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Topic:   Military Model IV Format for Better Printing
Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted April 03, 2001 12:34   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
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On Training/Experience:

Right now econ only handles building of a unit with some predetermined amount of training. In the future we plan to have
1. stockpiling of weapons (and trading of weapons as such)
2. demobilizing of troops (weapons kept maintained, optional training too)
3. purchasing of training for already-built units
I think small modifications of these can allow the player to do virtually anything they want.

Since I think we need to have separate training costs supported anyway, my best guess is that we should build new units at the "stick weapon in guys hands" level. Then you can optionally train them or not. So by that definition the current econ code has too much services cost in the build...
So the player will have 1. Build Legion, 2. train legion (perhaps done automatically unless overridden), 3. optionally invest in more than the usual training.

As to pay, that will have motivational effects, and perhaps quality effects (recruiting better people). But I haven't thought much along these lines, so comments are welcome.

Does what I've said seem adequate for now? If not, let me know where you want things more refined.

Morale/Orders:

I just want to say that giving demoralized or unmotivated troops a "fight to death" order will not have Any significant effect, so that needs to be included in any model changes.

Mercs: Yes we'll have them, and they have been discussed from time to time. Try searching on "mercenaries" maybe. Agree with Paul's basic take on it.

Experience/Training:

The outline you guys are working on sounds good!

Keeping distance sounds reasonable also... I basically support Laurent's statements about naval aspects of keeping distance in combat.

Krenske
Settler

b.02-15-99
posted April 03, 2001 21:52   Click Here to See the Profile for KrenskeClick Here to Email Krenske  send a private message to Krenske
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Richard
On Ancient Naval combat. You are quite correct most fights were indeed boarding actions up to the Elizabethan period. The armada battles lasted for a huge period of time compared to previous naval battles due to the unprecedented refusal of the english to close to contact.

How could this be handled???? We have a assault value for naval vessels that can be used but I think it could be used in different ways. You could order your task force to go for the capture or the sinking, The default being the capture until a certain tech application like advanced wooden hull form (allowing Mass gun ports). At this point we swap to a default of sink for naval task forces. A force ordered to sink the enemy that finishes off the enemy at assault ranges will 70% of the time sink the enemy, Due to putting ruddy huge holes in the sides of them. A force ordered to capture would have a 70% capture rate for ships finished off at assault range. Note some ancient navies did not have the necessary manpower to support additional captured vessels and so they set out to sink the opposition.
Also certain weapon types on board could alter these percentages somewhat. If a ship uses Greek Fire then the capture chance should be halved, If the ship has castle construction then the capture has a better chance. As well at time of construction a ship could have a additional marine contingent added for extra assault firepower in capture mode for a cost. How do these ideas sound??

At present though we are looking mainly at land combat.


Historical abbarition question. How do we cater for well advanced tech features in minor powers that appear and then vanish for 500 or so years. I am thinking of Greek Fire, Korean Iron clads, Archimedian (??) solar reflector arrays, etc. I am sure there are more but they do seem to fall outside of the standard tech system but have had some large effects on world history. IE, The Japanese lost so badly to the Koreans it put a 200 year freeze on their expansion during a time of chinese weakness. Maybe occasionally a minor power should just get a massive advantage for 20 or 30 years or something ??????

Krenske
Settler

b.02-15-99
posted April 03, 2001 22:18   Click Here to See the Profile for KrenskeClick Here to Email Krenske  send a private message to Krenske
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Mark,
Yes that would be the way to handle the training build all units raw and assign money and time to training right then. Maybe initial, on construction, training could be half cost for the first N points based on tech advances in military theory and improvements. (A barracks allows you to train cheaply for 4 points, a Training centre allows 8, a simulator tech allows 12 and a virtual reality system allows 16 or something.)

As to low morale/demoralised troops receiving stand and die orders they can work if you are willing to be sufficiently ruthless. Ie. The commissars are only 100m behind you and have already shot sergi, petr and ivan for doubting you can stop the yankees/germans/french/poles/swedes. The mongols also used chinese assault troops to take chinese cities, how did they guarantee these low morale troops would do the job? They brought their families along behind and simply executed some and said the rest will die unless you take that city, repeat with the new cities population. This is a major reason for the 20% population drop in china over the decade long mongol invasion. Of course international diplomacy and civilian morale should suffer in these situations.

Of course a civilised leader would not use these techniques but could still issue the orders. A 50% bonus to something small is just 50% bigger than small so it will probably have a lower effect then giving the same order to a force with huge morale.

Radical idea, Governemnts with fanatical tendancies could buy morale in a similar way to training through indoctrination techniques etc. A complete fanatical society could buy massive morale over time where as other societies would not start with high morale but their forces could gain morale through wins etc.

Richard Bruns
King
NC, USA
Nov 1999
posted April 03, 2001 22:52   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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In the tech system, small states are certainly competitive, and tech loss is a possibility. So some of that may already be in teh system. After testing, we'll tweak it to add details like that if needed.

For the naval battle, can we just treat it like any other battle, involving all the troops on the ships. The ships themselves would classified as artillery. If the 'artillery barage' does enough damage at long range, some ships will sink. (This artillery phase would also include ramming, etc.) Then after that it switches to close range, like a normal battle, the land troops present will slug it out. So you can go for an artillery based navy like the Greeks or a troop based navy like the Romans.

LDiCesare
Chieftain
La Ferté sous Jouarre France
Jan 2001
posted April 04, 2001 03:45   Click Here to See the Profile for LDiCesareClick Here to Email LDiCesare  send a private message to LDiCesare
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Mark, a suggestion on training costs. I agree that default training is 0.
It would be nice though to have an option in the UI for the player to specify basic training for units (want level 1 - 5). This would add to the services cost, the troops would then come out fast with the appropriate training level so you don't have to train them all by hand. I think I can put the necessary stuff in mil model code this sunday.
Also, from a user interface point of view, we could have a "initial training" slot in some panel, (and later a "train units in cities up to level X" slot in the same panel).
I think it would be good to limit the training based on existing facilities(barracks...). I don't know how this can be modelled.

Paul, a remark on experience: I currently compute experience at the element level, thus the effect of big losses will be taken into account: When the unit is filled with new elements to replace losses, you have an overall experience decrease. e.g. A unit of 10 elts loses 6, the other 4 manage to survive undamaged. They have reached individually experience level 2. The unit when replenished will have an experience of 0.8.

Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted April 04, 2001 07:56   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
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Paul: I agree about 'buying' morale, and having this be cheaper if suitable techniques or ideologies are available. I don't think this would be too tough to handle.

Laurent: Yes we'll definitely have default training available. And things like training depending on cost-effectiveness can be easily handled using a return-on-investment parameter just like much of the econ stuff uses. Essentially where training is cheaper per unit (due to training infra) more training will be done. The thing that will require a little extra effort is the idea of rotating troops thru the training facilities. But we can sure do something reasonable, if not optimal, on that front too.

Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted April 04, 2001 19:27   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
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Laurent, there's a thing we need to discuss about the TF Movement code:

TF move orders shouldn't actually move the TF... but they should move it in graphics so the player can see what has moved. Do you have a way in mind to handle this? I think something like moving the TF to "targetSquare" in graphics with an arrow that starts at "currentSquare" or whatever would look good and give the player enough info. Sorry I didn't bring this up sooner, but I forgot it was an unresolved issue.

Krenske
Settler

b.02-15-99
posted April 04, 2001 23:20   Click Here to See the Profile for KrenskeClick Here to Email Krenske  send a private message to Krenske
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Laurent,
So the experience is used as an average of the elements experience within a unit. This may as well be called and worked out as unit based experience. All we need to do is at the time of determining the new rating we just apply a system of breaking down the current strength of the unit and determining average experience each time. We then factor in the new elements and refigure the unit average.
LDiCesare
Chieftain
La Ferté sous Jouarre France
Jan 2001
posted April 05, 2001 10:27   Click Here to See the Profile for LDiCesareClick Here to Email LDiCesare  send a private message to LDiCesare
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quote:

Originally posted by Mark_Everson on 04-04-2001 07:27 PM
Laurent, there's a thing we need to discuss about the TF Movement code:

TF move orders shouldn't actually move the TF... but they should move it in graphics so the player can see what has moved. Do you have a way in mind to handle this? I think something like moving the TF to "targetSquare" in graphics with an arrow that starts at "currentSquare" or whatever would look good and give the player enough info. Sorry I didn't bring this up sooner, but I forgot it was an unresolved issue.

Currently, orders and move are implemented this way:
Unit receives an order to do something in square x (attack, garrison,...).
A MovementManager manages ticks in the turn (probably we have one tick in a turn until we get all tested). Each army then moves to its target square if it is not already there, and complains if it is too far (but goes there anyway for the moment).
I could call army.notifyObservers("NewOrder") when a new order is received. The UI could observe its TFs and then ask them where they want to go and paint them there although they didn't move yet. (Must be methods like getCurrentOrder().getTargetSquare() to do that).

Now when we get a path algorithm and units move by themselves rather than teleport, what will happen?
(New turn) Player can move whatever they like, the above visual applies with a perk like getCurrentOrder(). getSquareYouWillHaveReachedAtEndOfTurn()) (I'll find a better method name when I code it).
(End turn). Actual move resolves. The unit may just run into another one before completion of the move. That means it may fight in a square between the one it started the turn in and the one it was depicted in. Could this happen? It would be somewhat startling, I'm afraid:
e.g.
Squares 0,0 to 4,4. Army 1 in 0,0 could normally go to 0,4. Player says so, it appears in 0,4. Moves are resolved. Unfortunately, Army2 went from 2,2 to 2,0. When it reaches 2,0, it meets Army 1 on its way. A fight happens there, and army1 is so exhausted that it stays there at the end of the turn. How do we handle/avoid that?

Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted April 05, 2001 11:32   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
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Laurent, I'm in agreement pretty much with all you say in the top. When can I have it ?

quote:

Now when we get a path algorithm and units move by themselves rather than teleport, what will happen?
(New turn) Player can move whatever they like, the above visual applies with a perk like getCurrentOrder(). getSquareYouWillHaveReachedAtEndOfTurn()) (I'll find a better method name when I code it).
(End turn). Actual move resolves. The unit may just run into another one before completion of the move. That means it may fight in a square between the one it started the turn in and the one it was depicted in. Could this happen? It would be somewhat startling, I'm afraid...

That's not a bug its a Feature . First of all, we have thought of this and discussed it before you came to the project. The land forces combat movement rates are set up so that in a turn you can only go about 2 squares, meaning your plans can only be dirupted a certain amount without a chance to react. (200km per month is about all that can be managed for a combat advance except for extreme cases in the real world.)

But unexpected collisions Can Happen. A good plan should not fall apart because of a lack of complete predictability. This is a problem real generals face that is completely ignored in civ2 and other games. The surgical precision will be gone from combat, and I for one think it will be great... I guess think about it a bit, and see if it Really bothers you. We will test it out soon, and of course if it turns out to be not fun, then we'll abort to a different plan.

LDiCesare
Chieftain
La Ferté sous Jouarre France
Jan 2001
posted April 05, 2001 15:16   Click Here to See the Profile for LDiCesareClick Here to Email LDiCesare  send a private message to LDiCesare
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I know unexpected collisions can happen, and I am comfortable with the idea (I did read the discussions). My question is just about the user interface feed-back. Will not seeing your army "step back" be disturbing? That was the question. We can just wait and see what testers will say.
Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted April 05, 2001 16:11   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
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Sorry, didn't mean to question your familiarity with the topic. I think player will see whatever the TF bumped into there also (or that a battle happened and we won) and so any jarring effect should be very fleeting.

On a related topic, I also think if there's enough time we should play out the ticks while the turn is being cranked etc over about 5 sec or so. (Somebody suggested it, may even have been you...) I think this will be both entertaining, and help to replace some of the adrenaline rush lost in not seeing immediate results of one's attack.

LDiCesare
Chieftain
La Ferté sous Jouarre France
Jan 2001
posted April 15, 2001 09:28   Click Here to See the Profile for LDiCesareClick Here to Email LDiCesare  send a private message to LDiCesare
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Here is an xml example of the currently existing units and elements. Its about 110 lines long.
I show it without any extra explanations so that you all see whether you manage to understand it or not.
The main issues I have, along with some explanations, are listed after the xml.

<Root>
<Element>
Warrior null 20 20 2.5
<Attribute name ="Distance" value ="5"/>
<Attribute name ="Armor" value ="2"/>
<Attribute name ="Health" value ="1"/>
<Attribute name ="Morale" value ="8"/>
<Attribute name ="Mobility" value ="4"/>
<Attribute name ="Order" value ="Attack"/>
<Attribute name ="Order" value ="Garrison"/>
<Cost>0 6 1 0.03 1</Cost>
</Element>

<Element>
HeavySpear Warrior 75 20
<Attribute name ="Distance" value ="0"/>
<Attribute name ="Mobility" value ="2"/>
<Attribute name ="Morale" value ="10"/>
<Cost>0 24 1 0.03 4</Cost>
</Element>

<Element>
LightSpear HeavySpear 70
<Attribute name ="Mobility" value ="3"/>
<Attribute name ="Armor" value ="1"/>
<Cost>0 18 1 0.03 3</Cost>
</Element>

<Element>
Skirmisher Warrior 25 30 3.5
<Attribute name ="Mobility" value ="5"/>
<Attribute name ="Distance" value ="30"/>
<Attribute name ="Armor" value ="1"/>
<Attribute name ="Order" value ="Skirmish"/>
<Cost>0 12 1 0.03 2</Cost>
</Element>

<Element>
Charger Warrior 80 20 3.5
<Attribute name ="Distance" value ="20"/>
<Attribute name ="Mobility" value ="6"/>
<Attribute name ="Morale" value ="11"/>
<Cost>4 20 1 0.03 5</Cost>
</Element>

<Element>
CavalrySkirmisher Skirmisher 40 40 5
<Attribute name ="Mobility" value ="7"/>
<Attribute name ="Distance" value ="20"/>
<Attribute name ="Morale" value ="9"/>
<Cost>3 15 1 0.03 4</Cost>
</Element>

<Element>
Trireme
<Attribute name ="Attack" value ="10"/>
<Attribute name ="Defense" value ="10"/>
<Attribute name ="Movement" value ="4"/>
<Attribute name ="Mobility" value ="4"/>
<Attribute name ="Armor" value ="1"/>
<Attribute name ="Health" value ="1"/>
<Attribute name ="Morale" value ="9"/>
<Attribute name ="Ground" value ="false"/>
<Attribute name ="Sea" value ="true"/>
<Attribute name ="BoardSpace" value ="1"/>
<Attribute name ="Orders" value ="Attack"/>
<Attribute name ="Orders" value ="Garrison"/>
<Cost>0 24 1 0.03 4</Cost>
</Element>

<Element>
Chariot Charger 100 30 5
<Attribute name ="Distance" value ="40"/>
<Attribute name ="Armor" value ="1"/>
<Cost>5 25 1 0.03 5.5</Cost>
</Element>

<Element>
Archer Warrior 10
<Attribute name ="Distance" value ="30"/>
<Attribute name ="Armor" value ="1"/>
<Attribute name ="Morale" value ="9"/>
<Attribute name ="Order" value ="Support"/>
<!-- Could raise decay to more than 0.03 since need lots of training ? -->
<Cost>0 12 1 0.03 2.5</Cost>
</Element>

<Element>
Catapult Archer 5 10
<Attribute name ="Mobility" value ="1"/>
<Attribute name ="Distance" value ="90"/>
<Attribute name ="Morale" value ="7"/>
<Cost>0 35 1 0.03 4</Cost>
</Element>

<Unit> WarriorBand Warrior 9 Skirmisher 1 </Unit>

<Unit> Phalanx HeavySpear 5 LightSpear 3 Skirmisher 2 </Unit>

<Unit name = "Light Cavalry"> Charger 3 CavalrySkirmisher 6 </Unit>

<Unit> Horde Warrior 8 CavalrySkirmisher 2 </Unit>

<Unit> Trireme Trireme 10 </Unit>

<Unit> Catapult Catapult 1O </Unit>

<Unit> Archers Archer 8 Skirmisher 2 </Unit>

<Unit> Chariots Chariot 10 </Unit>

</Root>

Explanations:
Units should be straightforward: name, name of element and number. You can put the name in the unit tag if it contains whitespaces.
Elements have a name, prototype (all attributes are valuated to those of the prototype unless overridden - this allows saving around 150 lines in the above example), then attack defense, movement, and a bunch of attributes which should explain themselves.
Cost is the cost of the element. Values are food, production and services, decay rate and last cost of services to increase training by 1.
Root is pretty useless but without it I have a parse error (malformed xml stuff or something) so I put a wrapping tag.

Current code status:
I use a parser (xerces/sax) which interprets correctly the units and a small part of the elements (name, attack, defense, movement). I haven't implemented the attributes tags and cost tag yet but that should be easy.

Issues:

Attack/Defense/Movement:
If you look at the trireme element example, you can see I put attack, defense and movement as attributes. I think this makes it easier to understand the file.
Do you think it should always be that way or should I use the figures following name prototype for other values (attack defense armor for instance)? Otherwise put, do you prefer the trireme or the warrior declaration?

Orders:
By default the only order allowed to elements is sentry. I could probably add garrison. Settlers/Diplomats/Caravans/Software programmer units wouldn't attack so I didn't put attack as a default. Is it better to have a list of orders (one per tag) or one tag with the whole list?

Values:
You can look at the values I put in, (Paul in particular) and see if they make sense. I copied most from the values found above in this thread, but the last elements I made up.

Other tags:
I plan to add other tags, in particular Civ, in order to restrict some civs (e.g. barbarians) from having units, and to allow civs to change their unit values (name in particular).
An attribute for the image associated to the unit could be good here too (the name of the bitmap for instance).

File location:
We should start thinking about where will these resource files go. I suppose Clash will be installed in its own directory, but we must name and share a subdirectory and filenames for the text/xml resource files.

Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted April 15, 2001 14:04   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
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Hi Laurent:

I prefer the Trireme-style specs, and think order names should be all in one tag. But I am not radically in favor of either alternative in both cases...

Gary Thomas
Chieftain
New Zealand
Mar 2001
posted April 15, 2001 16:40   Click Here to See the Profile for Gary ThomasClick Here to Email Gary Thomas  send a private message to Gary Thomas
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I just saw this thread, My XML format is different, so:

For the example

quote:


<Element>
Warrior null 20 20 2.5
<Attribute name ="Distance" value ="5"/>
<Attribute name ="Armor" value ="2"/>
<Attribute name ="Health" value ="1"/>
<Attribute name ="Morale" value ="8"/>
<Attribute name ="Mobility" value ="4"/>
<Attribute name ="Order" value ="Attack"/>
<Attribute name ="Order" value ="Garrison"/>
<Cost>0 6 1 0.03 1</Cost>
</Element>

my version is (assuming "Element" doesn't mean XML element, but means military element):

code:

<element>
<name>Warrior</name>
<description>basic low level (unimproved) fighter</description>
I would add the above line, too
... don't know what these are: null 20 20 2.5 should be explicitly listed
<distance>5</distance>
<armor>2</armor> armour?
<health>1</health>
<morale>8</morale>
<mobility>4</mobility>
<order>attack</order>
<order>garrison</order>
<cost>0 6 1 0.03 1</cost> should be split up explicitly,
if they are different resources, it is probably sufficient
to name the rsources "cost" being implicit
alternatively (and preferred, for reasons to do with the way XML
is developing):
<cost>
<type 1>0</type 1>
<type 2>6</type 1>
<type 3>1</type 1>
<type 4>0.03</type 1>
<type 5>1</type 1>
</cost>
</element>

This format is usually shorter than the equivalent attribute system. It is certainly much simpler.

Use of lower case tags avoids people having to wonder what the capitalization pattern is, or indeed, whether capitalization is used.

Everything should be explicit, otherwise some future coder is going to be uncertain about the order of values: is it "0 6 1 0.03 1" or "0 6 0.03 1 1"? I have spent too many hundreds of hours puzzling over just this sort of thing to relish it.

Defaults are easily incorporated by including as aan XML element.

Using attributes gets into a much trickier aspect of SAX (though, of course it can be done) without any evident advantage. And, generally, it is harder to remember the XML format for attributes than the above simple form.

I also feel that indenting is important, and have incorporated it in my code, so any output XML will be properly indented.

Please understand I am not being critical, just trying to be helpful, and maybe avoid problems down the line.

Laurent: the code I sent you assumes this format. I do have a version that copes with attributes, but I don't really recommend it.

Cheers

[This message has been edited by Gary Thomas (edited April 15, 2001).]
[This message has been edited by Gary Thomas (edited April 15, 2001).]

Gary Thomas
Chieftain
New Zealand
Mar 2001
posted April 15, 2001 16:52   Click Here to See the Profile for Gary ThomasClick Here to Email Gary Thomas  send a private message to Gary Thomas
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Editing XML stuff is no fun, so here is a correction to my last post (rather than editing it and losing all the < and >)

quote:


Defaults are easily incorporated by including as aan XML element.

should be:

Defaults are easily incorporated by including as a <default> XML element.

Cheers

[This message has been edited by Gary Thomas (edited April 15, 2001).]

LDiCesare
Chieftain
La Ferté sous Jouarre France
Jan 2001
posted April 15, 2001 17:43   Click Here to See the Profile for LDiCesareClick Here to Email LDiCesare  send a private message to LDiCesare
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Thanks for the comments.
I'll do something like what Gary proposes, with a list for orders, so warrior would be:
<Element>
<Name>Warrior</Name>
<Default>null</Default>
<Attack>20</Attack>
<Defense>20</Defense>
<Movement>2.5</Movement>
<Distance>5</Distance>
<Armor>2</Armor>
<Health>1</Health>
<Morale>8</Morale>
<Mobility>4</Mobility>
<Order>Attack,Garrison</Order>
<Cost>
<Food>0</Food>
<Production>6</Production>
<Services>1</Services>
<Decay>0.03</Decay>
<Training>1</Training>
</Cost>
</Element>
(Here default is clearly useless)
As for case, I prefer to have an initial in upper case but that can be a problem. I'd like to make tags case insensitive but I think it costs a lot in lookup of interesting tags unless I implement a case-insensitive hashtable for strings.
Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted April 16, 2001 11:58   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
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Hi guys:

We need to think about what info about battles the player will typically want to see for demo 5. What limited set of information would be most useful? Currently Laurent has a detailed diagonstic output to a file. That will only work for people running the demo as an application afaik.

I think we need to see at a minimum:

Force composition at beginning, and end.

Who won each of the phases, and by how much.

Who was left in posession of the field.

I'm sure there's more, but this is just meant to get the topic rolling. For a start we could just stick the info in a text window that the player can look at if desired, and ignore if not .

LDiCesare
Chieftain
La Ferté sous Jouarre France
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quote:

Originally posted by Mark_Everson on 04-16-2001 11:58 AM
Currently Laurent has a detailed diagonstic output to a file. That will only work for people running the demo as an application afaik.

Actually, I use an observer pattern so any UI can be put on top of that. I just spat output into a file because it's the easiest thing to browse when you want to scan the output of 1000 fights of 10 units.

I think I can provide 2 levels of detail: the detailed output and a minimal output, which could both be observed (detailed probably only for debugging the model, minimal for useful information).

On "minimal" output:
I can list starting units with total health and final units with their health. I don't think we want element stats to be displayed. I also can say who won (keep control of the square).

BTW I realiwe I don't have geared anything to decide who controls a square. How do you decide a square becomes yours (by military means)? It'd be a different order from "move".

Gary Thomas
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posted April 16, 2001 17:46   Click Here to See the Profile for Gary ThomasClick Here to Email Gary Thomas  send a private message to Gary Thomas
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quote:


As for case, I prefer to have an initial in upper case but that can be a problem. I'd like to make tags case insensitive but I think it costs a lot in lookup of interesting tags unless I implement a case-insensitive hashtable for strings.

There are a number of arguments for lower case tags, none overwhelmingly convincing, but they have a cumulative effect:

1. Most tags are ordinary words, and people don't write (at least they don't in English): "What is your Name?"

2. Capitalized tags give messy appearance to the XML. Compare: <Name>Warrior</Name> with <name>Warrior</name>

3. Reserving the capitals for the important data (in this case Warrior) makes the substantive data stand out, with the importance it deserves.

4. There are possible confusions about how to capitalize some tags, <startlevel> for example.

5. This is a rather subtle point. There are two distinct approaches to XML. Some implementations deliberately incorporate data into the tags. One case I know of is in the book industry, where all the publishers that the firm deals with are tags, so <OReilly>, <SAMS>. The reason for this is that it prevents a new or mis-spelled publisher from creeping into the system. This is prefectly valid, and, since these tags are effectively data, rather than field flags, they should be capitalized as required. Again, lower case tags indicate the effective status of the other tags.

Cheers

[This message has been edited by Gary Thomas (edited April 16, 2001).]

Mark_Everson
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quote:

Originally posted by LDiCesare on 04-16-2001 04:31 PM
BTW I realiwe I don't have geared anything to decide who controls a square. How do you decide a square becomes yours (by military means)? It'd be a different order from "move".

This can be complicated. But for now I think we can use this simple rule:

I control a square if I did the last turn,
Unless there are enemy troops in that square that are unopposed,
in which case control passes to the enemy.

Does this sound reasonable? Its what I used in demo 4.

In reality, in a 'final' model, before the modern age especially, territory can change hands in big chunks if the local army is beaten. Its not necessary to militarily occupy all the squares... Also if you leave a square, if the people don't like you they may try to seize back local control, or join back with whomever they were a part of before you took over. Hopefully when we get the Riots model going we'll see that behavior exhibited properly.

Mark_Everson
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Laurent:

One thing I want to set up soon is to have the player be able to move an army or armies into a square with a defender in it, and hit 'f' (for fight) and have the fight run. I think you are most of the way there, if not there already. I just wanted to let you know that's what I'm hoping to do. I haven't looked at the code yet... but it seems I can just use EncounterManager. The only thing I'm worried about is giving the player's forces the correct orders. Would it be sensible to give every moving TF 'attack' orders for now? (since we don't yet have a gui set up for orders?) And the player could also set this 'odds to attack' number like I had in d4. I think you said you implemented that, but I forgot where it is... Alternatively we could just let the player set TF orders using keypresses if you can think of a simple way to do it. What do you think?

Lord God Jinnai
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quote:

Originally posted by Mark_Everson on 04-23-2001 03:05 PM
This can be complicated. But for now I think we can use this simple rule:

I control a square if I did the last turn,
Unless there are enemy troops in that square that are unopposed,
in which case control passes to the enemy.

Does this sound reasonable? Its what I used in demo 4.


I think i tried posting this before, but this is only good if the player wants to take 1 square per turn and not try and move his units in 3-4 or whatnot if he can.

LDiCesare
Chieftain
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Mark, the best way is to give Attack orders to all armies. If you don't want them to attack if there are enemies there, you can use Garrison but usually Attack will do it.
The chance to engage I put in and I removes because it didn't fit with Paul's model (until you have scouted the opponent, you cannot know whether or not to flee). I have put it back at home but can't mail it now due to mail problems . You'll get it soon. I use the number of attacks that are given by Krenske's model to compute the ratio, and give 50%chance of managing flight for the attackers, 100% for the defenders. It'd be better if it used the output of the manoeuvre phase. It seems to work correctly (better than comparing att strength/defense strength). It also has the slight good side effect of not taking into account the experience or training of opposing armies, which you won't know until you engage them.
I think the only order you can change the values of is Attack order, which starts at 1.6. Garrison starts at 2.0 for not fleeing, sentry at 1.5. If you need APIs to change any of them, ask.

LGJ, I did it the way Mark explains. I can take control of squares you go through but that can give weird results I think, like if civ1 crosses a square and then civ2, the square will change in one turn from civ0 to civ1 to civ2... Squares with railroads would tend to change owner a lot.
[This message has been edited by LDiCesare (edited May 01, 2001).]

Mark_Everson
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Hi Laurent:

Actually I was hoping to have you implement this with some background info on where things are that I will send you soon. I have to go out of town this weekend, and won't have time to do much before then, so I'm going to be useless for about a week...

I have sent you the info by email, and if you can do this, great! If not, I'll do it in a week or so.

I'll respond to the other issues posted above when I get a chance...



[This message has been edited by Mark_Everson (edited May 01, 2001).]

Mark_Everson
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I definitely think we will need 'odds ratio' numbers for both garrison and sentry troops. In fact for most orders... But I think the priority on getting that going isn't really high.

On the general implementation of the odds stuff and whether a side wants to fight a battle, or not, your take sounds as good as any at this stage. Eventually we will need to refine these things, but I don't think we need to do that soon, since a lot of the factors involved won't be in the game for a bit.

LDiCesare
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I've sent Gary some code that will lead to this user interface for attacking/moving:
Just move there with the keys. If there is someone, fight occurs. I think it's better than hittinf F because:
1) it is easier to code ( )
2) mainly, you hit one key less
3) it strikes me as abnormal that you could send troops to a place guarded by a hundred warriors and none spot you (and fight) unless you attack them.
Of course, 3 should be tempered by diplomacy but the code could remain the same from the UI point of view. The EncounterManager class could decide to launch a fight or not based on some diplomatic relations between the armies that meet (currently they fight if their civs are different, which is already a check).
Mark_Everson
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Thanks! I'll check it out when I get a chance. My only reservation with the way you did it, is that it mandates forming everyone into one big TF first. There is no way to move in attackers from both north and south given the way you're handling it. At least as I read your description.

My 'F' was intended to be Just for d5. As you say in the long run we need something that considers diplomatic status and TF orders. And of course the tick on which the armies get there to determine whether they'd meet at all.

LDiCesare
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Yes, it'd be nice to attack from 2 squares.
How would you see that from a UI point of view, though?
To me the easiest is to have all armies move around, then a finish moving button, and here we go 10 fights in a row. That means you have to be careful in case a fight turns out badly since you cannot re-attack in the same turn. Is that acceptable? Is there a dusty thread where the UI of the player turn sequence was discussed (I have no access to the search button right now )?
It may be what you intended from the beginning, but I read the F as one fight.
So this sums up to:
Do you want to be able to fight and then move in the same turn, in which case you'd hit "fight" 3 or 4 times in a turn before being done, or do you want to say "done moving" and let war happen a little everywhere?
[This message has been edited by LDiCesare (edited May 09, 2001).]
Mark_Everson
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quote:

Originally posted by LDiCesare on 05-09-2001 09:26 AM
Yes, it'd be nice to attack from 2 squares.
How would you see that from a UI point of view, though?

My thought was to use arrows. At the beginning of the turn there are just TFs on the map. When I move a TF the TF icon moves, but it leaves a light arrow showing where it started, and each step (square) on its plotted move. I think we need something like this at least as an option to remind the player that they are Planning moves, but the moves may never even happen due to circumstances like the army was attacked on route. So if such arrows are used you can show a multi-square attack simply.

quote:


To me the easiest is to have all armies move around, then a finish moving button, and here we go 10 fights in a row. That means you have to be careful in case a fight turns out badly since you cannot re-attack in the same turn. Is that acceptable?

Yes that is the basic plan. However reinforcements could show up in later ticks to reivigorate a previously losing fight.

quote:

Is there a dusty thread where the UI of the player turn sequence was discussed (I have no access to the search button right now )?
It may be what you intended from the beginning, but I read the F as one fight.

thread with UI... no, I don't recall one, we never got that far. Yes I meant the F as one fight, but just for d5. That's because it is not a real game yet. Just a 'fight tester' on the military side. I'll check out what you did when I get the chance. Its probably good enough.

quote:


So this sums up to:
Do you want to be able to fight and then move in the same turn, in which case you'd hit "fight" 3 or 4 times in a turn before being done, or do you want to say "done moving" and let war happen a little everywhere?

I had meant the former, but the latter is fine if that's the way you did it because that is the way it will really be in the future anyway!

LDiCesare
Chieftain
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The code I sent Gary fights a la civ, which means when you enter a square, fight occurs, with the drawbacks you gave. For testing, it should be enough I believe, though you might have 2 armies remaining in the same square and they won't fight till someone else comes in with such a system...
The code is made so you give orders to armies, the orders specify a target square, and MoveManager manages all the armies at once, so it would be possible to put a end-of-turn button now. The button just has to tell the MoveManager which armies it manages, but that should be trivial from the Civ info and the Map/Gamedata, so we could do it that way now (provided we have the button). The problem would be the lack of feedback (the arrows you suggested) to the player.
I elaborate on your arrows idea. That seems a good way to show information, particularly if we can change a few things on the arrows, like color, arrow shape/icon to express different orders, like Fortify (go and fortify in that square), attack, support, scout, spy, whatever.
Mark_Everson
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We may be able to do something to show orders on the arrows as you suggest. But we'll have to do it carefully so that things don't get too cluttered and confusing.

Unless we have other issues holding us up, I am inclined to wait for a fully functioning tick system until demo 6. That is because the enemies don't move yet, and without the other guy moving the tick system is kind of pointless. Also as you say it would be good to have the arrows or whatever we come up with working first, and we're not there yet.

LDiCesare
Chieftain
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quote:

Originally posted by Mark_Everson on 05-14-2001 07:52 AM
Unless we have other issues holding us up, I am inclined to wait for a fully functioning tick system until demo 6. That is because the enemies don't move yet, and without the other guy moving the tick system is kind of pointless. Also as you say it would be good to have the arrows or whatever we come up with working first, and we're not there yet.

I agree. I am holding any major modification to the code right now in order not to destabilize what may already not be that much stable. I am currently looking at boarding ships as my point of interest, since that doesn't clash with the current functionalities and it will be needed at some point.

Gary Thomas
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Could somebody verify the dim memory I have that squares are supposed to be 65km across?

If so, there is plenty of room for opposing armies in the same square who not only don't fight, but don't know the opposition is there.

On this scale, Greece is 4 squares tall by three wide, consisting only of sea and mountains.

Cheers

Mark_Everson
Clash of Civilizations
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Laurent, sounds like a good plan.

Gary:
Squares are nominally 100km on a side for now. And I agree there's lots of room for two armies to bumble around and not contact each other. But remember most of the land isn't vacant, and word travels, so over several ticks (each approx. three days long) they are fairly likely to find out about each other. But I think your general thrust was that chances of evasion of one army by another are fairly good, and I agree wholeheartedly there.

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