berto -> RE: Farwell (2/7/2016 11:23:48 AM)
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quote:
ORIGINAL: Huib quote:
ORIGINAL: Crossroads Laying a bridge by an Engineering unit has a 20% chance for succeed, so on average building a bridge takes five turns. Depending on the scenario duration, that may or may not be a significant effort of the said unit, keeping it from performing any other duties. Calculating this to the six minute scale as a unit capability, that equals 30 minutes, on average. Well actually that is a simplification and it doesn't represent it exactly that way. Anyone who looks for evidence whether a bridge can be constructed in 6 minutes won't find an answer. I'll show why: Well actually, that's much more of a simplification than anybody here realizes. Here's why. Yes, in the legacy code, there used to be a fixed 20% chance to build a bridge, vehicular or non vehicular. Fixed, as in: hard-coded, no variation, end of story. But now (i.e., in the new and improved [;)] Campaign Series), it varies depending on whether or not the laying unit has the XTracked or XTruck or XFoot attribute; higher prob for the XTracked and XTruck units and also, with the Adaptive A/I optional rule toggled ON depending on the build_hexside_bridge_prob and build_vehicle_bridge_prob parameters, which vary by side, nation, and even scenario In Middle East, the range of build_hexside_bridge_prob values is berto@telemann:/games/matrix/cs/middle_east/scenarios> egrep "^n [[:digit:]]" *.ai | awk '{print $107}' | sort | uniq | sort -n 15 16 18 20 21 22 24 26 And the range of build_vehicle_bridge_prob parameters values is berto@telemann:/games/matrix/cs/middle_east/scenarios> egrep "^n [[:digit:]]" *.ai | awk '{print $108}' | sort | uniq | sort -n 10 12 15 16 20 25 28 30 (Without any customization, in the .ai files, the default value for either of these probs is the legacy standard 20%.) The points being The probability of laying a bridge (either type) is a much more complicated calculation than before. That probability varies by side or nation, on a per-scenario basis. Hence also varies on a per-game basis. (For example, lower prob in WWII, higher prob post WWII. Thus slower in WWII, faster post WWII.) And is moddable to boot! We now have flexibility to vary, in effect, the average building a bridge time. It used to be 5 turns, more or less. Now we have perfect freedom to have it be X turns, more or less, where X is entirely customizable. quote:
And is moddable to boot! If anybody disagrees with any of this, they have the modder's right to change it, even to absolutely ruling out any in-game bridge building whatsoever (by setting, in the .ai files, the build_hexside_bridge_prob and build_vehicle_bridge_prob values to zero)! Ultimately, there is no need to quarrel about it. You don't like how we do it? Mod it, have it your way! [8D]
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