Yeah different types of armors would be good against different types of weapon damage.
I also remembered after that last posting that I had put in an Armor adjustment vs combat class tag. As well as Precision vs Combat Class, Dodge vs Combat Class, Puncture vs Combat Class, Withdraw vs Combat Class and I think some others. Anyhow, those could be used rather than a base combat modifier for say, Additional Armor when facing a Blunt Combat Class unit for an armor that has better defense against blunt weapons than others. The inverse would work too...
I'd probably hold off on the equipment breakage and such until later in the project so for now those would be just as or more useful and we just assume equipments tend to be recovered or repaired after battles. Then later we can deepen things to that degree. To some extent, on this matter, perhaps Yudishtira is correct. Since the unit is many troops, not all would have shattered armor and you'd have a % wear on them to really reflect things accurately on breakages and that would be over the top. So breakage and repair mechanics would probably be best isolated as an sub-combat mod option eventually.
Oh I like this. So much potential.
Yeah, cool stuff. But there does need to be some additional factoring on this into the combat odds as displayed. Currently its one of the few factors I could not figure out how to properly modify the odds by. It would have to do with determining the likely # of rounds then apply the average of all the modifiers that would take place up to that point as a modifier to the end total of the odds calculation and that is all rather complex. But that's not to say it shouldn't be used... just another part of the project that needs to be done, more for the sake of the AI than the player even.
What each eventually become we should discuss.
Well... we can submit our ideas and consider them via the document and discussions here.
1. How will equipment slots work? I know we have an armor, weapon and a shield slot. Are we going any deeper than that? Are we thinking about gloves, boots, helmets? Or are those included in the armor package?
Well, this is a connection between Combat Class and PromotionLine. As it works with armors. You won't be able to have two armors at once because your units should only have one combat class associated with an armor category at a time. I don't think we should go to gloves and helmets, leaving them as part of the Armor package, though footwear
may have a place in disease defense and movement effects. Just depends on HOW deep we want to go. Probably best to leave those for later design developments I think.
There would be tool categories though. Hunting supplies, ocular devices, animal training tools such as ropes. I'm sure we will eventually go far beyond just armor, shields and weapons.
2. I was thinking about mounted units. Do you think we should have the ability to "dismount" a mount? Such as a dismounted Horse Archer becomes an Archer. Or a dismounted Calvary becomes a Rifleman.
I have had fleeting thoughts on the subject. I agree but would need to do some real thinking on how to implement it so its a later stage design objective.
3. When it comes to culture units I assume they automatically get equipment. Possibly even special equipment. For instance if you have a Samurai unit but don't ave the materials for their unique armor what should be done?
Perhaps the unit should not only require the culture but also all the resources that would make up the minimum materials and tech to generate the equipments associated with them (that may also be culturally dependent.) This would not be much different to other unit prereqs in that the minimum materials necessary for such a unit would be the primary prerequisites outside of tech.
Also: I've been considering that a lot of the naming on our units currently utilizes a presumption of the type of weapons they use in terms of material. This would be able to vary, so is it conceivable we could eventually rename the units along the lines of their era? Prehistoric Spearmen, Ancient Spearmen, Classical Spearmen etc... rather than Stone Spearmen, Wood Spearmen etc... These namings then represent the improvements in strategy throughout the ages which is where the base strength and other similar factors to what are already on those unit definitions. Otherwise, current assignments of Unit Strengths and other base data as they are now should not have to be adjusted much or at all to make this equipment system work to provide more intermediary variations.
Just some discussion of eventual design goals there.
This is not a bad idea. This would be very useful for siege weapons to have "siege engineers" to help fix broken siege weapons.
I've often thought to separate the healing of siege weapons and normal units so that such siege engineers could be used as the healers for those. Again... another late stage project goal.
AIAndy said:
Before combat you check if both expressions are true and if they are, you call processPromotion(PROMOTION_COMBAT_EFFECT_X, true). Remember that you did that by adding the promotion to that array I mentioned.
Then after combat you do the inverse: processPromotion(PROMOTION_COMBAT_EFFECT_X, false)
Fascinating mechanism to consider. So with this kind of system, are you suggesting that we have 'promotions only for use in being processed in and out by these effects conditions' or that when using a promotion on a unit that has such a tag, only that tag should be utilized on such a promotion and the actual effect of the promotion is only processed in and out upon the need to check the conditions of it, thus also limiting us to using such a tag ON promotions? Or something I haven't considered about this structure still? My current understanding so far suggests its the first of those two, right? (Actually this method could be extremely useful in further developing for other planned applications now that I think about it...)
Would it be easiest, when using this sort of thing, to compile unit and promotion displays regarding these effects via a method similar to what you're using with the expression system stuff, which already doesn't sit too well with the promotion line compilations, or would it be even better yet to have to define a unique text display for any given defined version of this application and call on that display, which would also not play too well with the promotionline compilations any better really... ? Or is there a better way overall here for that?