Laurent,
It is some impressive whitespace, isn't it. I can't find the problem though all I was after was a properly formatted table and according to the source for the page that is what I should have gotten??? Anyone else have a weird experience with HTML tables on Apolyton, If this is normal I will have to use fixed text tables that don't look as good.
As to unit transport and the splitting of transporting TF's. If a task based approach is used for navies then the transports will not get a chance to split up as their task is transport unit X from A to B. Let me explain in an example. Your ancient Navy is made up of 3 transports, 7 triremes and 2 light transports (actually units not individual ships). You can assign these various units to certain duties for the length of a turn. For example 2 transports are assigned to trade supporting water based trade routes and generating money and moving food and goods. The last transport is assigned to a conveyance pool. This conveyance pool allows land units( not just military units but diplomats and trade ligations etc, as well) to relocate between friendly ports (the limit on moves will be derived from a lovely formula based on total capacity, speed and distance covered).
Four of the triremes are assigned to patrol duties giving them achance of intercepting pirates and hostile forces. The chance of intercept here uses the home port of the trireme as a key factor. The last three triremes are formed into a task force to transport land units a,b,c and d to a point on the enemy coast. The taskforce executes this task (it may be intercepted and aborted or suffer adversely due to wheather etc.) as a group, there would be no opportunity to split the taskforce after it has been sent on its way. After the Taskforce has landed the troops they could be given a different task. One of the light transports is given explore orders and a direction. It will uncover and map a chunk of the world in that direction. The other light transport is being used to transport a settler to a previously discovered tin mining area on a coast.
Is this a good enough explanation. I do not forsee the traditional National leader maneuvering individual ships approach. Rather a setting of goals and tasks for the groups of ships as a whole. During times of peace there would be minimal fleet management with only a small bit of work reassigning some ships between tasks. During times of conflict there will be the ability to control military missions quite closely without necessarily using a huge amount of player time.
All of the ideas for naval and air missions and rules are not worked out yet, as we decided to tackle land combat first and then move on to them later.
[This message has been edited by Krenske (edited February 20, 2001).]
It is some impressive whitespace, isn't it. I can't find the problem though all I was after was a properly formatted table and according to the source for the page that is what I should have gotten??? Anyone else have a weird experience with HTML tables on Apolyton, If this is normal I will have to use fixed text tables that don't look as good.
As to unit transport and the splitting of transporting TF's. If a task based approach is used for navies then the transports will not get a chance to split up as their task is transport unit X from A to B. Let me explain in an example. Your ancient Navy is made up of 3 transports, 7 triremes and 2 light transports (actually units not individual ships). You can assign these various units to certain duties for the length of a turn. For example 2 transports are assigned to trade supporting water based trade routes and generating money and moving food and goods. The last transport is assigned to a conveyance pool. This conveyance pool allows land units( not just military units but diplomats and trade ligations etc, as well) to relocate between friendly ports (the limit on moves will be derived from a lovely formula based on total capacity, speed and distance covered).
Four of the triremes are assigned to patrol duties giving them achance of intercepting pirates and hostile forces. The chance of intercept here uses the home port of the trireme as a key factor. The last three triremes are formed into a task force to transport land units a,b,c and d to a point on the enemy coast. The taskforce executes this task (it may be intercepted and aborted or suffer adversely due to wheather etc.) as a group, there would be no opportunity to split the taskforce after it has been sent on its way. After the Taskforce has landed the troops they could be given a different task. One of the light transports is given explore orders and a direction. It will uncover and map a chunk of the world in that direction. The other light transport is being used to transport a settler to a previously discovered tin mining area on a coast.
Is this a good enough explanation. I do not forsee the traditional National leader maneuvering individual ships approach. Rather a setting of goals and tasks for the groups of ships as a whole. During times of peace there would be minimal fleet management with only a small bit of work reassigning some ships between tasks. During times of conflict there will be the ability to control military missions quite closely without necessarily using a huge amount of player time.
All of the ideas for naval and air missions and rules are not worked out yet, as we decided to tackle land combat first and then move on to them later.
[This message has been edited by Krenske (edited February 20, 2001).]
Comment