(all): Depend on info. Flatten info directory. This undoes the move to one subdirectory per chapter, which was done during Empire 2. The structure doesn't buy us much, as the info name space is flat, and it complicates makefiles. Overhaul info.pl: - It now wants to run in the root of the build tree. - Information on source files and subjects is now stored in makefiles, thus info.pl no longer picks up random junk from the file system. - Clean up Perl anachronisms, in particular use subroutine arguments and results rather than global variables where convenient. - Change format of diagnostics to the common format used by GNU tools, so that Emacs and the like can parse it. - Catch missing .SA. - When creating a new subject file, cowardly refuse to overwrite an existing file. - Subject files contain topics sorted by chapter, then by name. The order of chapters used to depend on how Perl sorts hash keys. Fix it.
121 lines
4.1 KiB
Perl
121 lines
4.1 KiB
Perl
.TH Concept Hitchance
|
|
.NA Hitchance "The chance of a projectile hitting its target"
|
|
.LV Expert
|
|
This page describes the chance of a mine, torpedo, ship anti-missile
|
|
defense, missile, or plane hitting its target.
|
|
.nf
|
|
|
|
Sea Mine hitchance
|
|
The chance of a ship hitting a mine at sea is (mines/(mines+20)). (For
|
|
example, with 20 mines, the chance of hitting one is 20/40 = 50%) The
|
|
damage is dependent upon the size of the ship and the spot that the
|
|
mine hits. (see \*Qinfo Damage\*U).
|
|
|
|
|
|
Land Mine Hitchance
|
|
The chance of a land unit hitting a land mine is mines/(mines+35).
|
|
(For example, with 20 mines, the chance of hitting one is 20/55 =
|
|
36%). See \*Qinfo Damage\*U to find out how much damage things take
|
|
from land mines. Note that the chance of land units hitting land
|
|
mines is divided by 3 if the land units are accompanied by engineers.
|
|
|
|
When moving commodities (civs, mil, shells, etc) or transporting
|
|
planes, the chance is also dependent upon the weight being moved.
|
|
First the above chance is checked, and then a chance equal to (weight
|
|
/ 100) is checked.
|
|
|
|
|
|
Torpedo hitchance
|
|
The chance of a torpedo hitting its target is equal to:
|
|
hitchance = 0.9/(range + 1)
|
|
where "range" is the range to the target. If the visibility of the
|
|
ship firing is less than 6, then (5 - visibility) * 0.03 is added to
|
|
the hitchance.
|
|
|
|
Thus, the base chance of a sub hitting its target (before visibility
|
|
modification) is:
|
|
|
|
Range Chance
|
|
0 90%
|
|
1 45%
|
|
2 30%
|
|
3 22.5%
|
|
4 18%
|
|
5 15%
|
|
|
|
|
|
Ships anti-missile defense
|
|
If a ship has "anti-missile" defense capabiilty, then it will
|
|
intercept any marine missiles launched at ships within 1 sector of the
|
|
ship. Only missiles belonging to a country you are "At War" with will
|
|
be intercepted. Only ships which are at least 60% efficient will be
|
|
able to use their anti-missile defenses. The chance of the ship
|
|
hitting the incoming missile it equal to:
|
|
|
|
hitchance = gun * eff * tfact * 4.5 - (missile "def" value)
|
|
where
|
|
gun = the number of guns the ship is allowed to carry
|
|
eff = the efficiency of the shiip
|
|
tfact = tech / (tech + 200)
|
|
where
|
|
tech is the tech level that the ship was built at
|
|
|
|
|
|
Plane and missile hitchance
|
|
If the plane or missile is carrying a nuclear warhead or the target is
|
|
a sector, then the hitchance is 100%. Otherwise, the following
|
|
procedure is used to calculate hitchance.
|
|
|
|
The formula for a plane or missile hitting its target depends on the
|
|
type of the target (ship, plane, land unit) and the "hardtarget" value
|
|
of the target (which represents how hard that target is to hit).
|
|
|
|
Ship:
|
|
vis = the visibility of the ship (from 'show ship stats').
|
|
For a sub, we set vis = visibility * 4.
|
|
If the ship is at sea, then:
|
|
hardtarget = (eff of ship) * (20 + speed/2 - vis)
|
|
otherwise:
|
|
hardtarget = (eff of ship) * (20 - vis)
|
|
The hardtarget of a fleet is the hardtarget if the "easiest" target in
|
|
the fleet.
|
|
|
|
Land unit:
|
|
hardtarget = (efficiency) * (10 + (sector defense) * 2 + speed/2 - vis)
|
|
The hardtarget of an army is the hardtarget of the "easiest" target in
|
|
the army.
|
|
|
|
Plane:
|
|
If the plane is in the air (satellite, icbm), then
|
|
hardtarget = the "def" value of the plane.
|
|
otherwise if the plane is on the ground:
|
|
hardtarget = 0
|
|
|
|
Once we have calculated the "hardtarget" value of the target, then the
|
|
chance of a plane or missile hitting its target is equal to:
|
|
|
|
hitchance = acc - hardtarget
|
|
|
|
where
|
|
acc = (efficiency) * (1 - 0.1 * tfact) * (1 - placc/100)
|
|
where
|
|
tfact = (pltech - mintech)/(pltech - mintech/2)
|
|
where
|
|
pltech = tech level of plane
|
|
mintech = min tech level required to build plane
|
|
and
|
|
placc = plane accuracy
|
|
and if the target is a ship and the plane is an ASW plane, then
|
|
placc = placc - 20
|
|
and if the target is a ship and the plane does not have tactical capability
|
|
placc = placc + 35
|
|
|
|
Lastly we smooth out the bottom end of the hitchance curve. If
|
|
hitchance is less than 20, then it is "belled up" using the following
|
|
curve:
|
|
hitchance = 5 + 300 / (40 - hitchance).
|
|
|
|
On the other hand, you can just find out the hitchance by pinbombing
|
|
or launching a missile--the hitchance is always printed! :-)
|
|
.fi
|
|
.SA "fire, launch, bomb, torpedo, Attacking, Damage, Interception, Combat"
|