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general:faqs [2015/01/05 20:13]
asm [Basic Gameplay] just cleanup
general:faqs [2020/06/29 23:43] (current)
Kjeld [SimulGear Gameplay]
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 **SimulGear** **SimulGear**
   -[[general:faqs#How are dice different in SimulGear?]]   -[[general:faqs#How are dice different in SimulGear?]]
 +  -[[general:faqs#How is order of attacks determined?]]
   -[[general:faqs#What is unit pumping?]]   -[[general:faqs#What is unit pumping?]]
-  -[[general:faqs#What is Fatigue?+  -[[general:faqs#What is Fatigue?]]
   -[[general:faqs#How are orders executed by the system?]]   -[[general:faqs#How are orders executed by the system?]]
   -[[general:faqs#What happens if all units of the Attacker and all units of the Defender are killed?]]   -[[general:faqs#What happens if all units of the Attacker and all units of the Defender are killed?]]
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 ===2. What are the keyboard shortcut keys?=== ===2. What are the keyboard shortcut keys?===
  
->**Turn Based Games:**\\ Â __Attack Mode HotKeys__\\ A: Attack with All units\\ T: Attack and Auto-Transfer with All units\\ 1-9: Attack with specified number of units\\ Escape: Cancel attack\\ __Fortify / Transfer Mode HotKeys__\\ A: Fortify / Transfer All units\\ 0-9: Fortify / Transfer with 0-9 units+>**Turn Based Games:**\\ __Attack Mode HotKeys__\\ A: Attack with All units\\ T: Attack and Auto-Transfer with All units\\ 1-9: Attack with specified number of units\\ Escape: Cancel attack\\ __Fortify / Transfer Mode HotKeys__\\ A: Fortify / Transfer All units\\ 0-9: Fortify / Transfer with 0-9 units
  
-===3. SimulGear Games:**\\ Â __Placement Phase HotKeys__\\ A:Place All units\\ 0-9:Place 0-9 units\\ Z:Undo\\ X:Undo All\\ __Reinforce Phase HotKeys__\\ A: Attack with All units\\ 0-9: Attack with specified number of units\\ Escape: Cancel reinforcement\\ __Attack / Fortify Phase HotKeys__\\ A: Attack with All units\\ S: Save order\\ 0-9: Attack with specified number of units\\ Escape: Cancel attack+===3. SimulGear Games:===
  
-===4. History Viewer:**\\ Left Arrow: Step backwards\\ Right Arrow: Step forwards\\ Up Arrow: Previous turn\\ Down Arrow: Next turn\\ Home: Jump to start\\ End: Jump to end\\ Space: Toggle Play / Stop\\ A: Speed up playback\\ Q: Slow down playback+>__Placement Phase HotKeys__\\ A:Place All units\\ 0-9:Place 0-9 units\\ Z:Undo\\ X:Undo All\\ __Reinforce Phase HotKeys__\\ A: Attack with All units\\ 0-9: Attack with specified number of units\\ Escape: Cancel reinforcement\\ __Attack / Fortify Phase HotKeys__\\ A: Attack with All units\\ S: Save order\\ 0-9: Attack with specified number of units\\ Escape: Cancel attack 
 + 
 +===4. History Viewer:=== 
 + 
 +>Left Arrow: Step backwards\\ Right Arrow: Step forwards\\ Up Arrow: Previous turn\\ Down Arrow: Next turn\\ Home: Jump to start\\ End: Jump to end\\ Space: Toggle Play / Stop\\ A: Speed up playback\\ Q: Slow down playback
  
 ===5. What are the different types of borders?=== ===5. What are the different types of borders?===
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 >Dice in SimulGear games are essentially 100 sided. The system rolls one 100 sided diced for each attacker and each defender, then for each attacker dice rolled above the Attacker % one defender is killed and each defender dice rolled above the Defender % one attacker is killed. For example, if Attack is set to 60% and Defend is set to 75%, if an order is for Attack 10 units to territory with Defender of 10 units, then the system rolls ten (10) 100 sided dice for the Attack and for every dice that is 40 or greater will kill one Defender unit, the system also rolls ten (10) 100 sided dice for the Defender and for every dice that is 25 or greater will kill one Attacking unit.\\ __Note: The Attack % and Defend % is not a guaranteed kill % but instead an average kill %. In the example, the Attacker/Defender could actually kill anywhere from 0-100% depending on the outcome of the dice rolls__ >Dice in SimulGear games are essentially 100 sided. The system rolls one 100 sided diced for each attacker and each defender, then for each attacker dice rolled above the Attacker % one defender is killed and each defender dice rolled above the Defender % one attacker is killed. For example, if Attack is set to 60% and Defend is set to 75%, if an order is for Attack 10 units to territory with Defender of 10 units, then the system rolls ten (10) 100 sided dice for the Attack and for every dice that is 40 or greater will kill one Defender unit, the system also rolls ten (10) 100 sided dice for the Defender and for every dice that is 25 or greater will kill one Attacking unit.\\ __Note: The Attack % and Defend % is not a guaranteed kill % but instead an average kill %. In the example, the Attacker/Defender could actually kill anywhere from 0-100% depending on the outcome of the dice rolls__
  
-===2. What is unit pumping?===+===2. How is order of attacks determined?=== 
 + 
 +>The turn order for attacks is determined at the beginning of each round according to the board setting. The possible board settings for turn order are: 
 +
 +>  * Seat order 
 +>  * Most units on board goes first 
 +>  * Least units on board goes first 
 +>  * Most territories on board goes first 
 +>  * Least territories on board goes first 
 +>  * Random 
 +
 +>The game engine just makes the check once at the start of the round. The order will stay the same for the entire round, and will never change mid-round even if most/least units/territories is the board setting. 
 +
 +>**Note:** There are two sets of orders, which get resolved separately. The first set of orders are for reinforcements, which resolve during the reinforcement phase. The second set are attack/fortify orders, which resolve during the attack/fortify phase. All reinforcement orders happen first (according to turn order), then all attack/fortify orders happen (according to turn order). 
 + 
 +===3. What is unit pumping?===
  
 >Unit pumping is the process of moving units through another territory in the same round. For example, Player A has 11 units in Territory Z. He creates a fortify order in round 2 to fortify to Territory Z with 5 units. Player A also has an attack order in round 3 to attack out with 10 units from Territory Z. If in round 1 Player B attacks Territory Z and reduces it to 6 units, then in round 2 Player A's fortify brings the unit count of Territory Z back to 11 units. If unit pumping is allowed, then in round 3 Territory Z will attack with 10 units. If unit pumping is not allowed, then in round 3 Territory Z will attack with only 5 units (and have at least 6 remaining in Territory Z from the fortify of round 2). >Unit pumping is the process of moving units through another territory in the same round. For example, Player A has 11 units in Territory Z. He creates a fortify order in round 2 to fortify to Territory Z with 5 units. Player A also has an attack order in round 3 to attack out with 10 units from Territory Z. If in round 1 Player B attacks Territory Z and reduces it to 6 units, then in round 2 Player A's fortify brings the unit count of Territory Z back to 11 units. If unit pumping is allowed, then in round 3 Territory Z will attack with 10 units. If unit pumping is not allowed, then in round 3 Territory Z will attack with only 5 units (and have at least 6 remaining in Territory Z from the fortify of round 2).
  
-===3. What is Fatigue?===+===4. What is Fatigue?===
  
 >Fatigue is a way in which the Board Designer prevents players from creating long strings of (usually meaningless) orders in a SimulGear game. Fatigue is calculated for any order number Y and beyond drops the chance of an attack killing a defender by X %. Any order number 2Y and beyond drops the chance of an attack killing a defender by 2X %, etc. >Fatigue is a way in which the Board Designer prevents players from creating long strings of (usually meaningless) orders in a SimulGear game. Fatigue is calculated for any order number Y and beyond drops the chance of an attack killing a defender by X %. Any order number 2Y and beyond drops the chance of an attack killing a defender by 2X %, etc.
  
-===4. How are orders executed by the system?===+===5. How are orders executed by the system?===
  
 >Orders are executed in the sequence set by each player. Turn resolution by the system will take place in sequential order in accordance with turn seat order and player's orders. Order's that cannot be carried out will be skipped and the next order of the player will be attempted. Order's are carried out sets of "rounds". For example: >Orders are executed in the sequence set by each player. Turn resolution by the system will take place in sequential order in accordance with turn seat order and player's orders. Order's that cannot be carried out will be skipped and the next order of the player will be attempted. Order's are carried out sets of "rounds". For example:
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 Order Resolution:\\ Turn Seat Order: Player A, Player B\\ Round 1: Player A attacks from Terr A to Terr C - Terr A loses X units attacking, Terr C loses Y units defending\\ Round 1: Player B fortifies from Terr C to Terr D\\ Round 2: Player A attacks from Terr B to Terr D - Terr B loses X units attacking, Terr D loses Y units defending\\ //Player A's Order 2 skipped due to Player A not owning Terr C. Order 2 would have been executed if Player A captured Terr C with Order 1.//\\ Round 2: Player B attacks from Terr D to Terr A - Terr D loses X units attacking, Terr A loses Y units defending, Player B captures Terr A\\ Round 2: Player B fortifies from Terr D to Terr A\\ Turn End Order Resolution:\\ Turn Seat Order: Player A, Player B\\ Round 1: Player A attacks from Terr A to Terr C - Terr A loses X units attacking, Terr C loses Y units defending\\ Round 1: Player B fortifies from Terr C to Terr D\\ Round 2: Player A attacks from Terr B to Terr D - Terr B loses X units attacking, Terr D loses Y units defending\\ //Player A's Order 2 skipped due to Player A not owning Terr C. Order 2 would have been executed if Player A captured Terr C with Order 1.//\\ Round 2: Player B attacks from Terr D to Terr A - Terr D loses X units attacking, Terr A loses Y units defending, Player B captures Terr A\\ Round 2: Player B fortifies from Terr D to Terr A\\ Turn End
  
-===5. What happens if all units of the Attacker and all units of the Defender are killed?===+===6. What happens if all units of the Attacker and all units of the Defender are killed?===
  
 >If an Attacker attacks with 2 units and the Defender has 2 units defending, and the Attacker kills 2 units and the Defender kills 2 units then the territory will either stay Defender owned with 0 units or turn Neutral with 0 units. Whether the territory stays Defender owned or turns Neutral is dependent upon the setting of the [[general:help:rules|Rule]] "//Abandoned territories revert to neutral//". This means that an Attacker must have a unit left over from the attack to capture the territory. >If an Attacker attacks with 2 units and the Defender has 2 units defending, and the Attacker kills 2 units and the Defender kills 2 units then the territory will either stay Defender owned with 0 units or turn Neutral with 0 units. Whether the territory stays Defender owned or turns Neutral is dependent upon the setting of the [[general:help:rules|Rule]] "//Abandoned territories revert to neutral//". This means that an Attacker must have a unit left over from the attack to capture the territory.
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 * http://www.wargear.net/forum/showthread/3930/page//   * http://www.wargear.net/forum/showthread/3930/page//  
 +
 +===1. My loss got counted twice?  I didn't get credit for a win?===
 +
 +**Summary**
 +
 +These things happen (due to non-atomicity of DB requests?), but are corrected on a regular basis when Tom reruns the stats.
 +
 +**Discussions**
 +
 +* http://www.wargear.net/forum/showthread/2157/BUG_:_Wrong_ranking_calculation_wrong_stats
 +* http://www.wargear.net/forum/showthread/3933/Double_loss_in_one_game
  
general/faqs.1420506815.txt.gz · Last modified: 2015/01/05 20:13 by asm