[Freeciv-Dev] Re: Civ 2 Combat fixes
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On Mon, 2003-02-03 at 13:43, Raahul Kumar wrote:
> I don't know if you've already read this, but Civ 2 did some combat
> differently
> to Freeciv. I'm asking you to send in patches to fix this.
>
> In particular:
>
> Aegis cruiser has 300 % defence vs aircraft and 500% vs missile. Freeciv does
> this:
>
> static int defence_multiplication(Unit_Type_id att_type,
> Unit_Type_id def_type, int x, int y,
> int defensepower, bool fortified)
> {
> struct city *pcity = map_get_city(x, y);
>
> if (unit_type_exists(att_type)) {
> if (unit_type_flag(def_type, F_PIKEMEN)
> && unit_type_flag(att_type, F_HORSE)) {
> defensepower *= 2;
> }
>
> if (unit_type_flag(def_type, F_AEGIS) &&
> (is_air_unittype(att_type) || is_heli_unittype(att_type))) {
> defensepower *= 5;
> }
>
>
> It should do this:
>
> if (unit_type_flag(def_type, F_AEGIS)){
> + if (unit_type_flag(att_type, F_MISSILE)){
> defensepower *= 5;
> + }
> + else if (is_air_unittype(att_type) || is_heli_unittype(att_type)){
> + defensepower *= 3;
> + }
> }
>
> I can send in my old Aegis patch if you want. It will probably still apply.
> Combat.c has not changed much.
>
> All of this info is from
>
> http://www.apolyton.net/forums/Forum1/HTML/001944.html?8
I do know of this patch and that you proposed the fix.
The reason why it has been stalled is that we are waiting to implement a
generalized improvement support patch.
With that gen-impr patch applied to Freeciv, it will be easy to extend
the code to adopt also a generalized unit handling, which will lead to
very simple way of configuring such special cases.
>
> 3.8 Partisans gain an attack advantage against non-combat units (any with
> attack value = 0). Their firepower is increased significantly, perhaps as high
> as 10x.
I wasn't aware of this rule. Have you found this is the civ2 manual or
somewhere else?
>
> 3.12 Barbarians do not always attack and defend at normal unit strengths.
> Barbarian archers defend with a base value of 1, not 2. Other barbarian units
> have normal defense values. All barbarian attack factors are affected by the
> difficulty level of game being played:
>
> * Chieftan - 25% of normal
> * Warlord - 50%
> * Prince - 75%
> * King - 100%
> * Emperor - 125%
> * Deity - 150%
>
> What difficulty level of Civ 2 is Freeciv simulating? Deity, correct?
To adhere to this isn't so easy, and require a lot of "configurability"
for the units.ruleset, but with gen-unit-effect included in the cvs, we
can think of reaching something comparable.
>
> Hitpoint recovery is nothing like Civ 2. I had no idea it was this complex.
>
> WHEN THE DUST SETTLES...
> After the battle, the victor is usually damaged. Units can heal as long as
> they
> do not move, not even along railroad. They heal at varying rates, depending on
> their proximity to a friendly city or barracks. Settlers and Engineers, the
> only units incapable of fortifying, heal while working.
I imagine this come from civ2 manual again, I'll look at this, and I
will support the idea that the heal rate should be modified if the unit
do moves.
>
> Land Units:
>
> * 40% of total hit points healed every turn in a non-barrack city
> * 30% of total hit points healed every turn near a city with barracks(i.e.
> a square 7x7 squares)
How you discover this? Again, manual of civ2? By playing?
>
> We don't do this.
>
> * 20% of total hit points healed every turn near a non-barrack city
>
> Don't do this either.
>
> * 10% of total hit points healed every turn on normal square
> * Fortress (3.2b) always adds an extra 10% to the rate (i.e. on a normal
> square, near a city, or near a city with barracks). A city built on a fortress
> was not tested.
When you build a city on a fortress, the previous fortress is destroyed.
>
> Naval/Aerial Units:
>
> * 20%/20% of total hit points healed every turn in a fortress or a city
>
> No 20% recovery for aerial/naval units.
>
> * 10%/0% of total hit points healed every turn on normal square
>
> It's always 10% in Freeciv.
>
> * 100%/100% of total hit points healed every turn in a city with port
> facility/airport, respectively.
> * Airbase and barracks have no effect.
> * port facility/airport affects only the city square.
>
> This we do correctly.
>
> Aloha,
> RK.
>
>
>
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