The Great Apple said:
From what I can tell he's probably made quite a few heavy duty changes to get this to work as it does.
As you said, we'd have to get a bit further off the ground first. He'd have to finish it first as well
To be honest, I think you'd be surprised at how much of the original implementation is still used.
I've written a wrapper to combat that essentially changes "getBestAttacker" and "getBestDefender" to me feeding in a specific attacker and defender. Combat resolution still uses the same formula at the base level.
Some of the changes I DID make include:
- no collatoral combat (since one unit can combat a number of units within one battle)
- All units have the possibility of performing multiple attacks/defends per battle
- ranged/bombard units first-strike concept changed so they get free combat rounds (still with a chance to miss). If there is no melee units covering them, then the ranged/bombard units become the frontline troops and loss this bonus.
- The wrapper allows the concept of combined arms, where each type of unit works assists each other during the battle.
A consequence of allowing combined arms was I had to write specific wrappers for air combat (intercepts and air bombs) so they would work with the new combat model.
As for completion, field bombardment is almost complete and stacked combat is complete. This morning I also implemented missile attacks, so if a unit has <bDCMMissile>1</bDCMMissile> in their xml UnitInfo section, then they will be destroyed after their combat roll.
Dale