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Text File | 1996-04-04 | 8.7 KB | 373 lines | [TEXT/XCNQ] |
- (game-module "ww2-div-eur"
- (title "WWII, Division-Level, Europe")
- (blurb "Definitions for division-level WWII in Europe")
- (variants
- (world-seen true)
- (see-all true)
- ("Keep Score" keep-score (true (scorekeeper (do last-side-wins))))
- )
- )
-
- (unit-type a-inf (name "infantry(a)") (image-name "inf-div")
- (help "Allied infantry division")
- )
- (unit-type a-armor (name "armor(a)") (image-name "armor-div")
- (help "Allied armored division")
- )
- (unit-type a-para (name "paratroops(a)") (image-name "para-div")
- (help "Allied paratroop division")
- )
-
- (define a-ground-types (a-inf a-armor a-para))
-
- (add a-ground-types possible-sides "allies")
-
- (add a-ground-types acp-per-turn (3 6 3))
-
- (unit-type g-inf (name "infantry(g)") (image-name "inf-div")
- (help "German infantry division")
- )
- (unit-type g-armor (name "armor(g)") (image-name "armor-div")
- (help "German Panzer division")
- )
- (unit-type g-para (name "paratroops(g)") (image-name "para-div")
- (help "German paratroop division")
- )
- (unit-type pzgren (name "panzergrenadiers") (image-name "pzgren-div")
- (help "German panzergrenadier division")
- )
- (unit-type metro (image-name "metro-div") (image-name "inf-div")
- (help "German metropolitan defense division")
- )
- (unit-type cd (image-name "cd-div") (image-name "inf-div")
- (help "German coastal defense division")
- )
-
- (define g-ground-types (g-inf g-armor g-para pzgren metro cd))
-
- (add g-ground-types possible-sides "axis")
-
- (add g-ground-types acp-per-turn (3 5 3 3 3 2))
-
- (unit-type hq (image-name "hq-div") (image-name "flag")
- )
-
- (add hq acp-per-turn 6)
-
- (define ground-types (append a-ground-types g-ground-types hq))
-
- (define non-mot-types (a-inf g-inf))
-
- (define mot-types (a-armor g-armor))
-
- (unit-type train
- (help "rail transport"))
-
- ;; should have assault craft distinct from transports.
- (unit-type transport (image-name "ap"))
- (unit-type battleship (image-name "bb"))
-
- (define ship-types (transport battleship))
-
- (unit-type airbase)
- (unit-type v2-base (image-name "v2"))
- (unit-type port)
- (unit-type coast-defense (image-name "walltown"))
- (unit-type town (image-name "town20"))
-
- (define place-types (airbase v2-base port coast-defense town))
-
- ;;; Abstracted aircraft. (should have strategic vs support?)
-
- (material-type org
- (help "organization - important to do things, acquired from HQs"))
- (material-type air
- (help "attached aircraft used for support"))
-
- ; sea clr brkn/bocage rough/hills mtn urb road rail river rhine
-
- (terrain-type sea (color "sky blue") (char "."))
- (terrain-type swamp (char "="))
- (terrain-type clear (color "green") (char "+"))
- (terrain-type broken (image-name "bocage") (color "sea green") (char "%"))
- (terrain-type hills (image-name "forest") (color "forest green") (char "^"))
- (terrain-type mountains (color "sienna") (char "/"))
- (terrain-type urban (char "#"))
- (terrain-type road (subtype connection) (subtype-x road-x)
- (color "gray"))
- (terrain-type railroad (subtype connection) (subtype-x road-x)
- (color "black"))
- (terrain-type river (subtype border) (subtype-x river-x)
- (color "blue"))
- (terrain-type Rhine-river (subtype border)
- (color "dark blue"))
-
- (define land-t* (swamp clear broken hills mountains urban))
-
- (define cell-t* (sea swamp clear broken hills mountains urban))
-
- ;;; Static relationships.
-
- (table vanishes-on
- (ground-types sea true)
- (ship-types land-t* true)
- ;; Trains can only exist on railroads.
- (train t* true)
- (train railroad false)
- (place-types sea true)
- )
-
- ;; Unit-in-terrain capacities.
-
- (add t* capacity 3)
-
- ;; Unit-in-unit capacities.
-
- (table unit-size-as-occupant
- (u* u* 99)
- (ground-types (transport town) 1)
- (ground-types train 1)
- (train town 1)
- )
-
- (add transport capacity 4)
-
- (add train capacity 1)
-
- (add town capacity 6)
-
- (table unit-capacity-x
- (port ship-types (6 2))
- )
-
- (table unit-storage-x
- ((airbase town) air 10)
- )
-
- ;;; Vision.
-
- ;;; Static units can't do anything without the world's reporters finding
- ;;; out within the week.
-
- (add place-types see-always true)
-
- ;;; Action parameters.
-
- (add ship-types acp-per-turn 14) ; 28 would be better
- (add train acp-per-turn 28)
-
- (add place-types acp-per-turn 0)
- (add (airbase town) acp-per-turn 7) ; for airstrikes
-
- ;;; Movement.
-
- (add ship-types speed 70.00)
- (add place-types speed 0)
-
- (table mp-to-enter-terrain
- (mot-types hills 2)
- (ground-types mountains 2)
- (mot-types mountains 4)
- (hq mountains 1)
- (ground-types river 2)
- (ground-types Rhine-river 3)
- (ground-types sea 9999)
- ;; Trains can only move on railroads.
- (train t* 9999)
- (train railroad 1)
- (ship-types land-t* 9999)
- )
-
- (table zoc-range
- ;; Ground units can constrain the movement of adjacent ground units.
- (ground-types ground-types 1)
- ;; Except for HQs, which are wimpy combatwise.
- (hq u* 0)
- )
-
- (table zoc-into-terrain
- (ground-types t* false)
- (ground-types land-t* true)
- )
-
- (table mp-to-enter-zoc
- (ground-types ground-types 7)
- )
-
- ;;; Repair.
-
- (add u* hp-recovery 0.50)
-
- ;;; (should have towns repair units also, but would need to be able to act then!)
- ;;; (could say nonzero acp-to-xxx with zero acp-max means auto-actions)
-
- ;;; Combat.
-
- (add ground-types hp-max 12)
- (add place-types hp-max 48)
-
- (table acp-to-attack
- (u* u* 1)
- ;; Trains can't actually attack anything.
- (train u* 0)
- )
-
- (table hit-chance
- (u* u* 50)
- (a-inf u* 60)
- (a-armor u* 40)
- (a-para u* 50)
- (g-inf u* 40)
- (g-armor u* 40)
- (g-para u* 70)
- (pzgren u* 60)
- (cd u* 30)
- ;; HQs are not for combat.
- (hq u* 0)
- ;; Transport combat is non-existent at this scale.
- (u* transport 0)
- (transport u* 0)
- ;; Battleships are very good at shelling everything.
- (battleship u* 90)
- ;; ...but not so good with each other.
- (battleship battleship 50)
- ;; Might accidentally destroy what we're trying to capture.
- (u* train 10)
- )
-
- (table damage
- (u* u* 2d4)
- (hq u* 0)
- (u* transport 0)
- (transport u* 0)
- (u* train 1)
- )
-
- ;; Battleships can reach inland a little ways.
-
- (add battleship acp-to-fire 1)
- (add battleship range 2)
-
- ;; Aircraft give towns and bases a long reach.
-
- (add (airbase town) acp-to-fire 1)
-
- (add (airbase town) range 12)
-
- (table consumption-per-attack
- ((airbase town) air 1)
- )
-
- (table hit-by
- ;; Planes can attack just about anything.
- (u* air 1)
- )
-
- (table material-to-fight
- ((airbase town) air 3)
- )
-
- (table capture-chance
- ;; Trains are easily captured, but might be able to escape sometimes.
- (ground-types train 80)
- ;; Towns don't usually have much integral defense.
- (ground-types place-types 90)
- )
-
- ;; (units in towns and trains should be able to help defend)
-
- ;;; Definitions used for testing.
-
- ;;; Some defns for the fractal percentile generator.
-
- (set alt-blob-density 10000)
- (set alt-blob-size 20)
- (set alt-smoothing 6)
- (set wet-blob-density 2000)
- (set wet-blob-size 100)
-
- ; sea low clr brkn rough mtn urb
-
- (add cell-t* alt-percentile-min ( 0 30 30 30 70 90 30))
- (add cell-t* alt-percentile-max ( 30 35 70 70 90 100 70))
- (add cell-t* wet-percentile-min ( 0 50 0 50 0 0 45))
- (add cell-t* wet-percentile-max (100 100 45 100 100 100 50))
-
- ;;; River generation.
-
- (add (clear hills mountains) river-chance (2.00 2.00 4.00))
-
- (set river-sink-terrain sea)
-
- ;;; Road generation.
-
- (table road-chance
- (town town 100)
- (town (port airbase) 100)
- )
-
- (table road-into-chance
- (land-t* land-t* 100)
- )
-
- (set country-radius-min 6)
-
- (add (sea clear) country-terrain-min (5 5))
-
- (add u* start-with 1) ; one of everything
-
- (table favored-terrain
- (u* t* 100)
- (u* (sea swamp) 0)
- (ship-types sea 100)
- (ship-types land-t* 0)
- )
-
- (table unit-initial-supply
- ((airbase town) air 9999)
- )
-
- ;;; No political detailing needed at the divisional level.
-
- (set side-library '(
- ((name "Allies") (adjective "Allied") (class "allies")
- )
- ((name "Axis") (adjective "Axis") (class "axis")
- (emblem-name "german-cross"))
- ))
-
- (world 2500 (year-length 52))
-
- (set calendar '(usual "week"))
-
- (game-module (design-notes (
- "The map scale is 10 miles/hex, game time is 1 week/turn."
- ""
- "This game design covers division-level operations in Europe during WWII."
- "Players take on the roles of army commanders but not political leaders;"
- "the game does not include political factors."
- )))
-
- #|
-
- Organization is consumed by movement/combat, supplied by HQs
- Have organization material increase effectiveness of combat (and movement).
-
- HQs should auto-retreat. Inability to retreat results in capture.
-
- Parachutists have restrictions on initial placement (why?), won't
- drop further than 10 hexes from friendlies (even on invasion?)
- (use control radius to impl)
-
- Mulberry is like a stationary transport, placed in the water by ships,
- has better unit/supply transfer parms.
-
- Can build fortresses (very slowly), units can be inside or outside.
-
- Admin movement should use trains/trucks (introduce as units with
- huge move allowance?).
-
- All units have high prob to surrender - use ZOC to calculate.
-
- |#
-