1.
Right now combat happens in turns and ends "when one of the opponents is dead".
Instead, make it possible to have N rounds of combat. "N" will be defined in the ruleset, either globally, for a unit class or for each individual unit. Maybe even depending on terrain (combat ends sooner in forest because it's easier to disengage or safely retreat).
For N=0 combat ends as before, "when one of the combatants dies".
2.
When a unit with a "Bombarder" flag attacks a unit or a stack containing another unit with a "Bombarder" flag, a duel occurs with both units receiving damage or neding up destroyed. Other units in the stack that is attacked receive less or no damage (counter-artillery).
1. Ruleset-flexible combat; 2. Bombarding duels
1. Ruleset-flexible combat; 2. Bombarding duels
Last edited by Corbeau on Sat Jan 27, 2018 4:33 pm, edited 1 time in total.
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Re: 1. Ruleset-flexible combat; 2. Bombarding duels
+1 for this oneCorbeau wrote:1.
Right now combat happens in turns and ends "when one of the opponents is dead".
Instead, make it possible to have N rounds of combat. "N" will be defined in the ruleset, either globally, for a unit class or for each individual unit. Maybe even depending on terrain (combat ends sooner in forest because it's easier to disengage or safely retreat).
For N=0 combat ends as before, "when one of the combatants dies".
Would make fights look more like real battles, rather than being a bunch of duels.
Instead of fixed N rounds of combat, I would suggest the duration depends on how hard the battle is and the strength of the units. For example, it would end after a total of 15 HP are removed from the units (like unit 1 losing 5 while unit 2 loses 10).
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Re: 1. Ruleset-flexible combat; 2. Bombarding duels
That's pretty much what a round of combat is. Every round, either the attacker or defender loses health. Though it can actually be more than 1 since it depends on the Firepower attribute.meynaf wrote:Instead of fixed N rounds of combat, I would suggest the duration depends on how hard the battle is and the strength of the units. For example, it would end after a total of 15 HP are removed from the units (like unit 1 losing 5 while unit 2 loses 10).
Re: 1. Ruleset-flexible combat; 2. Bombarding duels
Yes ! So the idea is to have a fixed maximum number of combat rounds per turn so that the fight can be several turns long.GriffonSpade wrote: That's pretty much what a round of combat is. Every round, either the attacker or defender loses health. Though it can actually be more than 1 since it depends on the Firepower attribute.
Re: 1. Ruleset-flexible combat; 2. Bombarding duels
Please open a feature ticket to http://www.hostedredmine.com/projects/f ... issues/new. This sounds like something that might be realistically doable.meynaf wrote:Yes ! So the idea is to have a fixed maximum number of combat rounds per turn so that the fight can be several turns long.
Re: 1. Ruleset-flexible combat; 2. Bombarding duels
WOW! Like this, we are going to finally support CivIII combat? The suggestion is not perfectly about it, but it's a logical development of the idea. For me, any way for units to have chances to retreat from a battle sounds nice. (I would also prefer to have the morale factor, dependent on government, vet. rank, health and happiness, which defines in what cases a unit will try to retreat or desert).
Re: 1. Ruleset-flexible combat; 2. Bombarding duels
There is no retreatin in Civ, but I have made a ruleset where veteran levels depend on government at the time when the unit was created. Check here:Ignatus wrote:(I would also prefer to have the morale factor, dependent on government, vet. rank, health and happiness, which defines in what cases a unit will try to retreat or desert).
http://forum.freeciv.org/f/viewtopic.php?f=11&t=75385
It is likely that LT42 will be played with this ruleset.
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Re: 1. Ruleset-flexible combat; 2. Bombarding duels
Opened a ticket a while ago and yesterday I got an automated mail:
If I got it right, the patch got implemented somewhere, but where and how?
Also, if I'm not mistaking, it is implemented as a server setting, not ruleset setting, same for all units?
So, can someone explain the details of this?Issue #729194 has been updated by Marko Lindqvist.
File 0066-Add-server-setting-combatrounds.patch added
Status changed from New to Resolved
Attached patch implements something like that as a server setting.
Veterancy can be gained even if the combat does not end to the total defeat of one side. In fact, it's even possible that both sides gain veterancy in such a combat.
(...)
* Target version: 3.1.0
If I got it right, the patch got implemented somewhere, but where and how?
Also, if I'm not mistaking, it is implemented as a server setting, not ruleset setting, same for all units?
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Re: 1. Ruleset-flexible combat; 2. Bombarding duels
The patch is attached to the ticket ( https://www.hostedredmine.com/issues/729194 )Corbeau wrote:Opened a ticket a while ago and yesterday I got an automated mail:File 0066-Add-server-setting-combatrounds.patch added
Though it says "Resolved" it's only at review at the moment. It will be pushed to freeciv repository sometime after 36h review period.
Re: 1. Ruleset-flexible combat; 2. Bombarding duels
Thank you for trying to explain, but please keep in mind that you are answering to a complete layman So, what does that mean? Whenever "it" happens, will it mean that the feature is an integral part of the Freeciv package and which version?
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* Freeciv LongTurn, a community of one-turn-per-day players and developers
* LongTurn Blog - information nexus with stuff and stuff and stuff
* Longturn Discord server; real-time chatting, discussing, quarrelling, trolling, gaslighting...