;;;
;;; new unit types for the modern world
;;;
-(unit-type radar (image-name "") (char "r")
+(unit-type radar (image-name "radar") (char "r")
(help "looks for units"))
(unit-type artillery (image-name "pz-how") (char "A")
(help "blows things up at a distance"))
(define cv carrier)
(define bb battleship)
(define nuke nuclear-bomb)
-(define / base)
-(define * town)
+(define B base)
+(define T town)
(define @ city)
(define A artillery)
(define e engineer)
(define ground (i a r A aaa e))
(define aircraft (f b))
(define ship (d s t cv bb ms))
-(define cities (* @))
-(define places (/ * @ m))
+(define cities (T @))
+(define places (B T @ m))
(define movers (i a f b d r s t cv bb nuke A aaa e ms))
(define water (sea shallows))
(ground t 1)
(aircraft cv 1)
;; Bases can hold 10 of most unit types, but up to 20 fighters.
- (u* / 2)
- (fighter / 1)
+ (u* B 2)
+ (fighter B 1)
;; City types have lots of capacity for everything.
(movers cities 1)
(e m 2)
;;; transport carrier battleship nuke base town city radar artillery aaa engineer mine mineship
(add u* cp (1 3 4 5 6 10 5 15 17 20 4 1 1 6 2 2 2 1 5))
+(table can-create
+ (cities movers 1)
+ (e B 1)
+ (e m 1)
+ (ms m 1)
+ )
+
(table acp-to-create
(cities movers 1)
- (e / 1)
+ (e B 1)
(e m 1)
(ms m 1)
)
(table cp-on-creation
- (e / 1)
+ (e B 1)
+ )
+
+(table can-build
+ (e B 1)
+ (e m 1)
+ (cities movers 1)
+ (ms m 1)
)
(table acp-to-build
- (e / 1)
+ (e B 1)
(e m 1)
(cities movers 1)
(ms m 1)
)
(table cp-per-build
- (a / 2)
- (e / 1)
+ (a B 2)
+ (e B 1)
(e m 1)
(ms m 1)
)
;; Explicit repair actions accelerate the recovery of lost hp.
+(table can-repair
+ (cities u* true)
+; (B u* true)
+ (cv cv true)
+ (bb bb true)
+ (i places (true true true false))
+ (e places (true true true false))
+ (e u* true)
+ (m u* false)
+ )
+
(table acp-to-repair
(cities u* 1)
-; (/ u* 1)
+; (B u* 1)
(cv cv 1)
(bb bb 1)
(i places (1 1 1 0))
(table hp-per-repair
;; Towns and cities can repair anything.
(cities u* 1.00)
-; (/ u* 3.00) ; what is this all about?
+; (B u* 3.00) ; what is this all about?
;; Capital ships are equipped to do major repairs to themselves.
(cv cv 1.00)
(bb bb 1.00)
;; Some types have sufficient people and redundancy to do some repair work
;; without affecting their readiness to act.
-(add (cv bb /) hp-recovery 0.50)
+(add (cv bb B) hp-recovery 0.50)
(add cities hp-recovery 1.00)
;;; Production.
(table productivity
;; Plains are assumed to be settled and have fuel stocks.
(i (swamp desert mountains) 0)
- ;; It *is* worthwhile to make players think about logistics
+ ;; It Tis* worthwhile to make players think about logistics
;; when operating in the desert.
(a desert 0)
- (/ land (0 100 50 20 20))
- (* land (0 100 50 20 20))
+ (B land (0 100 50 20 20))
+ (T land (0 100 50 20 20))
(@ land (0 100 50 20 20))
)
(table base-consumption
- ;; Note that armor does *not* have a base consumption;
+ ;; Note that armor does Tnot* have a base consumption;
;; tanks that don't move don't need fuel. (Infantry
;; still needs fuel, because an infantry unit in real life
;; has a large number of personnel, and fuel represents
(cv u* ( 0 0 40 30 20 10 40 20 20 0 0 0 0 0 0 0 0 0 40))
(bb u* ( 85 60 30 20 90 10 90 90 80 0 100 90 90 50 75 75 80 0 90))
(nuke u* (100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 0 100))
- (/ u* ( 10 10 20 20 20 0 30 20 20 0 0 0 0 0 15 15 20 0 30))
- (* u* ( 30 20 50 40 40 0 30 20 50 0 0 0 0 0 25 25 40 0 30))
+ (B u* ( 10 10 20 20 20 0 30 20 20 0 0 0 0 0 15 15 20 0 30))
+ (T u* ( 30 20 50 40 40 0 30 20 50 0 0 0 0 0 25 25 40 0 30))
(@ u* ( 50 40 70 60 50 0 30 20 50 0 0 0 0 0 45 45 60 0 30))
(r u* ( 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0))
(A u* ( 85 65 0 0 15 0 10 30 40 50 95 80 70 60 80 80 95 0 40))
(i places (80 80 80 0))
(a places (60 60 60 0))
; bases benefit more from protection.
- (ground / (50 40 0 0 0 0))
+ (ground B (50 40 0 0 0 0))
)
;; Combat requires ammo, and uses it up.
(table consumption-per-attack (u* ammo 1))
+(table consumption-per-fire
+ ((aaa artillery bb d f s) ammo 1)
+)
+
(table hit-by (u* ammo 1))
;;; Detonation.
;; Takes a while to dismantle a base.
-(add / hp-per-disband 2)
+(add B hp-per-disband 2)
;;; Changing sides.
(add u* acp-to-change-side 1)
(add i acp-to-change-side 0)
-(add i possible-sides '(not "independent"))
+(add i possible-sides (not "independent"))
;;; Automatic things.
;; Supply to ground units can go a couple hexes away.
(ground m* 3)
;; Cities and bases can get their supplies from some distance away.
- (/ m* 6)
+ (B m* 6)
(cities m* 12)
(m m* 1)
)
(table favored-terrain
(u* t* 0)
(@ plains 100)
- (* land 20)
- (* plains 40)
+ (T land 20)
+ (T plains 40)
)
(table independent-density (town plains 100))
"of any size! Bombs are imagined to be transported by a team of scientists,"
"and can go on any sort of terrain without running out of supplies."
))
-(add / notes '(
+(add B notes '(
"To simplify matters, this can serve as a camp, airbase, and port."
"Bases cannot build units, although they can repair some damage."
))
-(add * notes '(
+(add T notes '(
"Towns are the staple of territory. They can build, repair, produce"
"fuel and ammo, and serve as a safe haven for quite a few units."
))