Well, in trying to create maps within maps in XConq (As
well as putting units outside those areas 'on pause')
I've found all sorts of issues. Attached is a little
test .g, called tac-test.g which has a handful of
different detonating units, each of which causes
different effects. You'll notice that:
Strategic Containers that explode as a result of being
destroyed by a detonation only have a terrain damage
range of 1, rather than 5.
Wreck-typing is not done until detonations are all
completed, so that the last unit to inflict damage upon
a unit will cause it to wreck-type, rather than
performing the feature in order. For instance,
Invisible Containers can only exist if a Transitional
Container explodes and destroys a Strategic Container.
However, when two Strategic Containers meet, often the
result will be one Transitional Container and one
Invisible Container, an impossible result unless one of
the exploding Transitional Containers destroyed an
already destroyed Strategic Container.
Hopefully, it's obvious what I was trying to accomplish
here, which is:
A) Two or more Strategic Containers come within range
of each other and explode, switching to Transitional
Containers and changing the terrain around them into an
isolated playing field (Later, if one wants, they can
use terrain-damaged-type to create randomly generated
terrain)
B) The Transitional Containers also explode, wrecking
into Tactical Containers and causing all remaining
Strategic Containers on the map to become Invisible
Containers. They are not invisible for the purposes of
the test, simply immobile. A designer would want to
make them also invisible just so that they don't
confuse the AI
C) One Tactical Container destroys the other, restoring
the terrain to its original type. At this point the
proof of concept goes no further, due to the issues
detailed herein that have arisen. However, there would
also be:
D) Wrecking Tactical Container would either go
immediately to Strategic Container or, if trying to
represent Fleets, change to a Consolidation Container
so that one could collect their various Tactical Only
units before itself wrecking and restoring the
strategic map.
There is a further feature-request for a
minimum-detonation-damage table. Otherwise, even a
max-damage detonation will crap out before covering a map.
Oh, and I still don't quite get terrain generation
tables...
Logged In: YES
user_id=1158352
It looks like you have a combination of bug report, feature
requests, and a help request all in this. I will deal with
the bug report (dying units not exploding to full radius),
and then ship this on over to the Features tracker, since
you are asking for a partial rewrite of the combat system.
As far as using the terrain generation tables goes, could
you be more explicit about what sort of problems you are
having? And maybe you would want to discuss them on-list or
in one of the fora, so that others can benefit from the
discussion more readily.
Logged In: YES
user_id=1158352
This bug could not be reproduced.
Logged In: YES
user_id=1158352
"Strategic Containers that explode as a result of being
destroyed by a detonation only have a terrain damage
range of 1, rather than 5."
I was unable to reproduce this. A container that detonated
upon its own death (due to explosion damage) correctly
blasted all of the cells around it out to a radius of 5.
Logged In: YES
user_id=1158352
Do you still find this bug to be reproducible, or can I
close this item out?
Logged In: YES
user_id=586338
My vacation is over and now it's back to work. I'll load up the
old test module, give it a few runs and report the results. I
can't foresee using this method in any kind of game, though,
so if there are still bugs, I'd recommend moving this into the
extended issues area--it's just too nuanced to justify too
much effort.
Logged In: YES
user_id=586338
Yep, this is still an issue. It never works the way it's
supposed to, but it's not always the same way it doesn't work:
1) The detonated strategic container sometimes damages
terrain out to the level it's supposed to and sometimes only
does so one hex and, sometimes, does it in a seemingly
random manner. The attached xcq shows a the screwy results
post-detonation. And just to emphasize: the detonating
container seems to always damage terrain as it's told, but
the container that is destroyed (Hence, the second
detonating container, what I referred to above as the
'detonated' container) is the one showing screwy effects.
2) Damage is applied all at once after all explosions have
occurred, thereby bypassing the specifically written
wreck-typing on which this is based. What's strange is that
this is also not consistent, and sometimes you're left with
invisible containers, sometimes transitional and sometimes
tactical. At least, I saw no rhyme or reason to it.
After the occurance of a terrain wrecking bug
Slightly improved tech module allowing manual detonation of containers
Logged In: YES
user_id=1158352
OK, I must have just gotten lucky when I ran it the one or
two times that I did, because everything seemed fine.
I am moving this to the extended issues area until I get
around to doing an overhaul of the combat system.