The Battle for Mine Island (Turn 7, I.A.R.)

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Re: The Battle for Mine Island (Turn 1, Side A, combat phase)

Postby BLANDCorporatio » Fri Mar 04, 2011 7:37 am

Heads-up, I'll be offline from Friday evening to Sunday mid-day my local time.

But so far, I've resolved scouting orders for both sides and any outstanding orders for Imaginary Acid Rain. No orders from Side B yet.

Send in whatever you might need asap, and I might get to those before I leave. If not, Sunday's not far off.

PS:

Ferr-derp, Side B has finished Scouting phase.

Both sides are currently on Turn 1, combat phase.
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Re: The Battle for Mine Island (Turn 1, Side A, combat phase)

Postby BLANDCorporatio » Sun Mar 06, 2011 6:31 am

Got some orders from both sides for combat purposes. Will resolve later today.
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Re: The Battle for Mine Island (Turn 1, Side A, combat phase)

Postby BLANDCorporatio » Sun Mar 06, 2011 8:18 am

So far, I've managed to go by with a simple unit state notation, but if things get too much like advanced algebra, drop me a line.

Quick primer,

L stands for Level, and usually you'll see stuff like L3.1 (level 3 unit, 1XP)
WilAtt means that unit made a wilful attack that turn,
ShockUse means it used Shockamancy,
HealUse means it used Healomancy,
Trap-layed means it layed a trap,
Trap-spot means it spotted one
Trap-dis means it disarmed one
Built means it built something that turn,
H3/5 means it's a unit of 5 Hits with 3 left
M3/5 means it's a unit of 5 Move with 3 left

and of course {} is the sign I use for listing what a unit carries. It gets a bit nasty as I can list

Unit <stats like L, H, M>

on the same line,

but Unit {carried unit(s)} will go <stats for carrier> {<stats for carried>}

and of course

15x Dummy {Dummyer} L1.1 WilAtt H4/5 M2/5 {L1.0 Trap-layed H3/3 M2/2}

means I have a stack of 15 Dummy units, all of which have level 1 and 1XP, have attacked wilfully this turn, have 4 out of 5 hits and 2 out of 5 move remaining, and each of them carries a Dummyer unit. All of the Dummyer units are level 1 no XP, have layed a trap, have 3 out of 3 Hits and 2 out of 2 Move remaining.

It's easy when you see it used. :P

EDIT:

Resolved outstanding orders from both sides.

EDIT, 2:

I owe both sides some book-keeping. Nothing major (all outstanding orders are resolved and unit statuses known), but things for convenience. Each of you knows what. I'll get to it, worry not :)
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Re: The Battle for Mine Island (Turn 1, Side A, combat phase)

Postby BLANDCorporatio » Sun Mar 06, 2011 10:42 am

PS:

I am sooo tempted right now to add a diplomacy system. I made all island factions start as neutral to you for a reason ;)
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Re: The Battle for Mine Island (Turn 1, Side A, combat phase)

Postby WaterMonkey314 » Sun Mar 06, 2011 1:22 pm

BLANDCorporatio wrote:PS:

I am sooo tempted right now to add a diplomacy system. I made all island factions start as neutral to you for a reason ;)


That's actually something I want to toss into the TAW campaign at some point. :D
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Re: The Battle for Mine Island

Postby Stryke » Tue Mar 08, 2011 12:26 pm

BLANDCorporatio wrote:Damage after Defense.
So if the enemy stack deals (after Defense is taken into account) 90 Hits (and chooses no targeting), and you have a 10 Attack Healomancer, rather than suffering 90Hits loss you just lose 80.


quick question

when you say "after defense is taken into account", does that mean in the damage formula given in TBF Oddworld(x2) manual and is damage then dealt directly to the defending stacks hits? (minus healomancy etc)


WaterMonkey314 wrote:
BLANDCorporatio wrote:PS:

I am sooo tempted right now to add a diplomacy system. I made all island factions start as neutral to you for a reason ;)


if you mean diplomacy between sides and critters then i'd not be so sure it only adds more book keeping IMO. dont get me wrong the idea has potential but i'd reather you not throw it in at this point in the game i'd prefer we had already know about it.
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Re: The Battle for Mine Island (Turn 1, Side A, combat phase)

Postby BLANDCorporatio » Tue Mar 08, 2011 12:40 pm

Stryke wrote:
BLANDCorporatio wrote:Damage after Defense.
So if the enemy stack deals (after Defense is taken into account) 90 Hits (and chooses no targeting), and you have a 10 Attack Healomancer, rather than suffering 90Hits loss you just lose 80.


quick question

when you say "after defense is taken into account", does that mean in the damage formula given in TBF Oddworld(x2) manual and is damage then dealt directly to the defending stacks hits? (minus healomancy etc)


If I understand your question correctly, yes.

The idea is like this- a stack of units has a certain Attack power (simply, the sum of the Attack of all units in it that fight in the battle). This raw power is then affected by factors from the attacking stack (level, leadership, stack bonuses ...) as well as the defending stack (avg. defense, including any terrain bonus that might apply). It's these factors applied to the raw Attack power that eventually determine a certain Damage dealt to the defending stack.

The story doesn't end here- you can choose to allocate this Damage to units in some other order than stack order (called targeting), but as mentioned in the rules, at a penalty. A severe one if you target warlords, so that assassination strikes, while possible (and often quite advisable) are not trivial to pull off.

Against this Damage, the defender may also allocate Healers.


Stryke wrote:if you mean diplomacy between sides and critters then i'd not be so sure it only adds more book keeping IMO. dont get me wrong the idea has potential but i'd reather you not throw it in at this point in the game i'd prefer we had already know about it.


"Tempted by" doesn't mean that I will. The rules from the start are the rules we will end this scenario with, even though they contain (at least) one grievious oversight* that has nothing to do with critters.

It's not just for consistency's sake. Something kinda major happened to prompt me to make that comment, and changing the rules on the fly in regards to diplomacy would not mesh well with that event.

*: it's a problem of starting the cycles. I didn't pay attention to it. Next scenario in TBfOddworld(x2) will have that bug fixed though.
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Re: The Battle for Mine Island (Turn 1, Side A, combat phase)

Postby Stryke » Tue Mar 08, 2011 4:35 pm

BLANDCorporatio wrote:
Stryke wrote:
BLANDCorporatio wrote:Damage after Defense.
So if the enemy stack deals (after Defense is taken into account) 90 Hits (and chooses no targeting), and you have a 10 Attack Healomancer, rather than suffering 90Hits loss you just lose 80.


quick question

when you say "after defense is taken into account", does that mean in the damage formula given in TBF Oddworld(x2) manual and is damage then dealt directly to the defending stacks hits? (minus healomancy etc)


If I understand your question correctly, yes.

The idea is like this- a stack of units has a certain Attack power (simply, the sum of the Attack of all units in it that fight in the battle). This raw power is then affected by factors from the attacking stack (level, leadership, stack bonuses ...) as well as the defending stack (avg. defense, including any terrain bonus that might apply). It's these factors applied to the raw Attack power that eventually determine a certain Damage dealt to the defending stack.

The story doesn't end here- you can choose to allocate this Damage to units in some other order than stack order (called targeting), but as mentioned in the rules, at a penalty. A severe one if you target warlords, so that assassination strikes, while possible (and often quite advisable) are not trivial to pull off.

Against this Damage, the defender may also allocate Healers.



from the answer i'd say you understood the question, thanks for the speedy reply, turn 1 attack orders have been sent for The Clansmen
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Re: The Battle for Mine Island (Turn 1, Side A, combat phase)

Postby BLANDCorporatio » Fri Mar 11, 2011 9:32 am

Ferr-d-KLANG

A paradox has occurred. The Generic Scots have entered Turn 2, before Imaginary Acid Rain finished even Turn 1!

However, since the two sides are no longer far apart (there may be ways for one to bring units at the edge of the other's visibility), out-of-turn-order resolution must stop.

So, ehm, Imaginary Acid Rain, get a move on to finishing that Turn 1, AND Turn 2, please.
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Re: The Battle for Mine Island (Turn 1, Side A, combat phase)

Postby Stryke » Fri Mar 11, 2011 9:39 am

BLANDCorporatio wrote:A paradox has occurred.


Image

thats actually just given me an awsome idea for a shockmancy unit
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Re: The Battle for Mine Island (Turn 1, Side A, combat phase)

Postby BLANDCorporatio » Sat Mar 12, 2011 8:31 am

Ferr-derrp!

Imaginary Acid Rain has completed Turn 1. So have the Generic Scots, so Imaginary Acid Rain is now at Turn 2.

Simultaneous Turn resolution must stop, since one side might bump into the other. However, no harm if:

Imaginary Acid Rain: is now at Turn 2.

Generic Scots: is now at Recruitment for Turn 2.
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Re: The Battle for Mine Island (Turn 2, I.R.A.)

Postby BLANDCorporatio » Fri Mar 18, 2011 6:46 am

Remember Imaginary Acid Rain, it's your turn and I'm waiting for your orders.
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Re: The Battle for Mine Island (Turn 2, I.A.R.)

Postby BLANDCorporatio » Sat Mar 26, 2011 7:39 am

I repeat, it's I.A.R. turn, and I'm waiting for orders. I'm tempted to set a deadline in place, because it's been quite a long time now.

So how's Monday- as in, around 12:00 (PM) GMT Monday, I declare IAR's turn to be over?
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Re: The Battle for Mine Island (Turn 2, I.A.R.)

Postby Sihoiba » Sat Mar 26, 2011 7:41 am

Could you give us a bit more time, I don't really have much time to look at it this weekend?
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Re: The Battle for Mine Island (Turn 2, I.A.R.)

Postby BLANDCorporatio » Sat Mar 26, 2011 12:45 pm

Ok, make it Tuesday then. But it's been a long time already, send some orders until Tuesday please.
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Re: The Battle for Mine Island (Turn 2, I.A.R.)

Postby Stryke » Sat Mar 26, 2011 7:09 pm

Awsome this game isn't dead after all :D
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Re: The Battle for Mine Island (Turn 2, I.A.R.)

Postby BLANDCorporatio » Sun Mar 27, 2011 9:21 am

Indeed. Gosh, we've only just started. I can't wait to see which path you take toward island domination.
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Re: The Battle for Mine Island (Turn 2, I.A.R.)

Postby BLANDCorporatio » Tue Mar 29, 2011 7:40 am

Ferrr-d-rrreF

Turn swap has occurred.

The Generic Scots are now on Turn 2!

Right, I think I have some scouting orders from LTDave, which I'll be resolving later today as well as any others sent in the meantime.

EDIT: oops, delayed resolving the scouting orders from Dave. But now they are. So that's ok.
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Re: The Battle for Mine Island (Turn 2, I.A.R.)

Postby BLANDCorporatio » Wed Apr 13, 2011 4:40 pm

Received scouting orders from I.A.R. but I'm not having last orders from Generic Scots- are you sure, Generic Scots, that you did all you could this turn? If so, tell me and I'll end your turn and process the orders from I.A.R.
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Re: The Battle for Mine Island (Turn 2, I.A.R.)

Postby LTDave » Wed Apr 13, 2011 11:02 pm

Apart from Watermonkey, I think we're all done.

If Watermonkey says end turn, I'm ok with that.

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