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[Freeciv-Dev] Re: Unit-vs-stack sim (was: Cache win_chance)
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[Freeciv-Dev] Re: Unit-vs-stack sim (was: Cache win_chance)

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To: "Per I. Mathisen" <Per.Inge.Mathisen@xxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Unit-vs-stack sim (was: Cache win_chance)
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Mon, 25 Feb 2002 17:00:30 +0100
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Mon, Feb 25, 2002 at 04:38:21PM +0100, Per I. Mathisen wrote:
> On Mon, 25 Feb 2002, Raimar Falke wrote:
> > I was wrong. occupychance is for entering a city _without_ any enemy
> > units. So unit-vs-stack is always a unit-vs-unit combat. This makes
> > implementing this really more complex. Because you can't estimate an
> > _exact probabilities_ for a combat you have to introduce abstract
> > attack and defense powers. And these number are neither fixed nor easy
> > do calculate. Doh! I wanted to avoid this.
> 
> 603   { "occupychance", &game.occupychance, NULL, NULL,
> 606     N_("Chance of moving into tile after attack"),
> 607     N_("If set to 0, combat is Civ1/2-style (when you attack, you remain 
> in "
> 608        "place).  If set to 100, attacking units will always move into the 
> "
> 609        "tile they attacked if they win the combat (and no enemy units 
> remain "
> 610        "in the tile).  If set to a value between 0 and 100, this will be 
> used "
> 611        "as the percent chance of \"occupying\" territory."), NULL, NULL, 
> 0 },
> 
> Is this what you mean? 

Yes.

> I don't see how this has anything to do with defenderless cities.

Set it to 100% and see.

> If it is a problem that is has % chances, just change it to a
> bool.

No game.occupychance isn't a problem. I got this wrong.

> You like bools, don't you? ;)

;)

> None will miss that excess functionality.

        Raimar

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