ralphtricky -> RE: Combat calculation? (9/19/2010 7:32:51 PM)
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ORIGINAL: BigDuke66 Thanks, where can I find it? You can turn it on in the Opart 3.ini file. You also may want to turn on UberDude, I think it may add even more details. It's complex, feel free to post any questions about details, and I'll try to answer them. Here's an overall summary, I can't guarantee it's accuracy since it's from memory. In practice, I'm glossing over a lot of details. Combat is simulataneous, both sides attack, then the results are applied. It keeps a 'losslist' that adds up and is applied after all combat results are done. I think artillery and air are similar to soft targets, but I'm not sure. There is also counter battery fire involved. Getting the air unit to the attack is a lot more complicated including 'furballs' and a lot of ther things I haven't looked into. Soft targets are pretty simple, it sums that attacking strengths and the defending strength, then calculates a percentage chance and walks through the defenders seeing if each one is hit. Tracked troop carriers ( I can't think of the name for them) are affected by the stance of the unit (minimize losses, etc.) Hard targets are more complicated. It sums that attacking strengths and the defending strength, then calculates the percentage chance and walks through the defenders, for each defender it takes 1-8 'shots' depending on the number of units on each side that fires. For each shot it sees if it is a hit by looking at the armor rating and a random angle that the shell hits at. As I said, the combat is symmetrical, Aside from terrain effects which only apply to the defender, I don't think there's a difference between attacking and defending. Retreats are handled by the retreating unit being subject to friction (again, I can't think of the word, I need another cup of coffee.) Overruns are handled by the odds being over 4:1, and the damage is caused by friction. The basic concepts are pretty simple and make a lot of sense to me. The devil is in the details. Ralph
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