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Artillery

 
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Author Message
Mr. Ed

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Since: Mar 27, 2005
Posts: 29



(Msg. 16) Posted: Tue May 30, 2006 10:58 am
Post subject: Re: Artillery [Login to view extended thread Info.]
Archived from groups: rec>games>empire (more info?)

"Tom Johnson" <thjohnson.TakeThisOut@ti.com> wrote
>
> "Markus Armbruster" <armbru.TakeThisOut@pond.sub.org> wrote in message
> news:87k6871kud.fsf@pike.pond.sub.org...
>> foresterjamie.TakeThisOut@yahoo.com.au writes:
>>
>> There's a little twist: the attacker disables offensive support
>> manually, using the optional support arguments. The defender can't do
>> that, because defense is automatic. Instead, support is cancelled if
>> the odds are too bad or too good. This is checked again between the
>> different kinds of support (in this order: forts, ships, land units,
>> planes), and the remainder is cancelled if odds have become too good.
>
> This is different from the strength calculations used for reacting units.
> Units stop reacting when the defensive strength (NOT including offensive
> or defensive support) reaches 1.2x attacking strength. What is the
> multiplier for "odds are too bad or too good". I once heard it was 10x.

And thus the reason for attacking with as much of a 1:1 (or slightly
less) ratio as possible to simply play the "odds" of battle rather
than directly deal with reacting units.

I think the multiplier you're referring to is "odds are bad" which is
if the defender can only muster 10% of the attacker's strength, any
possible reacting units think better of it. That'd be your 10x (or .1
depending on how you want to look at it).

Mr. Ed

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Markus Armbruster

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Since: Nov 18, 2004
Posts: 243



(Msg. 17) Posted: Tue May 30, 2006 8:09 pm
Post subject: Re: Artillery [Login to view extended thread Info.]
Imported from groups: per prev. post (more info?)

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Tom Johnson

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Since: Feb 02, 2006
Posts: 26



(Msg. 18) Posted: Tue May 30, 2006 8:09 pm
Post subject: Re: Artillery [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Markus Armbruster" <armbru.RemoveThis@pond.sub.org> wrote in message
news:873ber8jvk.fsf@pike.pond.sub.org...
> "Tom Johnson" <thjohnson.RemoveThis@ti.com> writes:
>
>> "Markus Armbruster" <armbru.RemoveThis@pond.sub.org> wrote in message
>> news:87k6871kud.fsf@pike.pond.sub.org...
> [...]
>>> There's a little twist: the attacker disables offensive support
>>> manually, using the optional support arguments. The defender can't do
>>> that, because defense is automatic. Instead, support is cancelled if
>>> the odds are too bad or too good. This is checked again between the
>>> different kinds of support (in this order: forts, ships, land units,
>>> planes), and the remainder is cancelled if odds have become too good.
>>
>> This is different from the strength calculations used for reacting units.
>> Units stop reacting when the defensive strength (NOT including offensive
>> or defensive support) reaches 1.2x attacking strength. What is the
>> multiplier for "odds are too bad or too good". I once heard it was 10x.
>
> Odds too bad: worse than 1 : 10
>
> Odds too good: better than 1.2 : 1
>
> Odds include reacting units.
>
>> Is there a special case when the defending sector has defense strength
>> equal to 0 - i.e. no mils and no units defending in that sector?
>
> That leads to odds worse than 1 : 10, and thus no support.

I thought I understood that this was a special case and units would
always react if defense strength was zero. Maybe the deity that made
this speculation was incorrect or maybe the code has changed since
then. Of course, my memory could be failing me as well...
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Markus Armbruster

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Since: Nov 18, 2004
Posts: 243



(Msg. 19) Posted: Tue May 30, 2006 9:24 pm
Post subject: Re: Artillery [Login to view extended thread Info.]
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Markus Armbruster

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Since: Nov 18, 2004
Posts: 243



(Msg. 20) Posted: Wed May 31, 2006 9:58 pm
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foresterjamie

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Since: Nov 28, 2005
Posts: 40



(Msg. 21) Posted: Thu Jun 01, 2006 12:38 am
Post subject: Re: Artillery [Login to view extended thread Info.]
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> Done.

Does that mean you coded it? Wow - the first time Ive had a hand in
changing something in Empire!
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Markus Armbruster

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Since: Nov 18, 2004
Posts: 243



(Msg. 22) Posted: Thu Jun 01, 2006 1:12 pm
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