Timeline for Calculation of a fight with many entities
Current License: CC BY-SA 3.0
11 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Aug 16, 2012 at 14:41 | answer | added | BerndBrot | timeline score: 2 | |
| May 16, 2012 at 21:12 | vote | accept | josmith | ||
| May 14, 2012 at 16:06 | history | edited | Tetrad | CC BY-SA 3.0 | edited title |
| May 14, 2012 at 8:14 | history | tweeted | twitter.com/#!/StackGameDev/status/201948673364598784 | ||
| May 14, 2012 at 3:20 | answer | added | Jay Kyburz | timeline score: 5 | |
| May 13, 2012 at 16:43 | answer | added | Darkwings | timeline score: 1 | |
| May 13, 2012 at 13:05 | history | edited | josmith | edited tags | |
| May 13, 2012 at 13:03 | comment | added | josmith | Well how would I base it anyway? What If the User sent 5 soldiers, there are no point to divide in to smaller groups. I use the tag php because it would simply be written in php later, and if people would like to give some pseudo code they know its in php! thanks for your reply. | |
| May 13, 2012 at 12:49 | comment | added | Darkwings | Usually an army is divided in smaller groups, so you could use a Model B applied to them, instead of the whole army. It would be different from Model A (less comparisons) and smoother than model B: the greater Army1 could still lose some groups from the smaller Army2 if Army2 has better units. Also, you could add a random factor for each group (terrain advantage, timing, etc). Defining wich units would surivive could be based on 'how much they won' over the enemy's result. PS: why the PHP tag for a game design question? | |
| May 13, 2012 at 12:24 | history | edited | josmith | CC BY-SA 3.0 | added 52 characters in body |
| May 13, 2012 at 12:18 | history | asked | josmith | CC BY-SA 3.0 |