update/revolt: Change security unit bonus to fix body count
Both ordinary ground combat and guerrilla combat basically kill combatants one by one randomly until one side is eliminated. The odds of each side taking a hit are computed from combat strengths. Ordinary combat factors bonuses into the odds. It doesn't mess with the number of men. Guerrilla combat does the same for the bonus due to relative happiness. It doesn't for land units with security capability: these fight as if they had twice as many military. Changes both odds and number of men. This inflates the body count reported to the sector owner. Visible in tests/update/journal.log, where rebels kill 110 out of 70 military. It also complicates take_casualties(). Has been that way since security land units were added in Chainsaw 3. To fix the body count and simplify take_casualties(), make capability security affect only the odds, not the number of men. Without further adjustments, this would reduce guerrilla losses: fewer men mean fewer combat rounds mean fewer chances for rebels to die. To compensate, increase the multiplier from two to four. This should make security units a bit tougher. Document the bonus in "info Guerrilla". More body count bugs remain. Reusing ordinary combat rules and code for guerrilla combat would be nice, but isn't feasible for me right now. Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
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@ -66,7 +66,8 @@ or a sector lost to guerrilla activities!
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.s1
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Land units present in a sector help to fight them, fighting without
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any multiplier, either offensive or defensive and without any
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fortification bonus. Any units with the
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\*Qsecurity\*U ability will also kill some che before anything else is
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fortification bonus, except units units with the
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\*Qsecurity\*U ability fight with a multiplier of four. They
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will also kill some che before anything else is
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done (commando raids).
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.SA "Populace, Occupation, Updates"
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