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 Post subject: Terrain Rules
PostPosted: Wed Sep 02, 2009 4:21 pm 
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Terrain is a very tactical aspect in Ex illis. Any miniature war game should have enjoyable and clear rules about terrain features ;).

:arrow: The primary function of terrain is to act as cover against ranged attacks of all kinds. Every tile is basically considered to be 100 “free spaces”; and putting miniatures in a zone takes up those free spaces to consider them as “occupied spaces” instead (the ones you want to hit when targetting ranged attacks in the zone). Instead of taking away free spaces from the zone, terrain features add what we call “cover spaces”. Let’s say for example that a unit of 10 Ympes (Bulk = 10) is on a tile with fences. The Ympe unit takes 10 spaces, leaving 90 free spaces. Then the fences are always considered to be 25 cover spaces no matter what. Everything is then proportionnally compared (10 - 90 - 25) and used to establish base percentages then modulated by the attacker's ranged attack or magic attack characteristic.

:arrow: A terrain feature can also be greatly hindering when trying to shoot through it, but doesn’t count as cover when that happens. Instead, the shooter’s accuracy is lowered depending on the portion of the line of fire going through the terrain feature’s tile (calculated using a line from center to center of both tiles). If a tile’s miniatures’ bulk total is higher than the cover value, the bulk is taken for these penalties instead; so shooting through a densely occupied tile can drastically lower your chances to hit.

:arrow: Another quite important thing a terrain does is to provide good defensive position for taking charges. The unit receiving charges into cover will see their reaction priority increased by one grade. http://ex-illis.com/en/page2_article_movement.xml for more info on charge priority.

:arrow: Moving into, or through terrain features adds extra fatigue and delays the unit’s next turn. Penalties are 10% for fences and 50% for forests.

:arrow: Cover is a particularly good defence against lightning attacks (sometimes the only possible defence against such attacks ;) )

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 Post subject: Re: Terrain Rules
PostPosted: Wed Sep 02, 2009 10:08 pm 
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Makes sense; well done. Getting me really anxious to play my first game- the timing has just been awful for me :(

Sorry if I missed it somewhere, are there any plans for water terrain/rules?


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 Post subject: Re: Terrain Rules questions
PostPosted: Thu Sep 03, 2009 1:17 am 
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1. Is all this good information going to be posted somewhere on the web site?

2. If you have a unit of long Bowman just this side of a fence to slow down the charges of there enemy is there shooting going to be reduced?

3. what percentage of the 9 x 9 square should the trees take up to represent what the computer understands?

4. will there be impassable terrian in the future?

5. when will we be able to add additional rows of tiles to make a deeper board?

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 Post subject: Re: Terrain Rules
PostPosted: Thu Sep 03, 2009 11:23 am 
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If you are in a case with cover, shooting in a case with no cover, you do not get affected by your cover. Ie, you are shooting out from the edge of the forest.

There are a lot of content still being built for the website, this will be part of it.

Medium forest are what you can put currently. They reduce the space on the tile by 2 units (out of 6). Dense forest reduce the space by 4 units. Light forest also reduce the the space by 2 units, but they provide less cover than medium forest, and don't affect the speed as much. a single tree could perhaps represent the light forest ? (depending on your tree size too..)

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 Post subject: Re: Terrain Rules
PostPosted: Thu Sep 03, 2009 11:52 am 
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Location: Penacook, NH, USA
Excellent to hear that you will supporting varying levels of terrain (ie Light/Medium/Dense forrest). I'm sure there are a lot of things to come like,

Water
River
Bridges
Buildings
Rock
Impassable
Swamp
Rock Walls
Scrubland
Hills
Cliff Facing
Desert
Snow
Mud

He he all kinds of ideas. I also remember someone saying that eventually weather conditions could become a possibility to affect either the whole board or just some portion. All of this coupled with the eventual ability to make boards of different sizes really opens up all kinds of possibilities and scenario ideas!

Can't wait. Keep up the great work.

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 Post subject: Re: Terrain Rules
PostPosted: Thu Sep 03, 2009 5:51 pm 
Bleeding Edge Knight
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Dessert board during a sandstorm :D cav would be almost useless, mission objective - find shelter. The computer could randomly assign a square to be shleter, unknown to both players! How cool would that be.

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 Post subject: Re: Terrain Rules
PostPosted: Fri Sep 04, 2009 3:18 am 
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Do mud first. I want my Agincourt :)


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 Post subject: Re: Terrain Rules questions
PostPosted: Thu Mar 18, 2010 1:20 pm 

Joined: Wed Mar 17, 2010 2:51 pm
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yosefbender wrote:
3. what percentage of the 9 x 9 square should the trees take up to represent what the computer understands?


I think this is an interesting question.
According to Golf, "trees are 90% air."

From a hunting aspect, trees can be used to brace against and improve accuracy. ie: steady your shot.

so 10% effect on hits if you are getting shot at in a tree square.
+ 10% if you are shotting from a tree square.

From my personal observation, there are very few trees in a wooded area that i could hide behind. Partial cover? yes. Some obscurity? yes. It only takes another angle to make me vulnerable. The more figs shooting, the more possible angles to hit me.

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 Post subject: Re: Terrain Rules
PostPosted: Thu Mar 18, 2010 8:30 pm 
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Location: Ireland
BonifaciusVIII wrote:
The primary function of terrain is to act as cover against ranged attacks of all kinds. Every tile is basically considered to be 100 “free spaces”; and putting miniatures in a zone takes up those free spaces to consider them as “occupied spaces” instead (the ones you want to hit when targetting ranged attacks in the zone). Instead of taking away free spaces from the zone, terrain features add what we call “cover spaces”. Let’s say for example that a unit of 10 Ympes (Bulk = 10) is on a tile with fences. The Ympe unit takes 10 spaces, leaving 90 free spaces. Then the fences are always considered to be 25 cover spaces no matter what. Everything is then proportionnally compared (10 - 90 - 25) and used to establish base percentages then modulated by the attacker's ranged attack or magic attack characteristic.


Its already worked out :D and you couldnt actually brace against a tree shooting a longbow :P

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 Post subject: Re: Terrain Rules
PostPosted: Mon Apr 12, 2010 2:41 pm 

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I can brace against a tree with a winchester. or at least I have been able to in the past. out here there aren't many trees.

you know though, i could rest the stock of a x-bow on a fence or tree.

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 Post subject: Re: Terrain Rules
PostPosted: Wed Apr 14, 2010 3:15 pm 

Joined: Wed Apr 07, 2010 12:40 pm
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On Terrain,

I was thinking it might be easier to make it, so you tell it the basic info,
Define It for the Program, and this gives it stats. These can be hard, where Stone always means XXX, or varied where it has a range and that may change each battle. The latter adds a bit more unknowns, perhaps link the % based on the How Well Made.

Types
Defensive
Natural


Defensive

How Well Made
Excellent 5%-10% better Stats
Good Base Stats
Fair -5%-10% Stats
Poor -20%-30% Stats
Damaged -50%-75% Stats

Made of These would Make up base Hit points and Defense
Stone
Wood
Earth

Height Was thinking for terms of Movement this might be needed. Light Cav Might be able to Jump a 1.
1 1/2-3/4 a Fig
2 1 to 2x Fig
3 3 to 5x Fig
4 Taller

Bulk Size it takes up

Capacity How many Spaces can Fight from it

Protect Troops not in it
Failed at coming up with a good name.

But what I was thinking was like a Slit Trench vs. a Wall.
The Trench will over no protection to troops not in it, but the Wall would.

Stand Alone or Connected
This would be mostly for Walls, but also Towers attached to them.
It would define if the piece was part of a continuous set or stand alone.

Are these enough to Define in terms good enough for the game what a Terrain Element is?
For Defensive Terrain.

Natural

For things like Rivers, Cliffs and so on.
I do not know how much the Computer needs to know if it is Impassable the players will know they can not move onto it from that direction already. What if any does the Program need to know?

For things like Mud, Swamp, and other slowing items.
A % of Extra Fatigue added for moving through, Movement already being a bit abstract would not be worth affecting.

What else would we need to Define Terrain?

A Lake would just be an Impassable area, what else do we need?

Lee


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 Post subject: Re: Terrain Rules
PostPosted: Sat Jun 05, 2010 12:05 pm 
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any hits or possible time for the new terrain features ?

and setting up deportment options wish I had right now for the games we want to play

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 Post subject: Re: Terrain Rules
PostPosted: Sat Jun 05, 2010 1:52 pm 
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We are in the debug phase of the next version (code freeze) and as such it will be out as soon as we have ironed out all the little things left.

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 Post subject: Re: Terrain Rules
PostPosted: Sat Jun 05, 2010 6:30 pm 
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great !!!!!!!

Keep that iron hot Bastion boy's

code is a "*itch"

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 Post subject: Re: Terrain Rules
PostPosted: Sat Jun 05, 2010 7:01 pm 
Bleeding Edge Knight
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Mendicum issues?

Ps ur respose leads me to believe there will be new terrain on the next update (fingers crossed)

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 Post subject: Re: Terrain Rules
PostPosted: Sun Jun 06, 2010 12:03 am 
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I don't suppose you guys could give us a hint if it involves terrain... Other than posting it in this thread :mrgreen:

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 Post subject: Re: Terrain Rules
PostPosted: Sun Jun 06, 2010 2:59 am 
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well they said new terrains were in the next update so it isn't a hint

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 Post subject: Re: Terrain Rules
PostPosted: Sun Jun 06, 2010 7:06 am 
Bleeding Edge Knight
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cadwe wrote:
well they said new terrains were in the next update so it isn't a hint

I didn't see that announcement. Perhaps it was on the french side. Did they mention what kind of terrain.

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 Post subject: Re: Terrain Rules
PostPosted: Sun Jun 06, 2010 7:11 am 
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nope sry, don't have the courage to look around to see the intel :oops:

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 Post subject: Re: Terrain Rules
PostPosted: Sun Jun 06, 2010 12:19 pm 
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Someone posted terrain idea on the french side and William told us more terrain should be on the next patch:

viewtopic.php?f=7&t=2102&start=0

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 Post subject: Re: Terrain Rules
PostPosted: Sun Jun 06, 2010 12:32 pm 
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Thanks Tchuck. We english only people would love an interpretor when you guys get some good intel.

Im sure its hard for the b boys to know what where when who they said to which side.... So maybe one of you two can help us.

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 Post subject: Re: Terrain Rules
PostPosted: Sun Jun 06, 2010 4:09 pm 
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yes any good posts on the french side let us know , my french is horrible some time I try to read the other forum

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 Post subject: Re: Terrain Rules
PostPosted: Sun Jun 06, 2010 4:11 pm 
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Google-Fu my friends. I use it on the French boards when I see a new post by a dev. Just in case :D

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 Post subject: Re: Terrain Rules
PostPosted: Sun Jun 06, 2010 6:20 pm 
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We are working on some new terrain features; our hope is to include some in the next rulekeeper version but I can't promise a date... playtesting might take more or less time than expected...

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 Post subject: Re: Terrain Rules
PostPosted: Sun Jun 06, 2010 6:24 pm 
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It would be nice if you could say things like were are testing: a river through the middle of the tile, a hill that is 9 by 9 etc . This way we can start building the terrain pieces in preparation for them coming into the game

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