"Markus Armbruster" <armbru.TakeThisOut@pond.sub.org> wrote in message
news:873ber8jvk.fsf@pike.pond.sub.org...
> "Tom Johnson" <thjohnson.TakeThisOut@ti.com> writes:
>
>> "Markus Armbruster" <armbru.TakeThisOut@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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