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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
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Ed Stark
09-24-1999, 05:01 PM
At 08:32 PM 9/23/99 -0500, you wrote:
>
>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.

><

>Any questions?

Okay, that just sounds freakin' cool. When'll it be done? ;-)

Ed Stark
Creative Director, Advanced Dungeons & Dragons
Wizards of the CoastTo unsubscribe from this list send mail to majordomo@lists.imagiconline.com
with the line

World-of-Kor
09-24-1999, 05:28 PM
AWESOME STUFF
How long do you tink this will take?
- ----- Original Message -----
From: Ed Stark
To:
Sent: Friday, September 24, 1999 12:01 PM
Subject: Re: [BIRTHRIGHT] - Birthright Battle Simulator


> At 08:32 PM 9/23/99 -0500, you wrote:
> >
> >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.
>
> ><
>
> >Any questions?
>
> Okay, that just sounds freakin' cool. When'll it be done? ;-)
>
> Ed Stark
> Creative Director, Advanced Dungeons & Dragons
> Wizards of the Coast
>> To unsubscribe from this list send mail to
majordomo@lists.imagiconline.com
> with the line 'unsubscribe birthright' as the body of the message.
>
To unsubscribe from this list send mail to majordomo@lists.imagiconline.com
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Cobos
09-24-1999, 05:45 PM
Memnoch wrote:

> 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 Yes like other's have said, I marvelous idea....
But I have a few questions, will there be proper keyboard support, personally I
prefeer that so you can work a lot faster. I. e. shortcut keys for all vital
functions (like m for melee attack or whatever).
Second in my campaign I've devided the magic phase into a stationary magical
attacks and moving magical attacks, that are just before the similar missile
attacks. That might be an option, though that is really a rules question ....

Sindre


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Memnoch
09-24-1999, 07:49 PM
As of right now, it all depends on the number of idea submissions that I
get, and how complex it is going to be. The only two remaining tasks are
establishing the "unit object" (basically all the properties and potential
actions that a unit can perform/have performed on it) and the logic for all
of them to interact. Both can potentially be difficult to get done
correctly, but I have had this idea in my head for a long time now.

As far as when it will be done? Who knows... I can give a tentative date
for beta testing around Christmas this year working out any bugs will take a
bit longer.

Memnoch

- -----Original Message-----
From: owner-birthright@lists.imagiconline.com
[mailto:owner-birthright@lists.imagiconline.com]On Behalf Of Ed Stark
Sent: Friday, September 24, 1999 12:01 PM
To: birthright@lists.imagiconline.com
Subject: Re: [BIRTHRIGHT] - Birthright Battle Simulator


At 08:32 PM 9/23/99 -0500, you wrote:
>
>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.

><

>Any questions?

Okay, that just sounds freakin' cool. When'll it be done? ;-)

Ed Stark
Creative Director, Advanced Dungeons & Dragons
Wizards of the CoastTo unsubscribe from this list send mail to majordomo@lists.imagiconline.com
with the line 'unsubscribe birthright' as the body of the message.
To unsubscribe from this list send mail to majordomo@lists.imagiconline.com
with the line

Memnoch
09-24-1999, 07:53 PM
Yes, keyboard support can be implemented. Using the buttons inbetween the
lists on each battle area will be as simple as tabbing to the unit in
question, selecting it, and then tabbing to the button in question and
hitting return. Or, it could be as simple as a cntrl + character
combination.

True. Magic being so complicated, you can implement your magic rules in the
simulator merely by opening the special window only at certain times.

Memnoch

- -----Original Message-----
From: owner-birthright@lists.imagiconline.com
[mailto:owner-birthright@lists.imagiconline.com]On Behalf Of Sindre
Cools Berg
Sent: Friday, September 24, 1999 12:46 PM
To: birthright@lists.imagiconline.com
Subject: Re: [BIRTHRIGHT] - Birthright Battle Simulator

Yes like other's have said, I marvelous idea....
But I have a few questions, will there be proper keyboard support,
personally I
prefeer that so you can work a lot faster. I. e. shortcut keys for all vital
functions (like m for melee attack or whatever).
Second in my campaign I've devided the magic phase into a stationary magical
attacks and moving magical attacks, that are just before the similar missile
attacks. That might be an option, though that is really a rules question
....

Sindre


To unsubscribe from this list send mail to majordomo@lists.imagiconline.com
with the line 'unsubscribe birthright' as the body of the message.
To unsubscribe from this list send mail to majordomo@lists.imagiconline.com
with the line

Randall W. Porter@6550
09-24-1999, 09:48 PM
Memnoch,

I for one would like a bigger battle area. say 7X5 squares. This would allow for
maneuver and more terrain- one of the cheif gripes against the battle system. I know Mem
tends toward rules purity, but grognards could just use the old 5X3 area within the larger
one. A "turn/phase" counter of some type would be good too. Off in the corner somewhere,
have a box that tracks the number of turns that have passed and/or what phase it is. Sounds
like you already have something like the latter (or maybe it'll be obvious). I've always
liked using unit facing too, but maybe we're growing beyond the original scope.

It sounds great Memnoch, 'specially the customizable unit bit.

Missed you and Muua at the Con man,

RandaxTo unsubscribe from this list send mail to majordomo@lists.imagiconline.com
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James L Ray
09-25-1999, 01:15 AM
Hey, Ed - let me be the first to tell you...you need to take that
"Advanced" out of your job description. :)
>
>Okay, that just sounds freakin' cool. When'll it be done? ;-)
>
>Ed Stark
>Creative Director, Advanced Dungeons & Dragons
>Wizards of the Coast
>************************************************** *************************

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Tim Nutting
09-25-1999, 08:00 AM
>Hey, Ed - let me be the first to tell you...you need to take that
>"Advanced" out of your job description. :)


hehehe, not till August of next year ;)

I'm with the "cool" crowd on this one. Hrmm, I wonder if it could be
updated and maybe sold to the new big game giant for an addendum to the CR2
program... :)
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Memnoch
09-25-1999, 03:49 PM
Hmmm... Originally, I wasn't going to implement this sort of thing, however,
considering the number of requests that I have for this, it just may be
feasible. I'll look into it. It may/may not come out in the first release
of the program, but considering the way that I have the program set up so
far, I don't think it would be too difficult to implement later on.

Memnoch
"The Rules Purist"
:-)

- -----Original Message-----
From: owner-birthright@lists.imagiconline.com
[mailto:owner-birthright@lists.imagiconline.com]On Behalf Of Randall W.
Porter@6550
Sent: Friday, September 24, 1999 4:48 PM
To: birthright@lists.imagiconline.com
Subject: RE: [BIRTHRIGHT] - Birthright Battle Simulator


Memnoch,

I for one would like a bigger battle area. say 7X5 squares. This would
allow for
maneuver and more terrain- one of the cheif gripes against the battle
system. I know Mem
tends toward rules purity, but grognards could just use the old 5X3 area
within the larger
one. A "turn/phase" counter of some type would be good too. Off in the
corner somewhere,
have a box that tracks the number of turns that have passed and/or what
phase it is. Sounds
like you already have something like the latter (or maybe it'll be obvious).
I've always
liked using unit facing too, but maybe we're growing beyond the original
scope.

It sounds great Memnoch, 'specially the customizable unit bit.

Missed you and Muua at the Con man,

RandaxTo unsubscribe from this list send mail to majordomo@lists.imagiconline.com
with the line 'unsubscribe birthright' as the body of the message.
To unsubscribe from this list send mail to majordomo@lists.imagiconline.com
with the line

Ed Stark
09-26-1999, 10:47 PM
At 06:15 PM 9/24/99 -0700, you wrote:
>Hey, Ed - let me be the first to tell you...you need to take that
>"Advanced" out of your job description. :)
>>
>>Okay, that just sounds freakin' cool. When'll it be done? ;-)
>>
>>Ed Stark
>>Creative Director, Advanced Dungeons & Dragons
>>Wizards of the Coast
>>************************************************** *************************
>

You're right; I suppose I can do that now. ;-)


>************************************************** *************************
>To unsubscribe from this list send mail to majordomo@lists.imagiconline.com
>with the line 'unsubscribe birthright' as the body of the message.
>
>
>

Ed Stark
Creative Director, Dungeons & Dragons
Wizards of the CoastTo unsubscribe from this list send mail to majordomo@lists.imagiconline.com
with the line

Memnoch
09-28-1999, 12:50 AM
Just out of curiosity, does anyone have all the warcards from all the BR
supplements scanned? I'd like to get a zip file from anyone who does so I
can use it in my program.

Memnoch
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