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Purpose

This article attempts to articulate an evolutionary path for improved bombardment in Freeciv.

Current Bombardment in Freeciv

Currently, Bombarding has these limits:

  • range: 1 tile
  • bombarder loses all moves
  • bombard strength same as standard attack strength
  • fortified status always lost when bombarding
  • every unit on bombarded tile is exposed to the bombard

Variable controls by ruleset on bombardment

Currently, the ONLY ruleset control over bombardment is bombard_rate:

  • bombard_rate                    # of combat_rounds of bombardment

Possible New Variables to Evolve Bombardment in Freeciv:

Legend for this chart:

  • variable_name
    • functional description of variable
      • examples

Chart of possible new bombard variables:

  • bombard_extra_range
    • the EXTRA distance that the unit can bombard
      • 0: adjacent; 1: range=2; 2:r=3; etc.
  • bombard_range_rate_mod
    • adjustment to bombard_rate with each tile distance
      • -1: one less combat_round @ r=2; two less @ r=3; etc.
  • bombard_atk_mod                 
    • adjustment to attack strength when bombarding
      • -50: A4 units bombard @ A2
      • 50: A4 units bombard @ A6
  • bombard_atk_range_mod
    • adjustment to attack strength with each tile distance
      • -25 = A4 units bombard @ A3 if r=2; A2 if r==3; etc.
  • bombard_move_cost
    • move points expended by a bombard action
      • 0: uses all moves
      • 1: uses 1 move
      • 2: uses 2 moves; etc
  • bombard_stay_fortified         
    • bombarding units can stay fortified while bombarding?
      • 0: lose fortified state
      • 1: unit remains fortified while bombarding
  • bombard_fortifed_def_mod       
    • defense bonus for fortified targets exposed to this type of bombardment
      • 0: none
      • 50: fortified units gain an extra 50% bonus when bombarded by this unit
      • 100: fortified units are immune to this type of bombard
  • bombard_primary_targets       
    • maximum number of primary bombard targets exposed to the attack
      • 1: only one unit in the stack is a primary bombard target
      • 3: up to 3 units in the stack will be primary bombard targets
  • bombard_primary_kills
    • max number of primary targets who can die from bombardment
      • 0: none
      • 1: maximum of only one death can occur from bombardment
      • 2: maximum of two deaths can occur from bombardment
  • bombard_collateral_targets     
    • the number of "collateral targets" or secondary bombard targets exposed to "scatter damage"
      • 0: only primary targets are bombarded
      • 3: up to 3 more units exposed to collateral damage
  • bombard_collateral_kills
    • max number of collateral targets who can die from bombardment
      • 0: none
      • 1: only one collateral target can die from "scatter damage"
      • 2: only two collateral targets can die from "scatter damage", etc.
  • bombard_collateral_rate_reduce     
    • the reduction in combat_rounds that "collateral units" are exposed to
      • 0: collateral targets exposed to same combat_rounds as primary targets
      • 1: collateral targets exposed to (bombard_rate-1) combat_rounds
      • 2: collateral targets exposed to (bombard_rate-2) combat_rounds, etc.
  • bombard_collateral_atk_mod     
    • adjustment to attack strength (percent chance to hit collateral targets)
      • -50 = if primary strength is A4, attack strength on collateral targets is A2
      • 50 = if primary strength is A6, attack strength on collateral targets is A9

Examples:

  • Fortified Riflemen doing ranged attacks on other fortified Riflemen are only half as effective as on unfortified Riflemen. Nevertheless, Riflemen have special ability to remain fortified while doing it:
    • bombard_fortified_def_mod = 50
    • bombard_stay_fortified = 1
  • Precision fire-bomb strike: high chance to kill one target, with broad but weak collateral damage:
    • bombard_primary_targets = 1
    • bombard_primary_kills = 1
    • bombard_rate = 1000
    • bombard_collateral_targets = 999
    • bombard_collateral_kills = 0
    • bombard_collateral_rate_reduce = 999
    • bombard_collateral_atk_mod = 50
  • Archers can't do ranged attacks on fortified foot soldiers:
    • bombard_fortified_def_mod = 100
  • Anti-Aircraft Artillery can pinpoint only one unit in a stack of Fighters, can damage but won't kill it, and can remain fortified:
    • bombard_primary_targets = 1
    • bombmard_primary_kills = 0
    • bombard_collateral_targets = 0
    • bombard_stay_fortified = 1
  • Battleship can bombard and seriously weaken one unit at a time in a city, with some low chance of collateral damage to two other units; and can make TWO of these bombard attacks per turn:
    • bombard_primary_targets = 1
    • bombard_primary_kills = 0
    • bombard_rate = 20
    • bombard_collateral_targets = 2
    • bombard_collateral_kills = 0
    • bombard_collateral_rate_reduce = 19
    • bombard_move_cost = 6
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