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Battles Sat, 20 November 2004 10:54 Go to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
I'm about to start on battles. If you have any ideas on how determine where a ship moves I would appreciate it, as I think this is the toughest question. Fire order is well known, as is damage execpt for some rounding issues, but I'm not concerned about duplicating rounding...


- LEit

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Re: Battles Sat, 20 November 2004 12:09 Go to previous messageGo to next message
mazda is currently offline mazda

 
Lieutenant

Messages: 655
Registered: April 2003
Location: Reading, UK
Do you mean regarding "random" moves when one or more options are equal or do you want actual rules for the less well understood strategies ?

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Re: Battles Sat, 20 November 2004 17:37 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
If there is a method to the randomness that would be interesting, if not, I'll probably assign a 'weight' to each square, and pick from those. How to assign the weights is still undecided. The targets from the battle orders will of course affect the weights.


- LEit

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Re: Battles Sun, 21 November 2004 06:29 Go to previous messageGo to next message
mazda is currently offline mazda

 
Lieutenant

Messages: 655
Registered: April 2003
Location: Reading, UK
Assign two weights to each square.
One that indicates how much it can hit from there, and one that indicates how much it will get hit.
(I don't think I mean absolute values of f.p., just some indication)

If both these figures, for multiple squares, are truly equal then I don't see how you can do anything other than random.
Other strategic choices like "one token has gone down a square, so this one can go up" (so that race covers more squares on the board) will alter the nature of the battles.


[Updated on: Sun, 21 November 2004 06:30]

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Re: Battles Sun, 21 November 2004 13:19 Go to previous messageGo to next message
Staz is currently offline Staz

 
Lieutenant

Messages: 514
Registered: November 2003
Location: UK
mazda wrote on Sun, 21 November 2004 11:29

Assign two weights to each square.
One that indicates how much it can hit from there, and one that indicates how much it will get hit.
(I don't think I mean absolute values of f.p., just some indication)

If both these figures, for multiple squares, are truly equal then I don't see how you can do anything other than random.
Other strategic choices like "one token has gone down a square, so this one can go up" (so that race covers more squares on the board) will alter the nature of the battles.


You also need to have the token move towards it's target even if none of the neighbouring squares are in range of that target.

Should moving towards a target take precendence over the damage values in the squares ?

Consider the following (simplified) battle board...

  x  x  x  x  x  x  x  x
  x 1b  x  x 2b  x 2f  x
  x  x  x  x  x  x  x  x


1b is the token you are moving. It is a range 3 beamer with orders to attack freighters. 2b is an enemy stack of range 2 beamers, and 2f are the enemy freighters.

If 1b moves closer to the freighters it loses it's range advantage over 2b, but I think it would do it anyway because otherwise it can't get at the freighters.

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Re: Battles Sun, 21 November 2004 14:24 Go to previous messageGo to next message
mazda is currently offline mazda

 
Lieutenant

Messages: 655
Registered: April 2003
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With all attacking orders except minimise damage I'd say yes, move towards the primary target.
I'm not sure whether minimise damage is intended to be more an opportunist instruction - i.e. go after type X as long as you don't get splatted on the way.
Won't take long to test what happens currently ...

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Re: Battles Sun, 21 November 2004 18:33 Go to previous message
Staz is currently offline Staz

 
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Registered: November 2003
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Just done the test and yes, a MegaD FF closes in on a freighter it is targeting despite the fact that the move brings it within range of a disruptor FF that lies between them.

From the looks of it, the MegaD FF single-mindedly chased the freighter and ignored the enemy FF for movement purposes. It still shot at it obviously.

So the movement algorithm should first of all try and get to the best range with respect to it's primary target. If there are several options all the same distance from that target then you can look at damage ratios in each of the possible squares.

Edit: I just re-ran the test but with the MegaD FF having "minimize damage to self" orders. It still advanced within range of the enemy disruptor FF to get at the freighter.


[Updated on: Sun, 21 November 2004 18:39]

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