Memnoch
09-24-1999, 01:32 AM
Ok folks, since I have basically anounced this to the "Lands of the Holy
Sun" pbem mailing list, I figured I would announce it here as well:
I am working on a PC program (sorry, mac users) that will simulate the rules
for running battles for pbem's and such.
What I am looking for is some feedback from you guys/gals that can be used
as ideas for options in the simulation. I have two so far. A "unique" unit
wizard that will allow for unique units to be used in the simulation, and
implementing the effects of spells with a special override window that will
allow for the manipulation of the "unit" directly, overriding normal
conditions. I would ask you to brainstorm for a bit and see if you can come
up with others
This is what I basically have so far:
On the right hand side of the screen, there will be a drop down menu for you
to select a particular regent. This will be customizable as well, or it
could be a text box that will let you put a regents name in there.
Underneath that will be a list that will hold all of the available unit
types. From this list, you will drag them to the reserve of side "A" (more
later). Once all units for side "A" have been completed, the process is
repeated for side "B". For clarity, side "A" is the attacker, side "B" is
the defender.
The Reserve for side A will stretch across the top of the screen and the
reserve for side "B" will stretch across the screen at the bottom. In
between will be 15 areas (3 rows, 5 columns) that are the battle areas.
These battle areas are split into two lists with 3 buttons in between them.
The left list (defender) will hold the defenders units for that battle area,
the right list will hold the attackers units. The three buttons in the
middle are used to designate a "melee", "missile" or "charge" attack against
another unit. The other unit may or may not be in the other unit list. A
unit can attack another unit on their same side of the battle area.
During the setup phase, the user will drag and drop from the master list
into each reserve area. Once this is completed, he can move any/all units
from the reserve to their starting positions.
During the movement phase, the user will move the units as per the rules
from one battle area to another. This will be a drag and drop operation
with testing to determine if a unit has to stop or cannot reach another area
due to intervening units/terrain.
During the attack phase:
The user will cycle through all the units in each battle area declaring
their attack type. Basically, the buttons are used to declare the attack
type of each unit of each side of each battle area in turn. This will set
them up as being "engaged".
Once this is complete, resolution of these declarations will take place, and
the units will be updated to their proper status. Destroyed units will
disappear, units that take a hit will have their hit counter updated, and so
on. A status box in the lower right hand corner of the screen will show the
results of each attack. The buttons will automatically enable and disable
depending on the unit that is highlighted in the battle area list. This
way, you won't be able to declare a charge attack with a archer unit, etc.
Each of these attack declarations will happen in order as according to the
rulebook. So, if a stationary missile attack results in a "destroyed"
result upon a charging unit, that charging unit will not be able to make
it's attack. And so on.
Magic in the attack phase will basically be an option so that a new window
will be brought up so that a unit can be affected independantly of all
others. If the user wants a unit destroyed, they can. If they want it to
be routed, that can happen as well. Fall back, take a hit, etc. Removing
hits will also be available so that battle spells like "stoneskinned unit"
will be supported, after a fashion. I can't guarantee that all spells will
be supported, but, with a little imagination, most of them can with a little
work.
Also, reinforcements can be brought in at any time by draging and dropping
units from the master list into the reserve areas. This will only be
available during the movement phase of the battle round, however.
During the morale phase:
Any units that had a "route" result will attempt to route. This will happen
automatically.
Any units that are forced to fall back will do so as well. Automatically
recoiling one area back.
An option to surrender or withdrawl would be handled by the user, but if at
any time, there are no units of a side in a battle area, that will be
considered "losing the field" and there will be an window brought up so that
any cavalry units on the winning side can destroy units that are fleeing.
The process is repeated until the battle has ended.
At the end, a message box will be brought up that will show the results of
the battle. Kinda like what happened in the Birthright: Gorgon's alliance
game. At this point, the user just writes down the results.
If you want, I can have the results be automatically saved to a text file so
that instead of writing them down, they can just be mailed out to the
participants at a later time. Same basic effect.
Any questions?
Memnoch
To unsubscribe from this list send mail to majordomo@lists.imagiconline.com
with the line
Sun" pbem mailing list, I figured I would announce it here as well:
I am working on a PC program (sorry, mac users) that will simulate the rules
for running battles for pbem's and such.
What I am looking for is some feedback from you guys/gals that can be used
as ideas for options in the simulation. I have two so far. A "unique" unit
wizard that will allow for unique units to be used in the simulation, and
implementing the effects of spells with a special override window that will
allow for the manipulation of the "unit" directly, overriding normal
conditions. I would ask you to brainstorm for a bit and see if you can come
up with others
This is what I basically have so far:
On the right hand side of the screen, there will be a drop down menu for you
to select a particular regent. This will be customizable as well, or it
could be a text box that will let you put a regents name in there.
Underneath that will be a list that will hold all of the available unit
types. From this list, you will drag them to the reserve of side "A" (more
later). Once all units for side "A" have been completed, the process is
repeated for side "B". For clarity, side "A" is the attacker, side "B" is
the defender.
The Reserve for side A will stretch across the top of the screen and the
reserve for side "B" will stretch across the screen at the bottom. In
between will be 15 areas (3 rows, 5 columns) that are the battle areas.
These battle areas are split into two lists with 3 buttons in between them.
The left list (defender) will hold the defenders units for that battle area,
the right list will hold the attackers units. The three buttons in the
middle are used to designate a "melee", "missile" or "charge" attack against
another unit. The other unit may or may not be in the other unit list. A
unit can attack another unit on their same side of the battle area.
During the setup phase, the user will drag and drop from the master list
into each reserve area. Once this is completed, he can move any/all units
from the reserve to their starting positions.
During the movement phase, the user will move the units as per the rules
from one battle area to another. This will be a drag and drop operation
with testing to determine if a unit has to stop or cannot reach another area
due to intervening units/terrain.
During the attack phase:
The user will cycle through all the units in each battle area declaring
their attack type. Basically, the buttons are used to declare the attack
type of each unit of each side of each battle area in turn. This will set
them up as being "engaged".
Once this is complete, resolution of these declarations will take place, and
the units will be updated to their proper status. Destroyed units will
disappear, units that take a hit will have their hit counter updated, and so
on. A status box in the lower right hand corner of the screen will show the
results of each attack. The buttons will automatically enable and disable
depending on the unit that is highlighted in the battle area list. This
way, you won't be able to declare a charge attack with a archer unit, etc.
Each of these attack declarations will happen in order as according to the
rulebook. So, if a stationary missile attack results in a "destroyed"
result upon a charging unit, that charging unit will not be able to make
it's attack. And so on.
Magic in the attack phase will basically be an option so that a new window
will be brought up so that a unit can be affected independantly of all
others. If the user wants a unit destroyed, they can. If they want it to
be routed, that can happen as well. Fall back, take a hit, etc. Removing
hits will also be available so that battle spells like "stoneskinned unit"
will be supported, after a fashion. I can't guarantee that all spells will
be supported, but, with a little imagination, most of them can with a little
work.
Also, reinforcements can be brought in at any time by draging and dropping
units from the master list into the reserve areas. This will only be
available during the movement phase of the battle round, however.
During the morale phase:
Any units that had a "route" result will attempt to route. This will happen
automatically.
Any units that are forced to fall back will do so as well. Automatically
recoiling one area back.
An option to surrender or withdrawl would be handled by the user, but if at
any time, there are no units of a side in a battle area, that will be
considered "losing the field" and there will be an window brought up so that
any cavalry units on the winning side can destroy units that are fleeing.
The process is repeated until the battle has ended.
At the end, a message box will be brought up that will show the results of
the battle. Kinda like what happened in the Birthright: Gorgon's alliance
game. At this point, the user just writes down the results.
If you want, I can have the results be automatically saved to a text file so
that instead of writing them down, they can just be mailed out to the
participants at a later time. Same basic effect.
Any questions?
Memnoch
To unsubscribe from this list send mail to majordomo@lists.imagiconline.com
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