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Game mechanics - 12/29/2011 1:33:50 PM   
slaytanic

 

Posts: 66
Joined: 12/14/2011
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Hi devs,

It would be of great help to understand the game better if we were given exact formulas on some game mechanics. I understand that you didn't want them included in the manual and will understand if you're reluctant to present them here but I trust that it wouldn't harm much. Land combat mechanics is clear and nicely readable in consts.ini and game itself but some other stuff is impossible to decrypt. I'm thinking of modding some game aspects and am interested in this:

1. What are the chances of interception happening (if a valid fighter is in range)? how is the interceptor picked if more are available? The outcome is decided by aircombatlosses, right?

2. If my fighter attacks another air unit, does the same aircombatlosses table count? Does overall air superiority have anything to do with it? Any difference in attacking TAC, STR, fighter?

3. how is air-to-air column calculated? is it my unit strenght+level - enemy unit strength+level?

4. how is air to land column calculated?

5. what is the exact formula for air to ship in seazone attack?

6. Retreat odds: is it base chance*odds modifier*terrain modifier; Over 100 score - unit retreats? Or is something else not visible in consts a part of the formula.


sorry for being boring, but I suppose there's more people than me interested in mechanics

< Message edited by slaytanic -- 12/29/2011 1:58:42 PM >
Post #: 1
RE: Game mechanics - 12/29/2011 5:23:14 PM   
Razz1


Posts: 2560
Joined: 10/21/2007
From: CaLiForNia
Status: offline
1) depends upon strength of fighter, fighter closets to Target, Yes

2) Yes, No, yes, bombers are harder to kill as the have escorts.

3) Yes, plus commander and experience

4)Terrain, weather, commander, experience, affect combat

5) depends upon detection, also ships return fire and shoot down planes

Hope this helps. Allot of stuff is hidden.

(in reply to slaytanic)
Post #: 2
RE: Game mechanics - 12/29/2011 7:26:22 PM   
bairdlander2


Posts: 2264
Joined: 3/28/2009
From: Toronto Ontario but living in Edmonton,Alberta
Status: offline
Why is it hidden?Why not in the manuel,so we know how the game works?

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Post #: 3
RE: Game mechanics - 12/29/2011 8:10:59 PM   
doomtrader


Posts: 5321
Joined: 7/22/2008
From: Poland
Status: offline
You would really like to see the movie star in the wardrobe naked. You might find out there is a body double in all scenes ;)

I'll do my best to translate all above, but first I need to take a look at the code with one of the programmers and make sure that explanation is error free.

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Post #: 4
RE: Game mechanics - 12/29/2011 9:31:39 PM   
slaytanic

 

Posts: 66
Joined: 12/14/2011
Status: offline
Sorry to bother you but more explanation means more mods. And more mods means more interest which neabs more game sold :-)

(in reply to doomtrader)
Post #: 5
RE: Game mechanics - 12/29/2011 9:41:22 PM   
doomtrader


Posts: 5321
Joined: 7/22/2008
From: Poland
Status: offline
slytanic
So I owe you a good explanation, and you owe me a good mod.
Deal?

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(in reply to slaytanic)
Post #: 6
RE: Game mechanics - 12/29/2011 9:45:00 PM   
slaytanic

 

Posts: 66
Joined: 12/14/2011
Status: offline
I already have a long list of changes. Currently playing to test the balance. My ETA is roughly the same as your patch :-)

(in reply to doomtrader)
Post #: 7
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