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[Freeciv-Dev] Re: Patch: Fighter Cover and Torpedoers
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[Freeciv-Dev] Re: Patch: Fighter Cover and Torpedoers

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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Patch: Fighter Cover and Torpedoers
From: Chad <cwingrav@xxxxxx>
Date: Sun, 11 Jun 2000 21:50:47 -0400 (EDT)

> -----Ursprüngliche Nachricht-----
> Von: Chad <cwingrav@xxxxxx>
> An: freeciv-dev@xxxxxxxxxxx <freeciv-dev@xxxxxxxxxxx>
> Datum: Samstag, 10. Juni 2000 16:13
> Betreff: [Freeciv-Dev] Patch: Fighter Cover and Torpedoers
> 
> 
> >This patch allows units two new options:
> >
> >1) "FighterCover" - If this unit has this option, it can defend a square
> >and if destroyed, units behind it are not destroyed.
> >
> 
> Great concept.
> What happens when there is a stronger unit in the square to defend,
> but that unit is a fighter, but doesnt offer fighter cover ?

Yeah, I looked into that and decided to leave it alone.  The concept is,
what happens when a medium level attack unit attacks?  Should the heavy
defender unit defend?  It can take the attacker but it might get weakened.
If the wimpy unit with fighter cover defends, it will most likely get
destroyed but it will hurt the attacker enough so next round you can
clean-up.  The best option I could think of was something that pop-up up a
screen asking if you want fighter cover when a unit attacks.  That can get
annoying however.  Anyone have ideas?


> >
> >2) "Torpedoers" - If the unit has this option, it can only attack "Horse"
> >units.
> >
> >    - Ok, hack alert but what I did was every ship I considered large, I
> >termed a "Horse" unit.  Therefor, small ships like fighters can have
> >"PikeMen" on them and be effective defenders against them.  Also,
> >tiny torpedo units are created that have high attack strength but only
> >against large ( as defined by the "Horse" flag) units.  Also, there are
> >bomber tiny units that can only attack land units.  Once again, I hope
> >more strategy comes from this.
> >
> 
> Maybe u really want to create a new class for that, like " large unit class"
> or "mechanized unit class" or maybe look at the hit point multiplier( 3-4
> cruisers/battleships ).
> So maybe create an "ignore hitpoint multiplier" flag instead.
> Thats a more general concept which would be of use to "freeciv mode".
> 
> 
> If you use horse flag, some kind of AI might handle the unit wrong:
> Ground units would fall in 3 groups for AI, for the purpose of tactics:
> 
> -infantry (can defend well)
> -horse   (can move fast, and attack well)
> -artillery(can attack well, but really needs a bodyguard or protected siege
> tile destination).

It tends to work for my setup because units with the Pikemen flag defend
better against units of the Horse flag.  I ignore what Pikemen and Horse
mean in English and deal with just their effects.  I give my tiny fighters
Pikemen because they can do well against a large unit.  Since I don't use
Pikemen anywhere else, I am safe from any problems.  You are right though,
it would be a good idea to create a new flag.


        Thanks for the feedback,

                -chad

> 
> (Mechanized infantry can serve in multiple roles.)
> 
> Just thinking aloud, hope it helps.
> 
> >
> >
> >FreeSpace: Civilization's Next Frontier
> >http://www.cslab.vt.edu/~cwingrav/freespace
> >
> 
> 
> 




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