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Gnuh?

Gnok!
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Gnak!
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Total Members Voted: 0

Voting closed: November 06, 2010, 04:46:33 pm


Pages: 1 ... 66 67 [68] 69 70 ... 84

Author Topic: Re: Countries @ War: Turn 29 Braaiiiiiiiiiins!  (Read 83507 times)

Iituem

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Re: Countries @ War: Turn 26: Did it! (USEC, when do you update yours?)
« Reply #1005 on: January 27, 2011, 07:30:21 pm »

Sheb, you don't happen to use Python/have the Python IDE at all, do you?
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Johnfalcon99977

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  • The Herp Derp Assassin
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Re: Countries @ War: Turn 26: Did it! (USEC, when do you update yours?)
« Reply #1006 on: January 27, 2011, 09:16:11 pm »

Is everyone unpissed at me?
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Also known as the Knowlagable, the Forgetful, and/or the Ignored

Please excuse my horrible awful linguistic skills.

RAM

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Re: Countries @ War: Turn 26: Did it! (USEC, when do you update yours?)
« Reply #1007 on: January 27, 2011, 11:31:32 pm »

Doubtful, I suggest just not worrying about it. Settle down, research your formations and military hierarchies and sewage systems or whatever it is that Ancient Romans are famous for, and hope that people have more important business to attend to...
Logged
Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Phantom

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  • Asiatic Asian
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Re: Countries @ War: Turn 26: Did it! (USEC, when do you update yours?)
« Reply #1008 on: January 27, 2011, 11:41:08 pm »

Doubtful, I suggest just not worrying about it. Settle down, research your formations and military hierarchies and sewage systems or whatever it is that Ancient Romans are famous for, and hope that people have more important business to attend to...
For example, giving those poor soldiers in RAM's army a decent shower and an actual meal.
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RAM

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Re: Countries @ War: Turn 26: Did it! (USEC, when do you update yours?)
« Reply #1009 on: January 28, 2011, 04:24:34 am »

Can you furnish me with any evidence to suggest that any storm-trooper and/or clone-trooper under the emperor's command was ever subjected to any form of 'decent shower' or 'actual meal'?
Logged
Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Iituem

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Re: Countries @ War: Turn 26: Did it! (USEC, when do you update yours?)
« Reply #1010 on: January 28, 2011, 05:37:46 am »

Can you furnish me with any evidence to suggest that any storm-trooper and/or clone-trooper under the emperor's command was ever subjected to any form of 'decent shower' or 'actual meal'?

Episode 2: Attack of the Clones.  When they're all on Kamino, being prepared for shipment to the Republic, you plainly see them eating actual meals (well, TV-dinner style actual meals) in trays in massive mess halls.  Given how clean they were, decent washes of some description may probably be assumed.  It is likely that this sort of treatment continued on into the Empire, not so much because the Emperor might have been at all concerned with morale (tweaking them to be ultra-compliant was the whole point, after all) but because hygiene and malnutrition in the army are bad things when you're ruling with an iron fist.

Let's be honest, the Emperor might have been a proponent of the Dark Side, but he wasn't stupid.  Of course his military would have been well-fed and taken care of.  The citizens, on the other hand...
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Iituem

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Re: Countries @ War: Turn 26: Did it! (USEC, when do you update yours?)
« Reply #1011 on: January 29, 2011, 09:59:39 pm »

The short version is that I've coded you a Battle Simulator in Python.  This doesn't have a nice user interface - it's mostly a series of functions that are linked together.  I'll polish it up a little over the course of tomorrow and add in some more units and so on.  It's set up with one battle pre-loaded.  Just load it up in the Python IDE and type fightBattle( Albia, Bulmeria ) to activate the test battle.

A lot of the first bit is just comments and me trying to think things through.  Scroll past it.

Code: (Oh my god so much Python.) [Select]
import random

WOUNDMARGIN = 20

## Code is tentatively copyrighted Jack Roberts 2011.  It -may- get released to open license later, when I'm comfortable about its completed state.



## Combat:  3d100/3 + mods for each combatant.  Highest wins.
## If difference <= 20, units damaged for one turn, not destroyed.
## Losing side's damaged units destroyed at end of combat.
## Units may have bonuses vs other unit types in combat.
## Known types; Infantry, Tank, Air, Sea, Turret

## STATBLOCK
## off = # , def = # ,
## modifiers = [('infantry' , #),('armour' , -#),('sea' , #)]
## special = ['alwaysdestroy']


## MOCK BATTLE
## Albia arrives with 3 Regulars, 2 Tanks and a Destroyer.
## Bulmeria defends with 4 Regulars, 1 Tank and an Art Platform.
## Most capable units are ranked against each other first.
##
## Would this happen?
##
## Albia fields a Tank (22 attack).
## Bulmeria uses the Art Platform (16 defence, +16 v tanks = 32).
## Albia rolls 45, Bulmeria rolls 56.  Bulmeria wins, Albian tank destroyed.
## Additionally, Bulmerian Art Platform remains in play.
##
## No.  Because Art Platform outranked by Regulars, this happens.
##
## Albia tries to field a Tank (22 attack) but the Art Platform (32) outranks by 10.
## Albia fields a Regular (21 attack) which outranks the Art Platform (16) by 5.
## In response, Bulmeria fields a Tank (22 defence, +6 vs infantry = 28) which
## outranks Regulars by 7.
## Albia cannot field a Tank to balance out their Tank (and the Destroyer would
## be insufficient anyway) because the Art platform would win again.  Bulmeria
## has thus fielded the force that provides them the greatest bonus, whilst
## Albia has worked to reduce that bonus as much as possible.
##
## Tank v ArtPlat = +10
## Reg v ArtPlat = -5
## Reg v Tank = +7
## Tank v Tank = 0    ...but Alb using a tank results in the first scenario.
## Reg v Reg = 0    ...but Bul is not prevented from using the tank.
##
##
## Battle Starts - Input Faction Armies
##
## Albia (A):  Regulars (3), Tanks (2), Destroyer
## Bulmeria (D):  Regulars (4), Tanks (1), Art Platform
##
## Regulars = Off21, Def25
## Tanks = Off22, Def22, +6 vs Inf
## Art Platform = Def16, +16 vs Tanks/Sea
## Destroyer = Off10, Def10, +2 vs Inf
##
## Neither side has native advantages/disadvantages.  No situational modifiers.
##
## Pair relative advantages/disadvantages between unit types.  Bonus is to Def.
##
## Attackers v Defenders
##
## Regulars v Regulars = -4
## Regulars v Tanks = -7
## Regulars v Art Platform = +5
##
## Tanks v Regulars = +3
## Tanks v Tanks = 0
## Tanks v Art Platform = -10
##
## Destroyer v Regulars = -13
## Destroyer v Tank = -12
## Destroyer v Art Platform = -22
##
##
## Regulars have highest possible malus (vs Art Plat), so attempt to field?
## If Regulars fielded, Tanks fielded to defend.
## Is it possible to use a different unit vs Tanks?
## Tanks v Tanks = 0.  Destroyer v Tanks = 12.  Field Tanks.
## But fielding Tanks results in Art Platform defending.
## As Art Platform matches highest possible malus anyway, field Regs.
## End the loop.
##
##
##
##
##
##




def intCheck(digitString):      #Just checks if an entry was an integer.
    while digitString.isdigit() == False:
        digitString = raw_input('Digit: ')
    return eval(digitString)


# This class is for Army type objects.  Separate from Factions (to be coded).
# Armies are just collections of units you send to fight one another.

class Army():
    name = str
    units = []
    # Tuples within list.
    # [ ( Unit, intact, damaged ) ]
    # [( Regulars, 1, 0 )]

    def __init__(self):
        self.name = 'Generican'
        return

    def getUnit(self, unitName):    # Gets a unit based on its name.
        for item in self.units:
            Unit = item[0]
            if unitName == Unit.name:
                return Unit
        return None

    def addUnit(self, unit):    # Adds a unit to the units list.
        if self.getUnit(unit.name) != None:
            print 'Unit with that name already present.'
            return
        intact = intCheck(raw_input('Number of units intact:'))
        damaged = intCheck(raw_input('Number of units damaged:'))
        entry = [ unit, intact, damaged ]
        unitList = list(self.units)
        unitList.append(entry)
        self.units = unitList
        return

    def addUnitDirect(self, unit, intact, damaged): # As addUnit, without user interface.
        entry = [ unit, intact, damaged ]
        unitList = list(self.units)
        unitList.append(entry)
        self.units = unitList
        return

    def editUnit(self, unitName):   # Edits unit numbers: intact/wounded.
        for item in self.units:
            Unit = item[0]
            if unitName == Unit.name:
                print 'Editing ' + Unit.name
                intact = intCheck(raw_input('Number of units intact:'))
                damaged = intCheck(raw_input('Number of units damaged:'))
                item[1] = intact
                item[2] = damaged
                return
        y = raw_input('Unit does not exist.  Add? (y/n):')
        if y in ['y','Y','yes','Yes']:
            unit = searchLibrary(unitName)
            if unit == None:
                return
            self.addUnit(unit)
            return
        return

    def killUnit(self, unitName):   # Reduces intact unit number by 1.
        for item in self.units:
            Unit = item[0]
            if unitName == Unit.name:
                item[1] -= 1
                return
        return

    def woundUnit(self, unitName):  # Reduces intact unit number by 1, increases wounded unit number by 1.
        for item in self.units:
            Unit = item[0]
            if unitName == Unit.name:
                item[1] -= 1
                item[2] += 1
                if item[1] < 0:
                    print 'ERRROR'
                    print self.units
                    print fingles
                return
        return

    def healUnit(self, unitName):   # Restores wounded unit to intact service.  Not really used in this sim yet.
        for item in self.units:
            Unit = item[0]
            if unitName == Unit.name:
                if item[2] > 0:
                    item[2] -= 1
                    item[1] += 1
                    return
        return

    def clearRanks(self):   # Kills all intact and wounded units in the army.
        for item in self.units:
            item[1] = 0
            item[2] = 0
        return

    def listForces(self):   # Lists forces to user.
        print '%s Forces' % (self.name)
        for item in self.units:
            print '%s: %s Intact, %s Damaged' % (item[0].name, item[1], item[2])



# Determine which units are available in a given army.

def battleAvailLists(armyAtt, armyDef): # Checks which units are available for battle to each side.
    attackAvail = []
    defendAvail = []
    for unitDets in armyAtt.units:
        if unitDets[1] > 0:
            attackAvail.append(unitDets[0].name)
    for unitDets in armyDef.units:
        if unitDets[1] > 0:
            defendAvail.append(unitDets[0].name)
    return [attackAvail, defendAvail]


# Compare the inherent advantage between two different units.

def compareAdvantage(unitAtt, unitDef):
    attack = unitAtt.offence
    defend = unitDef.defence
    # Read type modifiers.
    attMods = unitAtt.modifiers
    defMods = unitDef.modifiers
    attType = unitAtt.unitType
    defType = unitDef.unitType
    for i in attMods:
        if i[0] == defType:
            attack += i[1]
    for j in defMods:
        if j[0] == attType:
            defend += j[1]
    advantage = attack - defend
    # Will not presently take into account faction advantages/disadvantages.
    return advantage


# Pick which unit to field.  Attacker gets to choose.

def battlePick(armyAtt, armyDef):
    # Get army details - unit types, number available.
    battleAvail = battleAvailLists(armyAtt, armyDef)
    attackAvail = battleAvail[0]
    defendAvail = battleAvail[1]
    if defendAvail == [] or attackAvail == []:
        print 'battleOrder() Error: One army has no units.'
        return
    # These are the lists of unit types available for combat, e.g. militia, regulars, commando, light tank, heavy tank.

    # All I really need to check are the best options the defender can field for
    # each of the attacker's units and then take the best from there.

    # Get comparisons for each.
    chances = []
    for unitAttName in attackAvail:
        unitAtt = armyAtt.getUnit(unitAttName)
        sortie = (0,0,0)
        for unitDefName in defendAvail:
            unitDef = armyDef.getUnit(unitDefName)
            advantage = compareAdvantage(unitAtt, unitDef)
            if sortie == (0,0,0) or sortie[2] > advantage:
                sortie = (unitAtt, unitDef, advantage)
        chances.append(sortie)

    # Pick the most favourable combination for the attacker.

    chosenFight = chances[0]
   
    for exchange in chances:
        if exchange[2] > chosenFight[2]:
            chosenFight = exchange

    # And now all you need to do is fight the battle.

    return chosenFight


# Fight a battle consisting of rounds until one side is defeated.

def fightBattle(armyAtt, armyDef):
    print '%s and %s forces engage.\n' % (armyAtt.name, armyDef.name)
    battleAvail = battleAvailLists(armyAtt, armyDef)
    attackAvail = battleAvail[0]
    defendAvail = battleAvail[1]
    if attackAvail == [] or defendAvail == []:
        print "There is no contest here."
        return
    while attackAvail != [] and defendAvail != []:
        winner = fightRound(armyAtt, armyDef)
        battleAvail = battleAvailLists(armyAtt, armyDef)
        attackAvail = battleAvail[0]
        defendAvail = battleAvail[1]
    armyAtt.listForces()
    print ''
    armyDef.listForces()
    print ''
    if attackAvail == [] and defendAvail == []:
        print "Both armies have fought to bitter exhaustion."
        if winner == armyAtt:
            print "The last stroke was won by the attackers.  They slay any wounded defenders."
            armyDef.clearRanks()
        else:
            print "The last stroke was won by the defenders.  They slay any wounded attackers."
            armyAtt.clearRanks()
    elif attackAvail == []:
        print 'The defenders have won out!'
        armyAtt.clearRanks()
    elif defendAvail == []:
        print 'The attackers have crushed all resistance.'
        armyDef.clearRanks()
    return



# Fight a single round of combat.

def fightRound(armyAtt, armyDef):
    chosenFight = battlePick(armyAtt, armyDef)
    unitAtt = chosenFight[0]
    unitDef = chosenFight[1]
   
    attack = unitAtt.offence
    defend = unitDef.defence
   
    attMods = unitAtt.modifiers
    defMods = unitDef.modifiers
    attType = unitAtt.unitType
    defType = unitDef.unitType

    # Apply 'type' modifiers (e.g. 12 vs infantry) to rolls.
   
    for i in attMods:
        if i[0] == defType:
            attack += i[1]
    for j in defMods:
        if j[0] == attType:
            defend += j[1]
           
    attackRoll = roll3D100() + attack
    defendRoll = roll3D100() + defend

    difference = attackRoll - defendRoll

    attName = unitAtt.name
    defName = unitDef.name

    # WOUNDMARGIN is a global variable that affects the range within which scores
    # will wound both units rather than killing one and leaving the other intact.

    if difference <= WOUNDMARGIN and difference >= -WOUNDMARGIN:  # Wound both sides.
        armyAtt.woundUnit(unitAtt.name)
        armyDef.woundUnit(unitDef.name)
        if difference > 0:
            winner = armyAtt
            name1 = armyAtt.name
            name2 = attName
            name3 = armyDef.name
            name4 = defName
            statA = attackRoll
            statB = defendRoll
        if difference <= 0:
            winner = armyDef
            name1 = armyDef.name
            name2 = defName
            name3 = armyAtt.name
            name4 = attName
            statA = defendRoll
            statB = attackRoll
        print 'A %s %s has defeated a %s %s, but sustained heavy damage.  [%s vs %s]' % (name1, name2, name3, name4, statA, statB)
    else:
        if difference > WOUNDMARGIN:     # Kill one side.
            armyDef.killUnit(unitDef.name)
            winner = armyAtt
            name1 = armyAtt.name
            name2 = attName
            name3 = armyDef.name
            name4 = defName
            statA = attackRoll
            statB = defendRoll
        elif difference < -WOUNDMARGIN:
            armyAtt.killUnit(unitAtt.name)
            winner = armyDef
            name1 = armyDef.name
            name2 = defName
            name3 = armyAtt.name
            name4 = attName
            statA = defendRoll
            statB = attackRoll
        print 'A %s %s has utterly destroyed a %s %s!  [%s vs %s]' % (name1, name2, name3, name4, statA, statB)
    print ''
    return winner













def roll3D100():    # Roll 3d100, then divides it by 3.
    roll = 0
    for i in range(0,3):
        roll += random.randint(1,100)
    roll /= 3
    return roll



# Template for a kind of unit, e.g. Regulars, Militia, Light Tanks, Heavy Tanks, Turrets or Bombers.

class Unit():
    name = str
    offence = int
    defence = int
    unitType = str # Important.  Default is infantry, defines what you are weak or strong against.
    modifiers = [] # [('infantry', 12) , ('armour', -20) , ('turret', -5)]  Appliers modifiers to rolls against unit types.
    special = []

    def __init__(self):
        self.name = 'Generic Unit'
        self.offence = 0
        self.defence = 0
        self.unitType = 'infantry'
        return

    def showStats(self):
        print self.name
        print 'Off %s, Def %s' % (self.offence, self.defence)
        print 'Type: %s' % (self.unitType)
        if self.modifiers != []:
            print 'MODS'
            for i in self.modifiers:
                print '%s vs %s' % (i[1], i[0])
        return



# The Unit Library is actually terrible code, but I feel like cheating.  It is
# just a store of all the unit designs created.  This more than anything saves
# me time and lets me just dump a bunch of new units in through the code because
# remembering how to do i/o properly is a pain in the neck.

UNITLIBRARY = []


def searchLibrary(unitName):
    global UNITLIBRARY
    for unit in UNITLIBRARY:
        if unit.name == unitName:
            return unit
    print 'Error:  Not in library.'
    return None

def addToLibrary(unit):
    global UNITLIBRARY
    for item in UNITLIBRARY:
        if item.name == unit.name:
            print 'Error: Item with that name already in Unit Library.'
            return
    UNITLIBRARY.append(unit)
    return

def removeFromLibrary(unitName):
    global UNITLIBRARY
    for unit in UNITLIBRARY:
        if unit.name == unitName:
            UNITLIBRARY.remove(unit)
            return



Regulars = Unit()
Regulars.offence = 21
Regulars.defence = 25
Regulars.name = 'Regulars'
addToLibrary(Regulars)


Tank = Unit()
Tank.name = 'Medium Tank'
Tank.unitType = 'armour'
Tank.offence = 22
Tank.defence = 22
Tank.modifiers = [('infantry',6)]
addToLibrary(Tank)


ArtPlatform = Unit()
ArtPlatform.name = 'Artillery Platform'
ArtPlatform.unitType = 'turret'
ArtPlatform.defence = 16
ArtPlatform.modifiers = [('armour',16)]
addToLibrary(ArtPlatform)


Albia = Army()
Albia.name = 'Albian'
Albia.addUnitDirect(Regulars, 4, 0)
Albia.addUnitDirect(Tank, 3, 0)

Bulmeria = Army()
Bulmeria.name = 'Bulmerian'
Bulmeria.addUnitDirect(Regulars,3,0)
Bulmeria.addUnitDirect(Tank,2,0)
Bulmeria.addUnitDirect(ArtPlatform,1,0)





A few notes.  The first is the variable WOUNDMARGIN at the top.  This is taken from the OP's battle rules which state that a winning unit will be damaged if his victory was less than 20 greater than his opponent's roll.

It is worth noting that the combat system has changed since this rule was established.  I have also chosen to re-interpret that rule as 'if the victory is less than that of the wound margin, both units are injured instead of one being destroyed'.  This makes things a little more interesting in that the winning side gets to keep all its cripplingly wounded units at the end of the battle, whilst the loser's wounded units are all destroyed.

This system makes it possible for both sides to end on a stalemate with the battle ending, Somme-like, out of exhaustion.  My provision for this was to award victory in that situation to whoever won the last of the rounds of combat in that battle.  The survivors basically just wander around the battlefield executing enemy wounded and cleaning up.  There is a very slight bias towards the defender in determining the winner of a close round of combat (as in a 2.5% slant in their favour at best).

I am not sure exactly how balanced WOUNDMARGIN is at 20 currently.  I was worried it was too high, but I just did a bunch of tank battles (completely even attack/defend odds) and there were rather less 'mutual wounding' scenarios than I expected so we can probably leave it as is for the moment.


Here is a mock battle between the dastardly forces of Albia and Bulmeria:

Code: (For Albia!) [Select]
Albian Forces
Regulars: 4 Intact, 0 Damaged
Medium Tank: 3 Intact, 0 Damaged

Bulmerian Forces
Regulars: 3 Intact, 0 Damaged
Medium Tank: 2 Intact, 0 Damaged
Artillery Platform: 1 Intact, 0 Damaged


Albian and Bulmerian forces engage.

A Albian Regulars has utterly destroyed a Bulmerian Medium Tank!  [80 vs 59]

A Bulmerian Medium Tank has utterly destroyed a Albian Regulars!  [83 vs 48]

A Albian Regulars has defeated a Bulmerian Medium Tank, but sustained heavy damage.  [97 vs 80]

A Bulmerian Regulars has utterly destroyed a Albian Regulars!  [88 vs 60]

A Bulmerian Regulars has defeated a Albian Regulars, but sustained heavy damage.  [79 vs 75]

A Bulmerian Artillery Platform has utterly destroyed a Albian Medium Tank!  [77 vs 48]

A Bulmerian Artillery Platform has utterly destroyed a Albian Medium Tank!  [73 vs 52]

A Albian Medium Tank has defeated a Bulmerian Artillery Platform, but sustained heavy damage.  [77 vs 64]

Albian Forces
Regulars: 0 Intact, 2 Damaged
Medium Tank: 0 Intact, 1 Damaged

Bulmerian Forces
Regulars: 2 Intact, 1 Damaged
Medium Tank: 0 Intact, 1 Damaged
Artillery Platform: 0 Intact, 1 Damaged

The defenders have won out!

On a win, all the loser's units in the battlespace are destroyed.  Only winners get to keep the wounded.


I'll update this more as we go on (i.e. try and make it user friendly!), and probably more once the Tech unit listings are through so I can fill in the gaps in the Unit Library.  But essentially this has been put together to try and make your life a little easier, Sheb.  It should cut down significantly on the amount of time spent trying to run battles.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Johnfalcon99977

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Re: Countries @ War: Turn 26: Did it! (USEC, when do you update yours?)
« Reply #1012 on: January 30, 2011, 10:46:36 am »

-Lots of friken code-

I like this system, it will undoughtly make things simplier.

I would like to see a copy pf the finished model when its done, if you will.
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Iituem

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Re: Countries @ War: Turn 26: Did it! (USEC, when do you update yours?)
« Reply #1013 on: January 30, 2011, 11:24:23 am »

It doesn't actually make anything simpler at all, as such.  This is the same system Sheb's been using to calculate all the battles (bar said wounding modification, because I was unclear on the rules).  The main difference this makes is that instead of looking at the units on both sides of the fight, picking out which unit to field against the other and then rolling 3d100 a whole bunch of times he now has to add the unit numbers to each army, then type in a command and it does it all for him.

Really, this only saves about 20 seconds per battle.  But when you consider how much he has to do...
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

RAM

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Re: Countries @ War: Turn 26: Did it! (USEC, when do you update yours?)
« Reply #1014 on: January 30, 2011, 06:20:45 pm »

Something that keeps track of unit locations would probably also be valuable. It would need a create command, a destroy command, and a move command. Aside from that it would probably suffice to identify locations by name alone, providing a map would probably be needless. You would want it to be able to display a list of all countries by owner, all units by owner, it would need to detect if multiple owners had units in the same country. You would want it to change owner of a country if all units of the previous owner were destroyed and the new owner still had units. Hmmmm, recording and calculating income would also be handy...
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Iituem

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Re: Countries @ War: Turn 26: Did it! (USEC, when do you update yours?)
« Reply #1015 on: January 30, 2011, 08:52:55 pm »

Well I mean, yeah, I can probably expand this to a more complete rendering of the game if I have to.  This was mostly aimed at being a labour-saving device rather than a full simulator, though.  =D  If I do, won't be up for a few days at least - performances all this week so I'm busied up.  =/
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Phantom

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Re: Countries @ War: Turn 26: Did it! (USEC, when do you update yours?)
« Reply #1016 on: January 30, 2011, 08:54:31 pm »

...
If you somehow turn this into a game that sells millions of copies world wide, I think I'm gonna have to kill you for the money.
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Iituem

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Re: Countries @ War: Turn 26: Did it! (USEC, when do you update yours?)
« Reply #1017 on: January 30, 2011, 09:02:38 pm »

...
If you somehow turn this into a game that sells millions of copies world wide, I think I'm gonna have to kill you for the money.

Quite apart from the fact that I'm not a programmer (in any serious language), Sid Meier beat me on that front decades ago.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Phantom

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Re: Countries @ War: Turn 26: Did it! (USEC, when do you update yours?)
« Reply #1018 on: January 30, 2011, 09:04:16 pm »

I don't think he designed a game with Laser Tanks with Cyborg Laser Fanatics.


And I don't think he designed a game where you could start as Haiti or something and fight the world.


Or a game where Egypt tries to make a Gun on the Moon along with trying to create goddamn clone monstrosities.

EDIT: One, final, turn, edit...
« Last Edit: January 30, 2011, 09:35:37 pm by Phantom »
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Johnfalcon99977

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Re: Countries @ War: Turn 26: Did it! (USEC, when do you update yours?)
« Reply #1019 on: February 01, 2011, 07:57:27 pm »

I don't think he designed a game with Laser Tanks with Cyborg Laser Fanatics.


And I don't think he designed a game where you could start as Haiti or something and fight the world.


Or a game where Egypt tries to make a Gun on the Moon along with trying to create goddamn clone monstrosities.

EDIT: One, final, turn, edit...

Or where rome comes back from the dead to reack havoc on the living?

(If it even lives (Bad pun) long enough to do that)
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