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1. Ruleset-flexible combat; 2. Bombarding duels
Posted: Thu Jan 25, 2018 9:57 pm
by Corbeau
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).
Re: 1. Ruleset-flexible combat; 2. Bombarding duels
Posted: Sat Jan 27, 2018 4:17 pm
by meynaf
Corbeau 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".
+1 for this one
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).
Re: 1. Ruleset-flexible combat; 2. Bombarding duels
Posted: Sun Jan 28, 2018 7:23 am
by GriffonSpade
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).
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
Posted: Sun Jan 28, 2018 7:39 am
by meynaf
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.
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
Posted: Sun Jan 28, 2018 7:51 am
by cazfi
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.
Please open a feature ticket to
http://www.hostedredmine.com/projects/f ... issues/new. This sounds like something that might be realistically doable.
Re: 1. Ruleset-flexible combat; 2. Bombarding duels
Posted: Thu Feb 08, 2018 5:24 pm
by Ignatus
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
Posted: Thu Feb 08, 2018 10:23 pm
by Corbeau
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).
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:
http://forum.freeciv.org/f/viewtopic.php?f=11&t=75385
It is likely that LT42 will be played with this ruleset.
Re: 1. Ruleset-flexible combat; 2. Bombarding duels
Posted: Sun Feb 11, 2018 10:23 am
by Corbeau
Opened a ticket a while ago and yesterday I got an automated mail:
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
So, can someone explain the details of this?
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?
Re: 1. Ruleset-flexible combat; 2. Bombarding duels
Posted: Sun Feb 11, 2018 4:23 pm
by cazfi
Corbeau wrote:Opened a ticket a while ago and yesterday I got an automated mail:
File 0066-Add-server-setting-combatrounds.patch added
The patch is attached to the ticket (
https://www.hostedredmine.com/issues/729194 )
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
Posted: Sun Feb 11, 2018 4:39 pm
by Corbeau
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?