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- Energion Battle System
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- Section 1
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- Basic Documentation
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- 1.1 Description . . . . . . . . . . . . . . . . . . . . . . . . . 3
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- 1.2 General System Description . . . . . . . . . . . . . . . . . 4
- 1.2.1 The Map . . . . . . . . . . . . . . . . . . . . . . . . . . 4
- 1.2.1.1 Map Definition . . . . . . . . . . . . . . . . . . . 6
- 1.2.1.2 Grids . . . . . . . . . . . . . . . . . . . . . . . 7
- 1.2.1.3 Markers . . . . . . . . . . . . . . . . . . . . . . . 8
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- 1.3 Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
- 1.3.1 Unit Definition . . . . . . . . . . . . . . . . . . . . . . 9
- 1.3.2 The Force . . . . . . . . . . . . . . . . . . . . . . . . . 12
- 1.3.3 Movement . . . . . . . . . . . . . . . . . . . . . . . . . 13
- 1.3.4 Defense Module . . . . . . . . . . . . . . . . . . . . . . . 16
- 1.3.5 Tactics Module . . . . . . . . . . . . . . . . . . . . . . . 16
- 1.3.6 Attack . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
- 1.3.7 Supply . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
- 1.3.8 Strategy . . . . . . . . . . . . . . . . . . . . . . . . . 22
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- 1.4 - Terrain Table . . . . . . . . . . . . . . . . . . . . . . . 25
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- 1.5 Miscellaneous Modules . . . . . . . . . . . . . . . . . . . . 25
- 1.5.1 Units of Measure . . . . . . . . . . . . . . . . . . . . . 25
- 1.5.2 Items . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
- 1.5.3 Location Chains . . . . . . . . . . . . . . . . . . . . . . 26
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- 1.1 Description
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- The Energion Battle System (EBS) is a set of rules for handling combat
- for various sized units in gaming scenarios. The EBS program uses these
- rules to handle combat resolution, tactical displays for FRP scenarios and
- to function as a war game with extensive tactical options and limited
- strategic control capability. The war game portion may be used to referee
- multiple player games (up to 32 depending on the scenario design) or to play
- any or all sides.
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- Scenarios may be run in "controlled" mode, with player passwords or in
- "experimentation" mode which allows full editing, testing and reporting on
- units. It keeps a history file of actions.
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- Key features include:
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- a) Up to 32 terrain types, each user configurable.
- b) AREXX (tm) port and script/command language.
- c) Built in unit, map and module editors.
- d) Line of sight calculations including density and altitude of
- intervening terrain.
- e) Combat calculation using cover, detailed information about weapons
- and target armor, as well as troop skill.
- f) Indirect fire weapons with multiple spotters.
- g) Tactics modules indicating target choice priorities, unit morale
- and decision making capability.
- h) Strategy modules for major classic strategies, configurable by the
- user.
- i) Calculation of unit movement including individual capabilities in
- various terrain types, teleportation and plane shifting (for fantasy
- scenarios).
- j) Maps with multiple viewpoints and zooms.
- k) Most actions replaceable with AREXX (tm) scripts.
- l) Uses IFF picture files as maps with colors to represent terrain.
- m) Individual viewpoint based on units sighted and units known about.
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- The demo program is free. It contains maps of each of the three types
- supported and another scenario, along with the basic documentation. The
- demo program is a functional EBS, with script language fully compatible
- with the full versions, but without the module editing functions. A user
- may create and edit modules using the script language-- the missing
- features mostly involve user friendliness.
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- The full program is available for $30.00 by writing:
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- Henry Neufeld
- P.O. Box 1147
- Bellevue, NE 68005
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- You will receive a two disk set, including prepared modules, demonstration
- scripts and full documentation of all script commands. It also includes
- several scenarios based on the Energion Campaign. Each sold program has a
- registration number embedded in it, unique to that user.
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- The program comes in four versions:
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- 1. The small demo/player version, which allows playing of scenarios
- and design if one is willing to live with the annoyance of using script
- commands for all creation/editing. This version is free and may be
- distributed at will.
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- 2. The standard version, which may be run on any Amiga with at least 1
- megabyte of memory.
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- 3. The 68881 version, for those few systems which have a 68881 but no
- 68020/68030. If you want this version, please specify in your order, as it
- is not included standard with the disk set.
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- 4. The 68020 version, without math chip. Requires 68020/68030, but
- does not have inline math chip code. Uses the mathieeedoubbas.library.
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- 5. Inline 68020 & 68881 code. Requires math chip.
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- Versions 1, 2, 4 and 5 are provided with the disk set. Specify version
- three in place of version 5 if desired.
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- Also available, and related to the program:
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- Energion Disk #1: $ 5.00
- (includes PLAYER, the Energion character playing program (with scripts to
- allow it to interface with EBS).
- Energion Disk #2: $ 5.00
- (Rules set in archived text form.)
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- 1.2 General System Description
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- EBS is based on a series of modules which may be combined into a
- complete scenario or a tactical display. Each element may be configured in
- detail by the user. The elements are saved in files, the '.emap' file for
- map descriptions with associated elements, the '.cfg' files for system
- configuration data and the '.ebs' files for forces and units and '.escn'
- files for scenarios.
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- 1.2.1 The Map
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- The key to the EBS system is the map description. EBS maps use IFF
- graphics files, which may be created with the limited editing tools within
- EBS or with any IFF compatible graphics editor, such as DPaint. I recommend
- creating the basic map with your favorite editor and then importing it into
- EBS. Some editing is better done in EBS, which allows the painting of
- terrain patterns (see below). Importing a map consists of loading the IFF
- file and creating a map definition.
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- Maps may be HIRES or LORES and interlaced or not, but not HAM mode.
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- The definition file consists of data which EBS needs in order to
- interpret the map. EBS reads individual pixels to get terrain data for use
- in determining altitude, cover, movement and lines of sight. It reads these
- pixels in 9 pixel groups, and averages the results. The terrain data table
- (see under configuration) contains the data concerning the terrain types (up
- to 32 entered at a time) which are averaged into a terrain result,
- individual to that pixel. The number of different basic terrains which can
- be displayed on a single map is dependent on the number of colors.
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- A map may also have attached to it a list of grids, markers and
- location chains. (A location chain is a scalable drawn figure on the map.)
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- 1.2.1.1 Map Definition
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- EBS is designed to handle three types of maps, plus up to 23 additional
- types managed by script (see section on scripts).
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- The types are:
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- T - Tactical map. A tactical map is measured (as seen on the screen)
- in horizontal (x), vertical (y) and altitude (z) from a standard reference
- point entered in the map definition. Maps loaded simultaneously, may at
- user discretion share a center point, thus allowing use of multiple maps in
- a single scenario by means of scripts. (EBS v1.0 does not support automatic
- swapping of maps, but the scenario may write scripts for this purpose.) For
- reference purposes a map may also be linked to a Latitude/Longitude in
- relation to one of the larger map types.
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- S - Square map, for lack of a better term. This map is actually a
- rectangle which is measured in degrees minutes and seconds. It tends to
- become somewhat distorted, especially if it covers a territory near the
- poles.
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- O - Orange peel map, from the elementary school illustration of it.
- This is a full globe map done in six sections. Accuracy is a little less
- than one degree on a 640 by 400 pixel screen.
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- Any other letter except 'X' must have definition information in a map
- handling script. Do not use map type 'X', as it is defined for EBS for
- compatibility with BETA versions, but not documented due to certain
- inaccuracies in its location handling.
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- The elements of a map definition are:
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- 1) X-Y-Z starting coordinates.
- 2) Pixel multiplier for the x and y coordinates; the y multiplier
- doubles for the altitude multiplier, since altitude is illustrated on
- the same axis as the y coordinate when the display is rotated. These
- values are set automatically by EBS when you select "Map Scale" in the
- map editor window.)
- 3) An anchor latitude longitude pair, and an altitude, used to compare
- a tactical map with lat/long maps.
- 4) A number of sections, used only by type 'O' maps.
- 5) A text label for the map. This will appear in requesters and
- titlebars. If you don't want it to be truncated, it should be no more
- than 32 characters, though the only problems resulting from overlength
- labels will be truncation in requesters and title bars and excessive
- memory usage.
- 7) The filename of the IFF file for the map.
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- 8) A set of terrain associations, matching each color of the map to a
- terrain type as defined in the terrain table.
- 9) A default terrain type, returned as the value for all terrain
- requests concerning pixels not on the current map. This is used for
- zoomed tactical maps, where the background IFF file does not cover the
- full area of the screen.
- 10) A 'plane' value, used for multidemsional fantasy campaigns.
- 11) An 'interstice' value, used for the Energion magic system.
- 12) A set of options. There are only three - PVTBITMAP, which says to
- allocate internal memory to preserve the background to this map, making
- switching of maps nearly instantaneous. By default, maps are reloaded
- from disk whenever changed. TACTICALMAP - Indicates that the map is of
- type 'T' and is normally maintained by EBS. There are some routines
- for converting locations from an XYZ to a lat/long format. If your
- user defined map needs this type of conversion, select this option.
- BACKDROPMAP should be selected if you use a single color background,
- such as for a star map. If you select this option, the color of the
- background will be that of the terrain number for the default terrain.
- 13) The radius of the globe, for any lat/long map.
- 14) The name of the unit of measure for the map.
- 15) The number of centimeters in each of those units of measure.
- 16) The name of the first grid associated with the map.
- 17) The name of the first marker associated with the map.
- 18) The name of the first location chain associated with the map.
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- Note that the last three items are automatically maintained by EBS when
- the modules are created. Each of those items must be associated with a
- specific map when created.
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- Note that while the modules supplied with EBS generally assume a base
- unit of centimeters, this is not locked into the system. You can use any
- base measure, such as inches or feet that you desire, but it should be
- consistent between all modules you create. Modules can be exchanged between
- maps and scenarios, and if their ranges and other attributes are stated in
- different units of measurement, confusion can result. If you distribute
- modules you have created, please specify what base unit of measure you are
- using.
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- Any of these variables can be used for whatever purposes in designing
- specialized map definitions. Scenarios must use tactical maps, the other
- two are used for display and informational purposes only. Any type of map
- may be reprojected into any other, including creating tactical maps based on
- a point on another projection. You may also reproject into a user defined
- projection, though this can be very slow (up to 12 hours or so on a 640 x
- 400 pixel screen, using floating point math in an AREXX (tm) script.)
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- 1.2.1.2 Grids
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- A grid is a display device allowing display of lines every specified
- distance. Lines may be drawn in complement mode, in which case the grid
- will toggle--reselecting it will erase the lines, or it may be drawn in a
- selected color.
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- Definable values for a grid are:
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- 1) Horizontal start point.
- 2) Vertical start point.
- 3) Horizontal separation.
- 4) Vertical separation.
- 5) Grain; for orange peel type maps which require curved lines, this
- value determines the length of the individual line segments for the
- longitude lines.
- 6) DrawMode, either COMPLEMENT or JAM1, the Amiga draw modes which EBS
- will use to draw the grid. (JAM1 means jam one color onto the map,
- COMPLEMENT complements each pixel, and thus drawing the grid again will
- erase it from the map.)
- 7) Color - a color number from the palette for the map, maximum value
- depends on the depth of the map. Entered colors are checked for
- limits, but copying a grid to a different map can result in an illegal
- value.
- 8) Flags - there are only two of these, one is GRIDON which indicates
- whether the grid is redrawn with each map refresh and the other is
- DISTANCEGRID which indicates the grid is to be drawn separated by
- distance rather than LAT/LONG coordinates. (See the discussion under
- Module design.
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- 1.2.1.3 Markers
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- Markers mark a place on the map. They are gadgets which can be
- selected to get information about the location marked and about items which
- may be attached to the marker.
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- EBS has 10 types of markers, each of which has an editable image which
- may be shown in one of the available map colors less one. Both colors 0 and
- 1 appear as background of 0 and foreground of 1. In addition, markers allow
- a label, as do all EBS modules, along with a name and note, allowing
- additional information entered freeform.
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- In addition, a marker maintains full data concerning its location,
- using x, y and altitude as well as two planar coordinate numbers (material
- plane and interstice) based on the Energion magic system. These two values
- can be used in connection with the movement system to create a five
- dimensional coordinate system if desired.
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- A marker may have, in addition, names for the following items:
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- 1) A military unit, described below.
- 2) An objective, used in strategy determination.
- 3) A supply depot.
- 4) An item, a user definable module usable as a variable.
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- A marker may have only one of each of these items, so one marker cannot
- serve for two different military units. This would not be desireable in any
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- case, as the marker maintains complete location data on the unit. It can,
- however, have all three of the items, thus, a divisional HQ could have a
- supply depot, the HQ unit itself and also be considered a strategic
- objective of the opposing force. Note that in that case, the supply depot
- and objective would automatically move with the unit. If this is not
- desired, separate markers should be used.
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- 1.3 Units
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- 1.3.1 Unit Definition
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- The military unit is the basic element of a force which is the basic
- element of a battle scenario. I start with the unit, because it is possible
- to use EBS, especially in tactical display mode, or as a referee with
- multiple human players without any forces at all. For any computer decision
- making, however, a force definition is required.
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- A unit definition only defines a few basic facts about a unit, and uses
- the labels of various modules to define its various capabilities. The unit
- definition only includes the labels of those modules which it must use for
- its various functions. [For those programmers who may wonder how much
- memory is used when one creates long labels for a module, a definition does
- not actually contain the label string, but only a pointer to the module
- involved whence it extracts the information it needs. Thus, even though 50
- units may be using one module, the label string, and the module itself only
- exist in one place. Labels are stored in files, and in the case of units,
- there may be quite a few of them, so it is still a good idea to use a label
- as short as will convey the identity of the unit.] Labels are stored in
- memory only once, and if they are set judiciously, they can be both
- informative, and negligible in memory use.] A full definition
- will consist of a unit with its marker and none or more of the following
- subunits:
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- 1) A movement module, specifying the movement capabilities of the unit
- (actual speed is maintained in the unit definition itself, since it may vary
- for each unit). The movement module, defines capability to move, not actual
- movement.
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- 2) A defensive module, specifying resistances to various types of
- attacks.
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- 3) A tactics module, specifying behavior and tactical level decision
- making for the unit.
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- 4) A force number specifying which force the unit belongs to for
- purposes of determining relations to other units.
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- 5) A superior unit, which is the unit label for the HQ of this unit.
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- 6) The first in a list of subordinates. This value is automatically
- maintained by the program if all the 'superior' values are set correctly.
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- 7) The first in a list of supported units, particularly valuable in
- the case of artillery spotters, but usable in other circumstances where the
- unit may be called upon to fire in support of another unit.
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- 8) The first in a list of attacks which the unit may use. Attacks
- require detailed description, but for now, an attack is not a weapon, it is
- a description of how a weapon is used by the unit, and itself contains the
- names of weapons of whatever type. Units may combine weapons in some very
- creative ways in attacks.
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- The unit definition itself contains the following definable values:
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- 1) Base manning - the size of the unit when all its members are alive
- and kicking (or whatever they normally do before the enemy kills them).
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- 2) Number - how many are actually in the estimable condition described
- above. Note that in modifying these values, all combat is conducted
- simultaneously, so the number of combatants in a unit will not reflect
- reality until the end of a round (second, minute or hour) of combat.
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- 3) Damage points - the number of points of damage, as inflicted by
- weapons of various types, this unit can take. This value must relate
- properly to the various types of units available in a scenario. For
- example, one might have a scenario using only tanks and nasty small things
- which kill tanks, and use a damage value of between one and ten for the
- various types of tanks, with the AT guns behaving in an appropriate fashion,
- inflicting appropriate amounts of damage. If, however, you place humans on
- the field outside the tanks, there is nowhere on the scale to place them.
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- 4) Zone of Control - the area which the unit will look at to make
- immediate firing decisions. If there are enemy units within the unit's zone
- of control, it will make firing and movement decisions based on its tactics
- module; if it does not, it looks to the strategy of its force for those
- decisions. It is obviously important to set this to a useful value if one
- wishes a computer played force to behave coherently. If it is not set by
- the scenario design, it will be set to the extreme range of the unit's
- longest range weapon plus one minute's movement. This figure is somewhat
- arbitrary, but the program needs something here if a designer is too lazy to
- provide it, and, under appropriate circumstances, just about anything might
- be used.
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- 5) Supply type - the type value for a supply depot from
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- which this unit can resupply. These two values are arbitrary within the
- scenario. A value of zero means that the unit can resupply at any supply
- depot.
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- 6) Unit ID - a value solely for the use of an EBS script programmer who
- needs to identify classes of units or other values for the purpose of
- scripts. It could be used in an AREXX (tm) 'select' range, for example.
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- 7) Height - believe it or not, EBS wants to know how tall the average
- member of a unit is. This is mostly of use in a fantasy campaign where one
- might have giants and pixies on the same map. The pixies get cover from
- tall grass, while the giants need redwoods. Conversely, the giants can see
- over the grove of oaks, whereas the pixies are blocked by the aforementioned
- tall grass.
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- 8) Speed - normally set on the run by a player, the percentage of
- actual base speed which the unit is using. In accordance with the Energion
- rules system, the key values are:
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- 50% - maximum sneak speed
- 100% - normal walk (should be the value in movement module).
- 200% - jog, maintainable for up to one minute per point of endurance
- 300% - sprint, maintainable for up to one second per point of endurance
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- The value is entered as an integer and is only checked for the maximum
- value of 65535, so if you wish to use different base values and multiples,
- it is possible. In case you are using values over 300, set the Endurance
- value to -1 so the program will not calculate endurance. The
- EnduranceCounter may then be used by a programmer to keep track of actual
- endurance in a different manner.
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- 9) EnduranceCounter - Current actual endurance value. Endurance is
- used by movement at the rate of one point per second at 300%, one point per
- minute at 200% and one point per hour at 100%. Below 50% EBS doesn't
- bother.
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- 10) Endurance - See the movement speeds for appropriate values.
- Energion characters can use their Endurance bonus.
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- 11) Intelligence - not IQ, but the units capability to know about other
- units on the map. All data is filtered through this value unless the
- opposing unit is visible (see Hide below).
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- 12) Cover - the ability of a unit to prevent other units from knowing
- about it, compared to the intelligence value when checking for knowledge.
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- 13) Hide - this value serves a dual purpose, basically stating how
- "sneaky" a unit is, as well as how good it is at detecting other units
- sneaking.
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- 14) Force - the force to which the unit belongs for purposes of
- determining relations, and other minor tactical type things.
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- 15) A whole posse of counters. Most of these are maintained
- automatically by the system, but since one can 'get' and 'set' them with
- scripts, a brief description follows:
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- Counter - fundamental counter for the unit, used when none of the
- others apply.
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- Move Counter - used in cases of teleportation and plane shifting to
- determining when steps in the process are accomplished. For example, in an
- interstitial move, a unit must a) shift to the interstice, b) accelerate to
- speed, c) decelerate, and d) transfer back to the material plane. Each of
- these steps takes a number of seconds specified in the movement module, and
- the movement counter keeps track of when each event takes place.
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- Status Counter - counts the time a unit spends in retreat before it can
- attempt to regain morale and control of its own actions, when a unit is
- under fire and in combat, and when it is advancing.
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- Supply Counter - counts the time required for a unit to regain supplies
- from a supply unit. It is reset to its maximum value whenever the
- conditions of the resupply procedure are not met (see Supply, below).
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- Review Counter - associated with a current review time value which is
- extracted from the tactics module or set by retreat routines. The counter
- counts the seconds until the unit may reconsider its current choices of
- destinations and targets. The current value is taken from the tactics
- module base review time, it is randomly lengthened when a retreat begins,
- and will be restored from the tactics module when the retreat ends.
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- There are a number of other values set by the program automatically.
- Any of these which are of use to a script programmer are discussed under the
- 'set' and 'get' commands. None of them may be edited via the edit window, as
- there is not purpose for the user setting them when using only built-in
- routines.
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- 1.3.2 The Force
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- Forces would be known as "sides" of a conflict, except that EBS handles
- more than two of them per scenario. A force definition includes relations
- of the force to every other force, and some basic characteristics of the
- behavior of all units in the force.
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- A force contains the following user definable values:
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- 1) The name of a single objective for the force. The force will pursue
- this objective according to the options of the objective (see description of
- objectives below).
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- 2) The name of the first unit in the force. Normally, all you need to
- do is enter the correct force value for each unit and this value will be
- handled automatically. You may enter a value here prior to any unit being
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- added to the force.
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- 3) The name of the strategy which is in use by the force at the time.
- If this is set, rather than left to EBS choice, the strategy specified will
- be followed automatically until a review comes up. (See strategy
- description.)
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- 4) Password - this is used for multiplayer games, and is not intended
- for security, but just to make it difficult to accidentally command the
- wrong force.
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- 5) Number - a number from 1 to 32, which is automatically set by EBS
- when a force is created, but may be accessed or reset by the user.
- (Whenever the number is changed, all relation values must be changed.)
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- 6) Relationship - these values may be set to friend, neutral, enemy or
- fanatical enemy, establishing how the units in the force will react to units
- of other forces. [The only way to combine units for strategy is to place
- them in the same forces. Friendly units will not attack each other, but
- will pursue their objectives independently.]
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- 7) Review values - base, current and counter. The counter contains the
- seconds to then next review, the base value is the normal number of seconds
- between reviews, the current value is separately set under special
- conditions, such as a whole force going into defensive mode temporarily,
- then reset to base when that condition is alleviated.
-
- 8) The side of the map on which the force starts. Normally this is set
- automatically by EBS when it counts the number of units in each sector.
-
- 9) The side of the map to which the force is going. If the force has
- an objective defined, this will be the side on which the objective is
- located, otherwise, it will be the opposite side of the map. This value is
- maintained automatically by EBS. [An EBS map has nine sides for strategy
- purposes. See description under strategy.]
-
- 10) The side of the map on which the force is to start. EBS will
- figure this out.
-
- 11) A series of options specifying what sort of strategy the force
- should choose. These are:
-
- a) KILL - don't bother with strategy; just find the nearest enemy
- unit and kill it.
- b) DEFENSIVE - choose only a defensive strategy. A defensive
- strategy is defined as one in which the DEFENSIVE option is set. It is up
- to the module designer to appropriately label strategies by selecting
- options. This applies to all the options for a force which follow.
- c) OFFENSIVE - choose only an offensive strategy.
- d) BERSERK - choose a berserk attack strategy.
- e) CAUTIOUS - choose a cautious strategy.
- f) STATIC - don't bother with strategy, just sit there and shoot
-
- 14
-
-
-
-
-
- at whoever shows up.
-
-
- 1.3.3 Movement
-
- A movement module describes the movement capabilities of a unit or
- units. Currently EBS does not support use of more than one movement module
- for a single unit, though it could be accomplished through a movement or
- tactics script. Thus, a cavalry unit should have its horseback movement
- defined, not a separate movement module for foot and horseback. A unit
- individually maintains its own speed and list of destinations.
-
- A movement module contains the following user defined values:
-
- 1) Base Speed - speed of which the unit is capable over the long term.
- The unit speed value is a percentage of this value.
-
- 2) Movement multiple list - 32 values, one for each type in the terrain
- table. All 32 may be defined even if the map only handles a smaller number,
- allowing the movement module to be used on any map sharing the same terrain
- table.
-
- 3) A set of values for aerial movement:
-
- a) Takeoff - the time an aerial unit takes to leave the ground.
- b) Climb - the amount the unit can climb in a second.
- c) Descend - the amount the unit can descend in a second.
- d) AirAccel - acceleration per second of the unit in the air
- e) MaxAlt - maximum altitude for the unit.
-
- The maximum speed of aerial movement is taken from the base speed.
-
- 4) Teleport Time - the time it takes the unit to teleport.
-
- 5) Teleports - Base number of teleports for a unit using this movement
- module. The actual number of teleports remaining for a unit are maintained
- in the unit module.
-
- 6) The following list of values for interstitial movement (in
- accordance with the Energion interstitial travel rules).
-
- a) IntersticeAcceleration - rate of acceleration when traveling on
- the interstice.
- b) IntersticeMove - maximum rate of movement on the interstice.
- c) IntersticeTransfer - time taken to go to the interstice in the
- first place.
- d) IntersticeShifts - the number of times the unit may travel to
- the interstice. Again, the actual value is maintained by the unit.
- The movement module keeps the start value.
- 7) The following list of values for interplanar travel:
-
- a) PlanePointsMax - maximum number of planar points which the unit
-
- 15
-
-
-
-
-
- can travel. (See the Energion Magic rules for details.)
-
- b) PlanarTransfer - the time taken to transfer that number of
- planar points.
-
- c) PlaneShifts - the number of times the unit may shift planes.
- The actual value is maintained in the unit definition as with teleports
- and interstitial shifts.
-
- 8) SubFlags or Subterranean flags, though this is a slight misnomer.
- Using the flag requester, each bit of this value may be set to enable the
- unit to travel under the terrain type in question. (Or, if you insist, you
- can set them by hand.) These flags are not used by EBS v1.0, and for
- compatibility should be left all ON. I have left them accessible for
- possible use in scripts.
-
- 9) Flags - a list of conditions to be maintained during movement.
- The following values may be set:
-
- a) SEEKCOVER - try to stay in maximum cover while heading toward
- destination.
- b) GOFAST - stay in the terrain with the maximum movement rate
- while moving.
- c) HARDFRONT - allows a plus or minus 45 degree variation in
- course to accomplish the goals set by "a" or "b".
- d) CLOSEFRONT - allows a plus or minus 90 degree variation in
- course.
- e) MOVEFREE - allows a plus or minus 135 degree variation in
- course. This form of movement is mostly useful when you wish a unit
- never to leave a section of cover, but wish it to have movement within
- that cover. (It is best to also set ACTIVEDEFENSE on the unit since it
- is not impossible for a unit to escape using MOVEFREE, just very
- unlikely.)
- f) AERIAL - unit can fly. If this is set, but the various climb,
- speed and maximum altitude values are all zero, the unit will not fly
- anyway.
- NOTE: the next three items are specifically for fantasy games.
- g) TELEPORT - unit can teleport. A unit must also have some
- teleports available, so give it some if you select this option.
- h) PLANESHIFT - unit is capable of changing planes. It must also
- have some plane shifts available.
- i) INTERSTICE - unit can use the interstice for movement. It must
- have some interstice shifts available.
- j) ENTERATTACK - unit should enter the area of a static attack.
- This should usually be set if the unit has a special defensive
- capability.
- k) RANDSEARCH - unit should begin a random search pattern if it
- can't find anything better to do. Otherwise, the unit will simply
- remain where it is. Standing still may be desirable, for example, when
- the unit is intended to occupy an objective, but it may not be
- desireable when the various units with the capability to hide are
- involved in a scenario and not all have been located.
-
- 16
-
-
-
-
-
- l) STOPINAIR - Normally, an airborne unit will continue to move as
- long as it is in the air. Certain units, such as helicopters or
- wizards using telekinesis, should be able to stop. This option will
- allow them to do so.
- m) EXACTFORMATION - in the case of formations, applies regular
- corrections to the speed of units in the formation to try to maintain a
- formation. Note that EBS is not too good at maintaining formation
- between variousdestinations, but this option will maintain a decent
- semblance. Units should arrive at a destination in formation (after
- all units have arrived) unless the leader has since set a new
- destination.
-
- 1.3.4 Defense Module
-
- A defense module contains the following user definable values:
-
- 1) ArmorTypes - resistances to 20 types of armor. Energion characters
- use 17, but these can be used in any other method desired. A weapon's type
- is the armor value it will work against when an attack is resolved.
-
- 2) IFDefense - defensive value against indirect fire.
-
- 3) MagicDefense - defensive value against magical attacks. To
- accommodate the Energion magic system, there are five values for the five
- types of magical attacks defined.
-
- 4) Shield - value of the units shields.
-
- 5) Surprise bonus - applied to armor when the unit is aware of its
- attacker.
-
- 6) Angle Bonuses - bonuses which are applied to the armor value when an
- attack is coming from a particular angle. There are four 90 degree
- quadrants, one is forward, two is right flank, three is rear and 4 is left
- flank.
-
- 7) Options - ONEARMOR, specifies whether armors are individually
- specified, or whether the first armor value is to be taken for all armors,
- and SURPRISED, which is normally set by EBS just before an attack, but which
- can be set by the user in a script to indicate whether or not the surprise
- bonus should be applied during a combat. If this option is set, the
- surprise bonus is NOT applied.
-
-
- 1.3.5 Tactics Module
-
- A tactics module defines how a unit will react to tactical situations.
- It is to a unit what a strategy is to a force. The most important part of a
- tactics module is its flags, most of which describe tactics choices.
-
- User definable values include:
-
-
- 17
-
-
-
-
-
- 1) Flags - a list of primary targets and some aspects of unit actions.
-
- Possible values follow (names are shown as they will appear in the
- flags requester).
-
- a) DODAMAGE - attack the target to which you can do the most
- damage.
- b) HARDTARGET - attack the hardest target in sight. This would be
- valuable in a scenario with tanks and infantry where you want the tanks
- to attack other tanks while the infantry does its own thing. Set
- "DODAMAGE" for the infantry.
- c) CLOSEST - just take whatever's closest.
- d) DANGEROUS - attack the enemy with the greatest offensive value.
- e) NOTTARGET - take the unit within your zone of control which is
- targeted by the least friendly units.
- f) FASTEST - take the fastest enemy unit. This allows a unit to
- be assigned to reducing the enemy's mobility.
- g) PREPARED - the unit is prepared to face an enemy. Set by EBS
- and read by scripts or status window.
- h) SURPRISED - the unit is surprised for an attack. Set by EBS
- and read for scripts or status. h) SHIELDSUP - unit has its shields up.
- Set either by user or by EBS. Any unit which has a shield value and is
- using a weapon compatible with a shield will use it.
- i) RECKLESS - used for artillery units to indicate they will
- attack an enemy unit even at risk of hitting friendlies within the area
- of attack. It may also be used for units with ranged weapons to
- indicate that they will approach to point blank range. The value may
- be set absolutely with the CPA value, which overrides these flags.
- j) MAXRANGE - the unit will approach only to within its extreme
- range, and try to hold at that range while attacking. This is
- applicable to archers or any troops with ranged weapons. Normally
- these units will approach to medium range and try to maintain that
- range throughout the battle.
- k) FLEXCPA - If a long range weapon, on which the closest point of
- approach has already been figured, runs out of ammunition, refigure the
- value and allow the unit to approach to an ideal range for the new
- weapon.
- l) IDEALRANGE - The unit will always try to approach to an ideal
- range, prior to attacking, rather than beginning to expend ammunition
- at the maximum range possible. The ideal range is specified using the
- options in the weapon definition.
- m) CONCENTRATE - Normally, when a unit chooses a target, it counts
- the number of friendly offensive points already attacking that target,
- and if these are twice or more the defen^@- value of the target unit,
- it will ignore that target. If this option is selected, the unit will
- attack the best target it can find, regardless of who is already
- attacking it. This probably should be set if you are using a script to
- set the defensive value of a unit at the time of attack, since EBS will
- not have valid defensive figures in that case, and may put only one
- unit to attack each enemy unit.
- n) OBSERVER - If this value is set, the unit will not move to
- approach a target any further than it needs to get a line of sight.
-
- 18
-
-
-
-
-
-
- 2) Morale - how likely the unit is to attack in face of fire, and to
- hold on under fire. A morale roll is required every time the unit takes
- fire. It is a percentage roll, modified by ratio of strategic points above
- or below the attacker that the target is. It will also be modified for
- supply, supporting units and contact with other units if those features are
- in use.
-
- 3) Loyalty - This value is not used in EBS v1.0, but is made available
- for script programmers.
-
- 4) Berserkness - might be called "will to do battle" or "spirit" by the
- more charitable. This value is applied in choice of strategy for the unit
- to help determine whether an offensive or defensive strategy should be
- chosen. It is also applied before a unit attacks against 2 to 1 or worse
- odds in strategic points (all friendlies within the unit's zone of control
- are counted along with all enemies in the enemy unit's zone). If this value
- is zero, it is ignored.
-
- 5) ReviewCounter, ReviewBase, ReviewCurrent - default values for these
- figures for all units using the tactics module. This review counter value
- will be the starting value when any unit (such as a reinforcement) is added
- to the force.
-
- 6) CPA - or closest point of approach, the closest that a unit will
- attempt to approach an enemy to conduct an attack. This value prevents
- missile units from charging into melee range while they can still
- effectively work with their bow fire. CPA considers only the target unit,
- thus, a unit may come under hostile fire from other units while maintaining
- adequate distance from its own target. Also, movement speed, and decision
- speed impact on the effectiveness of this value. Basically, CPA is a desire
- on the part of the attacking unit, not an absolute rule. The enemy, of
- course, generally wants to violate it!
-
-
- 1.3.6 Attack
-
- An attack must be distinguished from a weapon. An attack is the way a
- unit uses a weapon. Before I discuss attacks, I will review the kinds of
- weapons which they can use.
-
- Weapons come in two basic categories, direct fire (Weapon) and indirect
- fire (IFWeapon). Each uses a separate module. Weapons are additionally
- divided in function between melee weapons and missile weapons, while
- IFWeapons are divided between artillery type weapons and magic. 'Magic'
- weapons need not necessarily be magical; the category simply covers all
- weapons which have specialized attack forms which cannot be covered under
- the normal weapon categories.
-
- A weapon has the following defineable values:
-
- a) Gap - the number of seconds between two uses of the weapon.
-
- 19
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-
-
-
-
- b) Initiative - the number of seconds required for an unprepared unit
- to prepare the weapon for use.
- c) Ranges - a list of five ranges (PointBlank, Short, Medium, Long,
- Extreme) discussions of these ranges may be found in the Energion game
- manuals, or you may use them for anything desired. Since each range has an
- associated hit chance and damage, you must simply make sure the correct
- corresponding values are used.
- d) HitChances - a list of five chances to hit a target.
- e) Damage - the base amount of damage done if a target is hit. Hit
- chances and damage are calculated in accordance with the Energion combat
- system, briefly, the targets defense to the attacking weapon type is
- subtracted from the attacker's hit chance, and then a d100 is rolled and
- subtracted from the result. The answer is the percentage of the base damage
- (for that range) done to the target.
- f) WeaponType - the type of weapon this is. The only requirements for
- this value are that it must be between one and twenty, and that it should
- correspond, within a single scenario, with an armor type as defined in the
- defense modules. Thus, if the weapon is 'sword' and its type is '2', as in
- the Energion system, the defense modules should reflect the resistance of
- the armor to swords, or hacking/slashing/stabbing weapons whose attacks are
- similar.
-
- The user defineable values of an IFweapon are:
-
- a) Gap - same as for weapon.
- b) Init - same as for weapon.
- c) Range - an IFweapon has only one range value, the max value, which
- is proportioned according to the percentage of that range which the attacker
- is attempting to use. Since the formula considers both the altitude of the
- attacking missile and the horizontal distance, an IFweapon may be used for a
- bombing attack--directly overhead will not be range zero.
- d) HitChance - base chance to hit.
- e) Damage - the number of d10 of damage done to each person in the
- target area who is subject to the attack.
- f) Radius - the radius from the center point of the hit over which the
- effect takes place. Either this value or the x and y values which follow
- must be set, and the unused value must be zero. If the 'radius' value is
- non-zero, the attack is circular, and all units, friendly or enemy, within
- 'radius' range of the center point of the attack take damage.
- g) x,y - if a rectangular area of effect is desired, these two values
- reflect the width and length of that area. The area will center on the point
- of impact calculated by the attack.
- h) MinPeople - the minimum number of remaining effectives in the unit
- employing the weapon which are required to operate it.
- i) Scatter - A percentage chance that an individual in the target area
- will take damage. Thus one may have an artillery barrage which impacts over
- a large area, but the actual chance of an individual being near enough an
- impact area is actually small. There can be advantages to both forms; enemy
- units already low on morale may be spooked by a small amount of artillery
- fire and retreat, for example.
-
- Now for the attack itself:
-
- 20
-
-
-
-
-
-
- a) Flags - these are identical for weapon types and IFweapon types.
-
- 1) MELEE - the attack is a melee attack.
- 2) INDIRECT - the attack is indirect.
- 3) DIRECT - the attack is direct fire missile.
- 4) MAGICAL - the attack is somewhat weird.
-
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- 21
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-
- 5) MEETCHARGE - in a weapon, means that the weapon
- may be used to meet a charge, in the attack, it means it IS being used to
- meet a charge at the time.
- 6) CHARGING - in a weapon, means it may be used in a charging type
- attack, in an attack, means that the attack IS being used in a charge.
- 7) AIRTARGET - means that the weapon, IFweapon or the whole attack
- may be used against an airborne target.
- 8) GNDTARGET - the attack may be used against a ground target.
- 9) NONTARGET - normally used with scripted attacks, to indicate
- that EBS need not select a target for this attack.
- 10) INTERSTICE - attack may be used on the interstice.
- 11) STOPTOFIRE - unit must stop before employing this attack.
- 12) PTBRANGE -
- 13) SHTRANGE -
- 14) MEDRANGE -
- 15) LNGRANGE - the ideal range at which to use the weapon.
- 16) USEMOUNTED - the unit may use this weapon while mounted on a
- transport unit. Do not confuse this with a "mounted" type unit, such as a
- group of knights, who are considered to be on horseback. EBS cannot tell
- that unless you define a unit of horses and a unit of humans, then have the
- humans mount the horses as transport. This method can be used for
- transported infantry. Note that if the current primary attack can be used
- while mounted, EBS will not automatically dismount the unit, but will keep
- taking advantage of the increased movement rate.
- 17) WITHSHIELD - if a shield value is defined for the unit, it will
- only be allowed if the unit's current attack has this option chosen.
- 18) SMOKEATTACK - this attack, using an IFWeapon, is smoke producing
- and will block line of sight.
-
- b) Weapon - the name of the weapon, if any, associated with the attack.
- If combined with flags MELEE or DIRECT this is the primary weapon for the
- attack.
-
- c) IFWeapon - the name of an IFweapon associated with the attack. If
- there is no weapon and/or the flags for INDIRECT or MAGICAL are set, this is
- the primary weapon. Otherwise, it is a magical attack associated with the
- use of the weapon, such as a Cube of Energy on an arrow. The IFweapon's
- attack will then be carried out around the center point of the arrow's hit.
-
- d) LinkAttack - an attack which may be simultaneously manned while this
- attack is manned. Link attacks should be set up in a chain, each one having
- the name of the next on the list. This would be used, for example, on a
- ship with multiple guns, such as 16 inch, 8 inch, 4 inch, etc, all of which
- will be in use at the same time, though having different rates of fire and
- even different targets. When EBS chooses the first weapon in a LinkAttack
- list, it will man all the weapons on the list, initialize their counters,
- then carry out their attacks as appropriate. It will also simultaneously
- deselect all attacks in that list.
-
- e) TargetLoc - the location center of an IFweapon's attack, also used
- as the location of a stationary attack, such as a burning Manipulator
- 'Create Energy' spell. Unlike direct fire weapons, IFweapons do not require
-
- 22
-
-
-
-
-
- a unit as a target, the may fire at an area suspected to contain enemy units
- and hope for the best. In EBS v1.00, this is only set internally when
- creating static attacks, or through scripts. There is no direct way to set
- the target location through the menus or the command window.
-
- f) Target - the name of the unit which is the primary target for this
- attack.
-
- g) SecTarget - the secondary target for this attack. This value is only
- used when a unit which outnumbers its target by more than 6 to 1 tries to
- attack that target with a melee weapon. EBS will only allow six attacks on
- that single target. If there is a secondary target available, the remainder
- will use that attack on it. Most often, in fantasy scenarios, this would be
- used when as many of the troops as possible are attacking the "great hero
- warrior" while the rest fight with his minions, or any of hundreds of
- variations on that theme.
-
- h) Script - the name of an AREXX (tm) script which completely replaces
- the normal attack routines. EBS will call the named script with the
- specified arguments provided in the list. See the section under the AREXX
- (tm) interface for acceptable return values.
-
- i) Number - the number of troops or elements (such as tanks or
- artillery pieces) using this attack.
-
- j) Effect - a percentage of the base damage of the weapon which this
- unit actually gets out of the attack. This value allows the designer to set
- up a single 'longbow' module, and create multiple units, not all of whom get
- the same result out of their firing.
-
- k) Counter - counts the seconds between attacks.
-
- l) Multiple - in case of a rapidly firing weapon, the number of attacks
- taking place in one second or round. If multiple is greater than one, the
- gap should be zero unless you wish to force one second bursts every 'x'
- seconds.
-
- m) StartAmmo - how much ammo these troops carry for this attack.
-
- n) CurrentAmmo - how much ammo they have right now.
-
- o) Magic Ammo - how much ammo they have with standardized magical
- attacks similar to 'Cube of Energy.'
-
- p) Magic Dice - the dice in the magical attack.
-
- q) MagicDSize - if other than the standard Energion d10, the size of
- the magical dice.
-
- r) TypeID - a scripters convenience variable to allow AREXX (tm) select
- ranges based on this value to conduct scripted attacks.
-
-
- 23
-
-
-
-
-
- s) TerrainFlags - what terrains may this attack be used in.
-
- t) SubFlags - under what terrains may this attack be used. This value
- is not used by EBS v1.0, but is available for script writers.
-
-
- 1.3.7 Supply
-
- A supply depot is a simple module which provides a method for units to
- regain ammunition. Fuel and other supplies are not supported, but if there
- are any supply modules defined, supply available or not will impact morale
- and loyalty rolls of any units not immune to supply problems.
-
- Defineable values of a supply module follow:
-
- a) Flags - the following values may be set for conditions of resupply.
- These flags set conditions which must be true during the time resupply is in
- progress for success.
- 1) MOVING - unit must be moving independently (not in retreat) to
- be resupplied. A unit which is stopped for its own purposes, that is not
- forced into retreat or defensive mode, may be resupplied with this flag set.
- 2) STOPPED - unit must not be moving (actual speed 0).
- 3) LOSSUPPLY - unit must have a line of sight to the supply depot.
- This would imply runners carrying the supplies who would not want to be out
- of sight of friendly forces.
- 4) ONMAPSUPPLY - the supply depot must be on the unzoomed current
- map; otherwise it may be at any x/y/z coordinates, whether displayed or not.
- 5) INRETREAT - unit may resupply even if it is retreating.
- 6) ATSUPPLY - unit must be collocated with the supply depot to
- resupply, basically required to pick up its supplies rather than have them
- delivered.
-
- Obviously, multiple options may be selected for the unit, though it
- would make little sense (but do no harm) to set LOSSUPPLY and ATSUPPLY.
- b) Type - a scenario defined type of supply, if this is other than
- zero, it must match the supply type of the unit to be resupplied.
- c) Time - the number of seconds during which the specified conditions
- must be met in order for that unit to be resupplied. This is counted by the
- unit's Supply Counter.
- d) Force - the force number (set as a force name in the editor). This
- must match the unit's force number or no resupply may take place.
-
- 1.3.8 Strategy
-
- The strategy module defines how a unit will behave before it comes into
- contact with an enemy. Contact with an enemy is defined in EBS as having an
- enemy unit within the unit's zone of control and known to that unit.
-
- A strategy module has the following user-definable elements:
-
- a) Choice Routine - an AREXX (tm) script (with arguments) which
- returns a value indicating the relative merit of the strategy. This script
-
- 24
-
-
-
-
-
- should examine the map terrain, the enemy positions and the force's
- strengths and weaknesses. EBS internal choice routines return values from 0
- to 100. External scripts should return similar values if they are simply to
- be added to available choices; they should return values greater than 100 if
- they wish to replace the internal strategies. The only way to tell what
- strategy will be chosen is by experimentation.
- b) Action Routine - this is a standard routine which replaces the
- actions of the strategy module. It should set destinations in the units
- belonging to the force. It can return standard values indicating whether it
- succeeded, and whether EBS should continue and attempt to set the
- destinations.
- c) MoveData - consists of multiple elements:
-
- LLSPEED
- LLDEV
- LRSPEED
- LRDEV
- CLSPEED
- CLDEV
- CRSPEED
- CRDEV
- RLSPEED
- RLDEV
- RRSPEED
- RRDEV
-
- The speed element is the percentage of the base speed for the force
- which that unit should go. This will allow you to have certain portions of
- a force advance more quickly than others.
-
- The dev (deviation) element states the number of degrees right
- (positive value) or left (negative value) the unit should deviate on its way
- to its destination sector. See Section 6.3, The Map for a description of
- sides and sectors. Each unit will go to the corresponding map sector on the
- target side of the map. It will travel to that point in a straight line if
- its deviation value is zero. If the deviation value indicates a number of
- degrees, however, it will use that deviation through about one half of its
- route and then reverse it to head for its target sector. Use of an
- objective which is behind an enemy force, and deviation left and right for
- all the units will thus cause the attacking force to split, attempt to move
- to the right and left of the enemy, then cut back in behind them to the
- objective. (In actual battles, of course, this kind of pleasant romp to the
- objective is, at best, unlikely!)
- d) Delay - this value is used to delay the start of execution of a
- strategy. In the internal strategies, this value is used in connection with
- the number of artillery units an attacker has, and is a number of seconds
- which the attackers will delay movement while their artillery works on the
- enemy. In use of this value, remember that the value is multiplied by the
- number of artillery batteries available to the force, so even if you use it
- to delay for other reasons, you must have at least one artillery unit, and
- set the value high enough to accomplish your purpose. As an example, an
- attacker which has 10 artillery batteries and a strategy with a delay value
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- of 60 will delay for 600 seconds (10 * 60) or 10 minutes before allowing any
- unit in the force to move forward. Additionally, it is a bad idea to use
- such a delay if there are no spotter units in place or the enemy begins the
- game out of range of the artillery available. In either of those cases you
- get 10 minutes (or whatever time you specify) of inaction during which the
- enemy can have whatever fun they desire. (Units will still defend
- themselves.
- e) RangefromBase - this name may appear strange, but it stands for the
- distance an enemy unit is from its target's home base. It is used in
- determining when to launch a defensive strategy. A defensive strategy may
- have all the same elements as an offensive one, but you may desire it only
- to be launched under specific circumstances. Other strategy launching
- criteria are listed under the "OPTIONS" element, but this element allows you
- to set a range value from the enemies leading unit to the force's leading
- element. When the actual range is less than this value, the defensive force
- will launch its strategy. Using this method, you could have a defensive
- force wait for the enemies lead unit to come in contact with its center,
- then launch a double envelopment attack as a defense.
- f) Supply - a percentage of the attacking force's units which should
- dedicate themselves to destroying enemy supplies.
- g) Command - a percentage of the attacking force's units which should
- dedicate themselves to destroying enemy headquarters units.
- h) MoveThreshold - This value applies to both supply and command
- hunters. It sets a minimum speed for such units. EBS checks the unit's
- speed against this value, and if it is less than this, the unit is not
- assigned to command or supply hunting.
- i) Concentrate - a percentage chance for any unit, when choosing a
- destination, to attempt to move closer to friendly units. If the nearest
- friendly unit is already within the unit's zone of control, it will ignore
- this value and go on, otherwise it will set its destination to move closer
- to the friendly unit.
- j) MaxDeviation - Provides the maximum distance which a unit may move
- from its location for the purpose of seeking cover. This value is used for
- all units who have an "ACTIVEDEFENSE" option chosen for them.
- k) RearOffset - this value is not used by EBS but is made available
- for script purposes. I use it to indicate how far behind an enemy a unit
- should attempt to set its destination. It can be used as an argument for an
- action script (as can any other element of the strategy module).
- l) Options - the following list of options may be chosen for a
- strategy module:
-
- 1) KILL - the units in this force have one simple instruction--
- find the nearest enemy unit and attack it.
- 2) DEFENSIVE - this strategy may be chosen by a force which is in
- defensive mode. This is not mutually exclusive with OFFENSIVE. In the
- case of an offensive force, the defensive items are ignored.
- 3) OFFENSIVE - this strategy may be chosen by a force which is in
- offensive mode.
- 4) BERSERK - an extreme form of offensive.
- 5) CAUTIOUS - an extreme form of defensive.
- 6) UNDERFIRE - for defensive strategies, implement the strategy
- when your first unit comes under enemy fire.
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- 7) SIGHTEDENEMY - for defensive strategies, implement the strategy
- when your first unit sights an enemy unit.
- 8) INCOMBAT - for defensive strategies, implement the strategy
- when your first unit is noted in combat.
-
- Note: the difference between UNDERFIRE and INCOMBAT is that UNDERFIRE
- is set when the unit receives fire, and INCOMBAT is set when the unit either
- fires or receives fire.
-
-
- 1.4 - Terrain Table
-
- The terrain table consists of 32 terrain entries, each containing the
- following values:
-
- a) Flags - the flags tell what each terrain pixel counts for in
- averaging the nine pixel group which EBS reads to provide a single terrain
- result. The possible values are MOVE, LOS, ALTITUDE and COVER. If none of
- these values are set, the pixel has no impact on terrain (possibly a
- desireable result).
- b) Cover - the amount of cover provided to a unit in this terrain.
- c) LOS - a multiplier for the difficulty of seeing through the terrain,
- compared to clear air. Any time this value is greater than one, EBS checks
- a percentage chance to see the distance. The base
- d) Altitude - the altitude of the surface of the terrain.
- e) Margin - the altitude of the objects on the surface of the terrain,
- such as the height of the trees in a forest or the height of the rocks in
- rocky terrain. This is compared to the height of the troops in the unit in
- establishing the cover value for those troops.
- f) Title - the name of the terrain type.
- g) Color - the color in which to draw a pixel of this terrain.
-
- The best way to examine the relationship between these values is to
- examine the terrain table provided in the program. It may then be edited
- and saved with the configuration file.
-
-
- 1.5 Miscellaneous Modules
-
- 1.5.1 Units of Measure
-
- Units of Measure are only defineable through EBS Script Language
- commands, and not through the editor. They are quite simple to define,
- having only two elements: a label, and a positive integer value indicating
- the number of centimeters in the unit named by the label. Thus, a unit of
- "Meters" would require a multiple value of "100" whereas one of kilometers
- would require one of "100000" and one of "miles" would require "160934." A
- unit of "inches" would be difficult to enter, and would create some
- inaccuracy. The closest value which is reasonably accurate is "feet," which
- would require a multiple of 30 or 31 centimeters, depending on how
- religiously you round the values.
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- EBS can operate without any units of measure entered, because none of
- them are used directly. When you enter the label of your unit in a map
- definition, EBS searches the list of measures (if there is one) and enters
- the associated multiple in the "MULT" value of the map. When you enter the
- multiple directly, it searches the list for a match to that value and enters
- the label automatically. If there is no list in EBS, the two values must be
- entered separately by hand.
-
- EBS also will present a requester listing the available units of
- measure if an invalid label is entered in the editor window. Measure
- modules are thus mostly a convenience feature rather than a requirement.
- They are accessed in the same manner as any other module.
-
- 1.5.2 Items
-
- Items are extremely simple modules which EBS does not use at all. They
- are designed for the script writer, and have just three elements: a label
- (required), an positive integer item identification number and an optional
- note. An item may be attached to a marker, allowing access to its value by
- that means. What is done with these items is up to the script writer, but
- they may be useful for maintaining variables for your AREXX (tm) scripts
- from one call to the next. The item identification number could also be
- used with a list to identify items with more detailed descriptions
- maintained in files.
-
- The item identification number takes only positive integers, but the
- note can take any value. EBS allocates memory for the note dynamically, so
- that no more memory is used for this than necessary. There is, however, a
- limit of 1024 characters on all strings entered into modules in EBS.
- (Remember that it may be difficult to process long notes in some text
- editors.)
-
- Items are accessed by their label, as is the case with other modules,
- or by their element number. Their labels are subject to the same rules as
- well.
-
-
- 1.5.3 Location Chains
-
- Location chains provide a drawing medium for limited scaled objects.
- They are only accessible through the script language in this version of EBS.
- Each location chain has a header, which is attached in a list to its map.
- Thus, when the map is zoomed, the location chain will be redrawn.
-
- Create a location chain by using the command 'new chain chainname'.
- The chain will be added to the current map. You can then set the color and
- draw mode for the chain using the 'set' commands.
-
- There are two ways to establish locations for a chain. If you know
- exactly what locations you want, you can format them as strings, then 'set'
- the location values for the named chain to those strings. Each call to set
- with a valid location string adds a location. Alternatively, you can set
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- the 'maxlocs' values for a pointer to the total number of locations you wish
- to have in the chain, click on the locations desired in succession, then use
- 'set chain chainname locs current' which will add the entire set of
- locations to the chain.
-
- * AREXX is a trademark of William B. Hawes.
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