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  1. #1
    Memnoch
    Guest

    Birthright Battle Simulator

    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

  2. #2
    Ed Stark
    Guest

    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

  3. #3
    World-of-Kor
    Guest

    Birthright Battle Simulator

    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
    with the line

  4. #4
    Member
    Join Date
    Jul 2002
    Location
    Oslo, Norway
    Posts
    87
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    3
    Uploads
    0

    Birthright Battle Simulator

    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


    To unsubscribe from this list send mail to majordomo@lists.imagiconline.com
    with the line

  5. #5
    Memnoch
    Guest

    RE: Birthright Battle Simulator

    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

  6. #6
    Memnoch
    Guest

    RE: Birthright Battle Simulator

    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

  7. #7
    Randall W. Porter@6550
    Guest

    RE: 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

  8. #8
    James L Ray
    Guest

    Birthright Battle Simulator

    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
    >************************************************* **************************

    To unsubscribe from this list send mail to majordomo@lists.imagiconline.com
    with the line

  9. #9
    Tim Nutting
    Guest

    Birthright Battle Simulator

    >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... :)
    To unsubscribe from this list send mail to majordomo@lists.imagiconline.com
    with the line

  10. #10
    Memnoch
    Guest

    RE: Birthright Battle Simulator

    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

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