16-04-2001 02:43
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Thanks for the comments.
I'll do something like what Gary proposes, with a list for orders, so warrior would be:
<Element>
<Name>Warrior</Name>
<Default>null</Default>
<Attack>20</Attack>
<Defense>20</Defense>
<Movement>2.5</Movement>
<Distance>5</Distance>
<Armor>2</Armor>
<Health>1</Health>
<Morale>8</Morale>
<Mobility>4</Mobility>
<Order>Attack,Garrison</Order>
<Cost>
<Food>0</Food>
<Production>6</Production>
<Services>1</Services>
<Decay>0.03</Decay>
<Training>1</Training>
</Cost>
</Element>
(Here default is clearly useless)
As for case, I prefer to have an initial in upper case but that can be a problem. I'd like to make tags case insensitive but I think it costs a lot in lookup of interesting tags unless I implement a case-insensitive hashtable for strings.

Mark_Everson is offline Mark_Everson
Clash of Civilizations Project Lead
Canton, MI
Jan 1970
time: 00:13
Arrow  Old Post 16-04-2001 20:58 Visit Mark_Everson's homepage!
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Hi guys:

We need to think about what info about battles the player will typically want to see for demo 5. What limited set of information would be most useful? Currently Laurent has a detailed diagonstic output to a file. That will only work for people running the demo as an application afaik.

I think we need to see at a minimum:

Force composition at beginning, and end.

Who won each of the phases, and by how much.

Who was left in posession of the field.

I'm sure there's more, but this is just meant to get the topic rolling. For a start we could just stick the info in a text window that the player can look at if desired, and ignore if not .

LDiCesare is offline LDiCesare
King
La Ferté sous Jouarre France
Jan 2001
time: 05:13
Post  Old Post 17-04-2001 01:31
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quote:

Originally posted by Mark_Everson on 04-16-2001 11:58 AM
Currently Laurent has a detailed diagonstic output to a file. That will only work for people running the demo as an application afaik.



Actually, I use an observer pattern so any UI can be put on top of that. I just spat output into a file because it's the easiest thing to browse when you want to scan the output of 1000 fights of 10 units.

I think I can provide 2 levels of detail: the detailed output and a minimal output, which could both be observed (detailed probably only for debugging the model, minimal for useful information).

On "minimal" output:
I can list starting units with total health and final units with their health. I don't think we want element stats to be displayed. I also can say who won (keep control of the square).

BTW I realiwe I don't have geared anything to decide who controls a square. How do you decide a square becomes yours (by military means)? It'd be a different order from "move".

Gary Thomas is offline Gary Thomas
Prince
New Zealand
Mar 2001
time: 17:13
Post  Old Post 17-04-2001 02:46
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quote:


As for case, I prefer to have an initial in upper case but that can be a problem. I'd like to make tags case insensitive but I think it costs a lot in lookup of interesting tags unless I implement a case-insensitive hashtable for strings.



There are a number of arguments for lower case tags, none overwhelmingly convincing, but they have a cumulative effect:

1. Most tags are ordinary words, and people don't write (at least they don't in English): "What is your Name?"

2. Capitalized tags give messy appearance to the XML. Compare: <Name>Warrior</Name> with <name>Warrior</name>

3. Reserving the capitals for the important data (in this case Warrior) makes the substantive data stand out, with the importance it deserves.

4. There are possible confusions about how to capitalize some tags, <startlevel> for example.

5. This is a rather subtle point. There are two distinct approaches to XML. Some implementations deliberately incorporate data into the tags. One case I know of is in the book industry, where all the publishers that the firm deals with are tags, so <OReilly>, <SAMS>. The reason for this is that it prevents a new or mis-spelled publisher from creeping into the system. This is prefectly valid, and, since these tags are effectively data, rather than field flags, they should be capitalized as required. Again, lower case tags indicate the effective status of the other tags.

Cheers

[This message has been edited by Gary Thomas (edited April 16, 2001).]

Mark_Everson is offline Mark_Everson
Clash of Civilizations Project Lead
Canton, MI
Jan 1970
time: 00:13
Post  Old Post 24-04-2001 00:05 Visit Mark_Everson's homepage!
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quote:

Originally posted by LDiCesare on 04-16-2001 04:31 PM
BTW I realiwe I don't have geared anything to decide who controls a square. How do you decide a square becomes yours (by military means)? It'd be a different order from "move".


This can be complicated. But for now I think we can use this simple rule:

I control a square if I did the last turn,
Unless there are enemy troops in that square that are unopposed,
in which case control passes to the enemy.

Does this sound reasonable? Its what I used in demo 4.

In reality, in a 'final' model, before the modern age especially, territory can change hands in big chunks if the local army is beaten. Its not necessary to militarily occupy all the squares... Also if you leave a square, if the people don't like you they may try to seize back local control, or join back with whomever they were a part of before you took over. Hopefully when we get the Riots model going we'll see that behavior exhibited properly.

Mark_Everson is offline Mark_Everson
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time: 00:13
Post  Old Post 29-04-2001 18:04 Visit Mark_Everson's homepage!
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Laurent:

One thing I want to set up soon is to have the player be able to move an army or armies into a square with a defender in it, and hit 'f' (for fight) and have the fight run. I think you are most of the way there, if not there already. I just wanted to let you know that's what I'm hoping to do. I haven't looked at the code yet... but it seems I can just use EncounterManager. The only thing I'm worried about is giving the player's forces the correct orders. Would it be sensible to give every moving TF 'attack' orders for now? (since we don't yet have a gui set up for orders?) And the player could also set this 'odds to attack' number like I had in d4. I think you said you implemented that, but I forgot where it is... Alternatively we could just let the player set TF orders using keypresses if you can think of a simple way to do it. What do you think?

Lord God Jinnai is offline Lord God Jinnai
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Post  Old Post 30-04-2001 20:07 Visit Lord God Jinnai's homepage!
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quote:

Originally posted by Mark_Everson on 04-23-2001 03:05 PM
This can be complicated. But for now I think we can use this simple rule:

I control a square if I did the last turn,
Unless there are enemy troops in that square that are unopposed,
in which case control passes to the enemy.

Does this sound reasonable? Its what I used in demo 4.


I think i tried posting this before, but this is only good if the player wants to take 1 square per turn and not try and move his units in 3-4 or whatnot if he can.

LDiCesare is offline LDiCesare
King
La Ferté sous Jouarre France
Jan 2001
time: 05:13
Post  Old Post 01-05-2001 11:52
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Mark, the best way is to give Attack orders to all armies. If you don't want them to attack if there are enemies there, you can use Garrison but usually Attack will do it.
The chance to engage I put in and I removes because it didn't fit with Paul's model (until you have scouted the opponent, you cannot know whether or not to flee). I have put it back at home but can't mail it now due to mail problems . You'll get it soon. I use the number of attacks that are given by Krenske's model to compute the ratio, and give 50%chance of managing flight for the attackers, 100% for the defenders. It'd be better if it used the output of the manoeuvre phase. It seems to work correctly (better than comparing att strength/defense strength). It also has the slight good side effect of not taking into account the experience or training of opposing armies, which you won't know until you engage them.
I think the only order you can change the values of is Attack order, which starts at 1.6. Garrison starts at 2.0 for not fleeing, sentry at 1.5. If you need APIs to change any of them, ask.

LGJ, I did it the way Mark explains. I can take control of squares you go through but that can give weird results I think, like if civ1 crosses a square and then civ2, the square will change in one turn from civ0 to civ1 to civ2... Squares with railroads would tend to change owner a lot.
[This message has been edited by LDiCesare (edited May 01, 2001).]

Mark_Everson is offline Mark_Everson
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time: 00:13
Post  Old Post 02-05-2001 04:02 Visit Mark_Everson's homepage!
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Hi Laurent:

Actually I was hoping to have you implement this with some background info on where things are that I will send you soon. I have to go out of town this weekend, and won't have time to do much before then, so I'm going to be useless for about a week...

I have sent you the info by email, and if you can do this, great! If not, I'll do it in a week or so.

I'll respond to the other issues posted above when I get a chance...



[This message has been edited by Mark_Everson (edited May 01, 2001).]

Mark_Everson is offline Mark_Everson
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Post  Old Post 03-05-2001 09:06 Visit Mark_Everson's homepage!
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I definitely think we will need 'odds ratio' numbers for both garrison and sentry troops. In fact for most orders... But I think the priority on getting that going isn't really high.

On the general implementation of the odds stuff and whether a side wants to fight a battle, or not, your take sounds as good as any at this stage. Eventually we will need to refine these things, but I don't think we need to do that soon, since a lot of the factors involved won't be in the game for a bit.

LDiCesare is offline LDiCesare
King
La Ferté sous Jouarre France
Jan 2001
time: 05:13
Post  Old Post 07-05-2001 14:35
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I've sent Gary some code that will lead to this user interface for attacking/moving:
Just move there with the keys. If there is someone, fight occurs. I think it's better than hittinf F because:
1) it is easier to code ( )
2) mainly, you hit one key less
3) it strikes me as abnormal that you could send troops to a place guarded by a hundred warriors and none spot you (and fight) unless you attack them.
Of course, 3 should be tempered by diplomacy but the code could remain the same from the UI point of view. The EncounterManager class could decide to launch a fight or not based on some diplomatic relations between the armies that meet (currently they fight if their civs are different, which is already a check).

Mark_Everson is offline Mark_Everson
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Thanks! I'll check it out when I get a chance. My only reservation with the way you did it, is that it mandates forming everyone into one big TF first. There is no way to move in attackers from both north and south given the way you're handling it. At least as I read your description.

My 'F' was intended to be Just for d5. As you say in the long run we need something that considers diplomatic status and TF orders. And of course the tick on which the armies get there to determine whether they'd meet at all.

LDiCesare is offline LDiCesare
King
La Ferté sous Jouarre France
Jan 2001
time: 05:13
Post  Old Post 09-05-2001 18:26
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Yes, it'd be nice to attack from 2 squares.
How would you see that from a UI point of view, though?
To me the easiest is to have all armies move around, then a finish moving button, and here we go 10 fights in a row. That means you have to be careful in case a fight turns out badly since you cannot re-attack in the same turn. Is that acceptable? Is there a dusty thread where the UI of the player turn sequence was discussed (I have no access to the search button right now )?
It may be what you intended from the beginning, but I read the F as one fight.
So this sums up to:
Do you want to be able to fight and then move in the same turn, in which case you'd hit "fight" 3 or 4 times in a turn before being done, or do you want to say "done moving" and let war happen a little everywhere?
[This message has been edited by LDiCesare (edited May 09, 2001).]

Mark_Everson is offline Mark_Everson
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Post  Old Post 10-05-2001 09:07 Visit Mark_Everson's homepage!
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quote:

Originally posted by LDiCesare on 05-09-2001 09:26 AM
Yes, it'd be nice to attack from 2 squares.
How would you see that from a UI point of view, though?


My thought was to use arrows. At the beginning of the turn there are just TFs on the map. When I move a TF the TF icon moves, but it leaves a light arrow showing where it started, and each step (square) on its plotted move. I think we need something like this at least as an option to remind the player that they are Planning moves, but the moves may never even happen due to circumstances like the army was attacked on route. So if such arrows are used you can show a multi-square attack simply.

quote:


To me the easiest is to have all armies move around, then a finish moving button, and here we go 10 fights in a row. That means you have to be careful in case a fight turns out badly since you cannot re-attack in the same turn. Is that acceptable?


Yes that is the basic plan. However reinforcements could show up in later ticks to reivigorate a previously losing fight.

quote:

Is there a dusty thread where the UI of the player turn sequence was discussed (I have no access to the search button right now )?
It may be what you intended from the beginning, but I read the F as one fight.


thread with UI... no, I don't recall one, we never got that far. Yes I meant the F as one fight, but just for d5. That's because it is not a real game yet. Just a 'fight tester' on the military side. I'll check out what you did when I get the chance. Its probably good enough.

quote:


So this sums up to:
Do you want to be able to fight and then move in the same turn, in which case you'd hit "fight" 3 or 4 times in a turn before being done, or do you want to say "done moving" and let war happen a little everywhere?



I had meant the former, but the latter is fine if that's the way you did it because that is the way it will really be in the future anyway!

LDiCesare is offline LDiCesare
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Post  Old Post 10-05-2001 12:31
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The code I sent Gary fights a la civ, which means when you enter a square, fight occurs, with the drawbacks you gave. For testing, it should be enough I believe, though you might have 2 armies remaining in the same square and they won't fight till someone else comes in with such a system...
The code is made so you give orders to armies, the orders specify a target square, and MoveManager manages all the armies at once, so it would be possible to put a end-of-turn button now. The button just has to tell the MoveManager which armies it manages, but that should be trivial from the Civ info and the Map/Gamedata, so we could do it that way now (provided we have the button). The problem would be the lack of feedback (the arrows you suggested) to the player.
I elaborate on your arrows idea. That seems a good way to show information, particularly if we can change a few things on the arrows, like color, arrow shape/icon to express different orders, like Fortify (go and fortify in that square), attack, support, scout, spy, whatever.

Mark_Everson is offline Mark_Everson
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Post  Old Post 14-05-2001 16:52 Visit Mark_Everson's homepage!
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We may be able to do something to show orders on the arrows as you suggest. But we'll have to do it carefully so that things don't get too cluttered and confusing.

Unless we have other issues holding us up, I am inclined to wait for a fully functioning tick system until demo 6. That is because the enemies don't move yet, and without the other guy moving the tick system is kind of pointless. Also as you say it would be good to have the arrows or whatever we come up with working first, and we're not there yet.

LDiCesare is offline LDiCesare
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Post  Old Post 14-05-2001 19:38
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quote:

Originally posted by Mark_Everson on 05-14-2001 07:52 AM
Unless we have other issues holding us up, I am inclined to wait for a fully functioning tick system until demo 6. That is because the enemies don't move yet, and without the other guy moving the tick system is kind of pointless. Also as you say it would be good to have the arrows or whatever we come up with working first, and we're not there yet.


I agree. I am holding any major modification to the code right now in order not to destabilize what may already not be that much stable. I am currently looking at boarding ships as my point of interest, since that doesn't clash with the current functionalities and it will be needed at some point.

Gary Thomas is offline Gary Thomas
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Post  Old Post 16-05-2001 04:43
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Could somebody verify the dim memory I have that squares are supposed to be 65km across?

If so, there is plenty of room for opposing armies in the same square who not only don't fight, but don't know the opposition is there.

On this scale, Greece is 4 squares tall by three wide, consisting only of sea and mountains.

Cheers

Mark_Everson is offline Mark_Everson
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Laurent, sounds like a good plan.

Gary:
Squares are nominally 100km on a side for now. And I agree there's lots of room for two armies to bumble around and not contact each other. But remember most of the land isn't vacant, and word travels, so over several ticks (each approx. three days long) they are fairly likely to find out about each other. But I think your general thrust was that chances of evasion of one army by another are fairly good, and I agree wholeheartedly there.

LDiCesare is offline LDiCesare
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  Old Post 21-08-2001 01:03
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Writing this here not to clutter the movement thread, though it may be remotely related.
As FSmith said somewhere, we could have a notion of mount for units, so you can have chariots on horses, or donkeys, and cavalry on horses or elephants. I think that could be interesting to specify this because horses/donkeys/elephants are resources, so you can't build cavalry in America until horses have been imported by Europeans.
That could also affect movement, since we could use the same cavalry unit, but the "mount" would change speed and defence, maybe assault. I am not sure whether it is better to have a cavalry element with available mounts horse or elephant, or two elements: cavalry and elephants.
What I think is important is that there be a requirement for building cavalry, that horses be available. That may be a purely tech requirement so that you can't learn horseback riding without horses.

Mark_Everson is offline Mark_Everson
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  Old Post 21-08-2001 04:15 Visit Mark_Everson's homepage!
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Personally I think horses are the only important mount. Certainly at least until Clash gets much further along. I do think we can require horses to build chariots, although playtesting will be needed to see if its appreciated by most players

Gary Thomas is offline Gary Thomas
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  Old Post 22-08-2001 02:51
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I think we have to be a bit careful here. There should be a distinction between battlefield transport and strategic transport. They are not necessarily the same thing. The Vikings used to steal horses for their raiding, but always fought on foot.

Cavalry horses are one example where the two aspects are the same.

On the other hand, elephants were not used to transport anything but themselves - at the strategic level, the crews walked.

The impact of camels as military transport is so minor that I cannot imagine it having any impact on the game.

In more recent times, trucks are used to get troops to the battlefield, not move them round during combat.

Clearly sea or air transport differentiates the transporting unit from the transported unit. Is is quite rae (though not unknown) for airplanes to transport airplanes.

In this context F_Smith's suggestion that there be separate transport objects is a good one, though I wouldn't carry it to the extreme of an infantry unit having a transport object called "feet".

Cheers

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  Old Post 19-09-2001 23:37
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The current military model has pretty much everything as some variant of "Army". The interactions between Army, Element, Unit, TaskForce and TempTaskForce is quite labyrinthine and difficult to manage.

My instinct (not for D5 though) is to separate the physical object from the command structure. As it stands, it is not possible to have a command structure covering more than a single square - a TaskForce is the only structure, but it is treated as a physical object. This has caused me to have a lot of trouble differentiating the various pieces of information. A lot of coding effort goes into making sure that each component is located in the right square, for example.

In my view, the physical location of a unit, like its personnel and hardware, is a physical variable.

The way I would design the model is to have physical elements (Element class), which define the fighting characteristics. The elements are grouped into physical units (Unit class) which, in turn, hold the location information.

Then, units can be grouped into commands, in a variety of ways. However, the location of the unit remains with the unit.

On the other hand, the civilization that the unit belongs to is part of the command structure. Units did swap civilizations. Their allegiance is a political matter, not a physical one.

A unit, on its own, will never do anything until it is made part of a command.

In particular (as far as OO coding is concerned) a unit is not a command, and a command is not a unit. However they can both have a contained object called (say) CombatData, which covers such matters as attack strength (and the myriad other factors involved).

Whether command levels have differentiated levels (brigade, division, army, army group, front) is another issue. I would be inclined to do it that way, simply in order to make it easier for the player to grasp what is going on.

The advantage I see in this system is that it clearly separates the physical and the social factors.

Cheers

Mark_Everson is offline Mark_Everson
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The approach sounds good to me. Lets see what Laurent thinks.

 
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