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Old March 7, 2004, 09:31   #31
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OK, simply put, this separates all of the units into 12 groups



Now change those days to a value, and separate that 18 into equal twelths, and then you have 12 classes by drawing a line from the twelths, to the curving line, and then down. So, the area to the left of one of these downward lines would be the the area covered by the duodecile (twelth of the range)
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Old March 7, 2004, 09:38   #32
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OK, that's a bit clearer. Thanks.
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Old March 8, 2004, 13:53   #33
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Quote:
Originally posted by yaroslav
(the value of 12 for HP is somewhat irrational as a limit - or better say, it isn't tipical)
You have to remember that the HP number is actually multiplied by 10. The internal limit is probably the usual signed-byte-limit of 127, making 12 the maximum possible.
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Old March 8, 2004, 16:10   #34
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hatt off, you're probably right and it was stupid from me not to remember it.
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Old March 8, 2004, 18:04   #35
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So are there incrementsof 10, ie 10 HP, 20 HP, 30HP, or are there values in between?
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Old March 8, 2004, 18:32   #36
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I think I read it was possible to get values in between by entering high values (like with the movement rate). It didn't work when I tried it though, and I couldn't find the thread anymore (if it didn't just exist in my head)...

But normally HP only go in increments of 10. Of course, that only goes for units with full health. During battle, of course, you get values in between, since the FP is being subtracted from the HP.
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Old March 9, 2004, 13:54   #37
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so say a unit of FP 12 is against a unit of HP 4, and gets one shot in before it is killed, will that leave the second unit on 28 HP
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Old March 9, 2004, 14:06   #38
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Yep... Although that makes it sound as if that HP4 unit actually becomes stronger... The hitpoints go from 40 to 28. In the divided-by-10 rules notation that is 4 to 2.8 then. (but I bet that's what you meant)
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Old March 9, 2004, 14:51   #39
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movement rates -
when road multiplier = 3 movement limit = 42
this multiplies to 126,
when ever I put road multiplier at 10 some aircraft with movement above 12 are issued movement of 0

thought i'd mention it
That should meen that wit hno multiplier the movement limit can conventionally be 127
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Old March 9, 2004, 15:42   #40
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Someone should have a tutorial with stuff like this written down. Just wondering, my Tu-95 Bear may have too much range, are there any limits on that?
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Old March 9, 2004, 16:13   #41
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Yes, there is a limit on the maximum movement of a unit in a scen. It's controlled by the road multiplier. For road as 1/3, it's around 42 (IIRC). If you use 1/4 or 1/5, the maximum movement is reduced (IIRC).

Mercartor will remember it better, though.
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Old March 9, 2004, 16:22   #42
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Quote:
Originally posted by GoPostal
Someone should have a tutorial with stuff like this written down. Just wondering, my Tu-95 Bear may have too much range, are there any limits on that?
There is a maximum to how many squares an air unit can move-and how many turns it can stay aloft. But it is possible to have an air unit that can traverse the world before having to return to base.

Now, on your HP question-
Hp works in conjuction with FP.

For example, as battle works thusly:

The computer does a radom draw, comparing the attack value of the attacker to the defense value of the defender including all relevant bonuses. Once it decides who won, it looks at how much damage that unit can do-and how mucht he defender can take. It subtractsthe of HP from the unit that lost that draw, and it keeps going until one unit is dead.

So a unit with an HP3 will have more chances at winning than a unit with HP2 against any unit. Now, if the attacking unit has a really high FP, units with a low HP are in big trouble.
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Old March 9, 2004, 18:13   #43
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Quote:
Yes, there is a limit on the maximum movement of a unit in a scen. It's controlled by the road multiplier. For road as 1/3, it's around 42 (IIRC). If you use 1/4 or 1/5, the maximum movement is reduced (IIRC).
IIRC, it's (127 / road bonus) rounded down. So for road bonus = 1, max move = 127. You can explore it further with this Fractional and Maximal Movement Spreadsheet.
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Old March 10, 2004, 15:30   #44
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Well, at the moment, to make my scenario as realistic as possible, I am using the real range figures to decide attack strength, sensor quality for defence, structural strength for HP, and weapon damage/effectiveness for firepower.
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Old March 10, 2004, 16:21   #45
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Quote:
Originally posted by GoPostal
Well, at the moment, to make my scenario as realistic as possible, I am using the real range figures to decide attack strength, sensor quality for defence, structural strength for HP, and weapon damage/effectiveness for firepower.
Sounds like a good arrangement.
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