koiosworks -> RE: how does it work? (6/21/2004 5:17:07 PM)
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our rules are custom due to the simulatanous order system (which is a blast to play if i say so myself [8D]). However, we are very loosly based on DBA fast play rules. We are a tactical game within a campaign of linked battles so how well you do in the prior battles carries over through the campaign (training, replacements etc...). The closest thing I can describe to the 'tactical vs strategic' is that we are similar to Panzer General II (for you old schoolers) in this respect. Meaning, independent battles within the context of a campaign. This is a little information on the engine from another post I made in answer to similar questions: In our battle engine, both opponents simulatanously place orders for each unit in their army. These orders represent what the unit will be doing for the next '15 minutes of game time' (not real world time). After both players have issued orders, a play button is pressed and the game engine processes the battlefield events for all units simultanously (sort of like a combo turn based/real time game). However, unlike most turn based games where you are stuck with your strategy for the entire turn, we have implemented a reaction system that will pause the game and let a unit receive a 'reaction' order in certain battlefield situations (such as winning an engagement, detecting a charge coming at you while moving etc.). These only happen once in a while and are based on the commander leading the unit and specific situation. From a tactical level, our 'rules' are loosly based on DBA fast play varients. So we have morale (army and unit morale with 'cascading effects'), training, armour, initiative, weapon effects (many weapons vs weapon combos), unit facing effects (for flanking and movement etc.). Also, our leaders have a lot of special attributes that impact gameplay, Alexander is a tactical genius and heroic leader while darius III is both incompetent and cowardly. We also have height and other terrain effects such as fog of war.
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