The build proposal sounds good. I may have some trouble implementing it, because if attacker and defenders entrench themselves, that causes a few problems, but I can probably find some way around that.
Flankereffectivity must be at least 1. What it does is divide the fronting, so:
Suppose several men with flankereffectivity N attack 1 man. 1 man is in front. N others will flank. So flanking = 1 means 2:1.
There is no plan for formations. I should already order the attackers somehowe so that the most efficient flankers flank, but that is not done yet.
jbl18,
Maybe. But keep in mind the scale factor.a) Sightings should be 2 squares away
I think the way to do it would be to allow units to move to the adjacent square automatically, allowing better interception...b) Combat engagement can occur when any unit is adjacent any other unit, rather than once they enter the same square.
Actually there are 10 ticks per turn, and defeated units can start fleeing at each and every tick. The other side will keep fighting until they manage to get out of the square, which may take some time.c) A combat “half-turn” should occur as the battle is resolving; the army may retreat at any stage while giving a free shot to the opposition.
Plans include having merchants for supply lines. That's not yet coded. As for the rest (danger in terrain, etc.), this may be interesting (I know terrain damaging units is cool for gameplay). I won't comment much on it because I don't have time to code anything of that kind in the foreseeable future.


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Aside from being patently untrue many times thoughout history, it's also boring. Combat has to have a degree of uncertainty or there's no tension, and no tension means no fun.



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