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[Freeciv-Dev] Re: killstack patch for February 8th CVS
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[Freeciv-Dev] Re: killstack patch for February 8th CVS

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To: Tony Stuckey <stuckey@xxxxxxxxxxxxxxxxx>, Ben Webb <ben@xxxxxxxxxxxxxxxxxxxxxx>
Cc: jdorje@xxxxxxxxxxxxxxxxxxxxx, freeciv-dev@xxxxxxxxxxx, James Christensen <jmlchristensen@xxxxxxxxx>
Subject: [Freeciv-Dev] Re: killstack patch for February 8th CVS
From: Raahul Kumar <raahul_da_man@xxxxxxxxx>
Date: Fri, 22 Feb 2002 02:37:26 -0800 (PST)

--- Tony Stuckey <stuckey@xxxxxxxxxxxxxxxxx> wrote:
> On Mon, Feb 18, 2002 at 03:46:46PM +0000, Ben Webb wrote:
> >     There is no code for this in FreecivAC. We haven't really looked 
> > at the combat system at all, largely because the whole "alternative combat 
> > system" (psychic combat) would be a lot of work, IMHO. There's also a 
> > whole host of other stuff, like allowing fast units to retreat if 
> > they're doing badly. I'm not sure how collateral damage works in SMAC; I 
> > think units can only take damage up to 25% (or is that bombardment?) but I 
> > could be wrong.
> 
>       IMHO, we need a doc that describes the full combat systems of the
> Civ line games.  Civ1 and civ2 are similar, but SMAC and presumably Civ3
> all make significant changes to the systems.
> -- 

The website www.apolyton.com has got some useful info on all the various civs
after civ2. It's not in one spot, but the raw info for each version is there.

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