Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > CtP2-Creation/AI/Mods/Scenarios-Archive > Ambush terrain feature, combat anyalsis
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
Hannibal Ad Portas is offline Hannibal Ad Portas
Chieftain
IOW UK
Feb 2001
time: 05:14
Post  Old Post 26-02-2001 02:10
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Ambush terrain feature, combat anyalsis Remove this text

I was looking for a way to represent ambushes, like Varus in Germany,
Lake Traismine, where one side was caught unprepared for combat either
through poor deplyment, surprise attack whilst crossing a river etc, their
are many examles of this type of event in history.

This is what i come up with so far.

So, there are two special terrain types not used in a regular game see
terrain.txt, reuse bottom one for a new terrain type,call it low hills
with same stats as normal hills,possibly lower movement rate,change its
combat modifier to a negative.Easy i thought,and tested out some sample
combat,matched some units up from a number of different terrain types.

The battle screen its reporting +-100%, but the actual combats are not
coming out as you would excpect them to.Any thoughts??

As a bonus if you use special 2 for your terrain you get to fight
a coastal battle screen.

Its not to do with the reuse of the terrain tiles as i have been using
them for some time with no problems in regular combat were all bonuses
were positive.

Here is the data, all units were 30Attack 20 defence sat adjacent prior
to combat.7 units vs 7 units.Mountain have only 3 combats as their very
one sided and dont need to big a sample.

Attcking fromGrass to defending on AmbushTerrain +-100%
Attacker has 1,2,3,5,1,2 units left after 6 combats

Attcking fromAmbushTerrain to defending on AmbushTerrain +-100%
Attacker has 5,1,2 defender has 3,4,2

Attcking fromAmbushTerrain to defending on Grass 0%
Attacker has 4,4,1 defender has 1,3,2

Attcking fromMountain to defending on Grass 0%
Attacker has 7,6,7 (very healthy)

Attcking fromGrass to defending MonMountain +100%
defender has 7,7,7 (very healthy)

Attcking fromMountain to defending fromMountain +100%
Attacker has 2,3 units left defender has 2,2,2,1, units left

This highlights the importance of the terrain you attack from.You may
think this irrelevant or boring but without proper documentation i see
no other way to fully understand the combat mechanics of this game. So
why does the top example which has the same 100% modifier not produce
a similiar set of results as the bottom example?

hexagonian is offline hexagonian
King
Gnawing on your mind...
Jun 1999
time: 23:14
Post  Old Post 26-02-2001 05:50 Visit hexagonian's homepage!
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton buy from Amazon

See Wes' post in the CTP2 General forum regarding this issue.

Basically, he thinks that the combat structure is different from the past - each battle is a series of attacks where the units switch back and forth from attacker to defender.

Terrain now plays a factor for both attackers and defenders.

If correct, this will change things if you are attempting to modify units. I have to look at my own setup now.
[This message has been edited by hexagonian (edited February 25, 2001).]

XMon is offline XMon
Warlord
Tampa, Florida
Sep 2000
time: 00:14
Red face  Old Post 26-02-2001 08:03
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Enter the AD-FREE zone

Uggghhh...I don't like this. If an army of hoplites on a mountain attack an army of hoplites on grassland...why would they have such a tremendous advantage? They do have to fight close-up on common ground. Unless you figure they built up a lot of momentum running down that mountain.

Bluevoss is offline Bluevoss
Prince
Orlando, Florida
Dec 2000
time: 05:14
Post  Old Post 26-02-2001 09:20
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

Hoplites dont run. Not if they want to keep their critical formation together.

Still, traditionally, terrain favors the defender.

Ambushes should be handled (in a perfect world) with a chance that the defenders (and maybe, the attackers - base it off randomness and the vetran status) get a number of free attacks.

It would certainly give small units a chance to wipe out larger armys. And it was all Hannibal had going for him.



------------------
Bluevoss-

XMon is offline XMon
Warlord
Tampa, Florida
Sep 2000
time: 00:14
  Old Post 26-02-2001 10:52
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

I know they don't run...that's why the "rolleyes" smilie was there.

Hannibal: I suppose that you may want to rethink the ambush thing in that you would want to give the attackers a terrain with a high defensive bonus (a la mountain)...focusing on the attackers rather than the defenders. In my personal mod, I've made Jungle and Swamp terrains as TerrainType: Mountain so that tanks and other wheeled vehicles cannot travel thru them. You could also raise the defense bonus on such terrains so that attacking units could use jungle and swamp (and mountain of course) as the launching point for a successful ambush. Thinking of it as an ambush (striking from jungle, swamp or mountain) makes the skewed combat structure more palatable to me.

Hannibal Ad Portas is offline Hannibal Ad Portas
Chieftain
IOW UK
Feb 2001
time: 05:14
Post  Old Post 26-02-2001 15:19
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Support Apolyton

Xmon,
yep that works for me

XMon is offline XMon
Warlord
Tampa, Florida
Sep 2000
time: 00:14
  Old Post 27-02-2001 07:44
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Support Apolyton buy from Amazon

Ooops! I screwed up. Up above there I said I made jungle and swamp into TerrainType: Mountain. Wrong! I changed the MovementType from Land to Mountain. Sorry for any confusion.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:14.
Apolyton Time is 00:14.
    top of page
Rate This Thread:
archivepost
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0374 seconds (88.09% PHP - 11.91% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net