Changes between Initial Version and Version 1 of XML:_Formation


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Timestamp:
Jun 16, 2009, 1:09:47 AM (15 years ago)
Author:
Erik Johansson
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  • XML:_Formation

    v1 v1  
     1XML: Formation
     2
     3A formation is a collection of specific units that receive special bonuses.
     4
     5Note that formations differ from groups (multiple units selected at the same time which can be commanded as one). A formation is a special state applied to a group of compatible units.
     6
     7Formations are used for strategic military engagements, have distinct limits on the number and type of units that can enter them, and distinct advantages to doing so. This encourages use of small, tactical formations for specific purposes, more effective than a larger, unruly mob.
     8
     9Bonus
     10
     11BRIEF DESCRIPTION ::The attribute that is bonused.
     12
     13This defines what attribues may be bonused.
     14
     15Typically the following attributes could be affected:
     16
     17Move.Speed
     18Health.Hitpoints
     19Health.Regen
     20Armour.Value
     21Vision.LOS
     22Attack.Accuracy
     23Attack.Damage
     24Attack.Speed
     25Attack.Range
     26
     27BonusType
     28
     29BRIEF DESCRIPTION:: The entity type that is bonused.
     30
     31This defines what entities in the formation will receive the bonus. These are defined by the entity's Id properties: Id.Type or Id.Generic.
     32
     33BonusValue
     34
     35BRIEF DESCRIPTION:: The value of the bonus
     36
     37This is the percentage of the bonus. If it is a value of .2 that gives a 20% bonus.
     38
     39Penalty
     40
     41BRIEF DESCRIPTION ::The attribute that is penalised.
     42
     43This defines what attributes may be penalised.
     44
     45Typically the following attributes could be affected:
     46
     47Move.Speed
     48Health.Hitpoints
     49Health.Regen
     50Armour.Value
     51Vision.LOS
     52Attack.Accuracy
     53Attack.Damage
     54Attack.Speed
     55Attack.Range
     56
     57PenaltyType
     58
     59BRIEF DESCRIPTION:: The entity type that is penalised.
     60
     61This defines what entities in the formation will receive the penalty. These are defined by the entities Id properties: Id.Type or Id.Generic.
     62
     63PenaltyValue
     64
     65BRIEF DESCRIPTION:: The value of the penalty.
     66
     67This is the percentage of the bonus. If it is a value of .1 that gives a 10% penalty.
     68
     69The penalty should always have less effect than the bonus. It's a give and a take situation that must give more than it takes, otherwise nobody will use the formation. We take in order to preserve balance and historical accuracy in military tactics.
     70
     71Width
     72
     73BRIEF DESCRIPTION ::The width of the formation.
     74
     75Theoretically, we would not need this for attributes of formations, but we will need it for groups that do not use the Formation.Order attribute.
     76
     77Required
     78
     79BRIEF DESCRIPTION ::The number of units required to make this formation.
     80
     81This specifies the minimun number of required units before it drops to the previous formation. See Prior for more details.
     82
     83Next
     84
     85BRIEF DESCRIPTION ::Points to the tag of the next formation after the formation cap is reached.
     86
     87In order to perserve the shape of the formations and their filling order, it is necessary to have a progression of formation 'shapes'. This attribute points to the next formation XML file that should be used if the number of entities exceeds the number of entity slots in the current formation.
     88
     89Prior
     90
     91BRIEF DESCRIPTION ::Points to the tag of the previous formation if the number of entities in the formation is not met.
     92
     93As the number of entities decreases, the formation must change to compensate for the 'gaps'. This points to the previous formation which has the proper configuration for the smaller quantity of entities. If this attribute does not exist, then it it means the formation is disbanded if the requirements are not met.
     94
     95Movement
     96
     97BRIEF DESCRIPTION ::The group form it takes when they are moving to a waypoint.
     98
     99When a formation is ordered to a waypoint, this attribute specifies what formation/group pattern they form when going to that destination. When they arrive at the waypoint, they revert back to their original formation.
     100
     101Note: this only affects movement to a waypoint; the formation does not change when ordered to attack. It retains its formation while it advances to attack.
     102
     103If this attribute is not specified, it retains its formation even in movement (such as testudo or phalanx).
     104
     105Category
     106
     107BRIEF DESCRIPTION ::The entity allowed at position.
     108
     109This corresponds to Entity.Formation.Category. This specifies what entity may go in what position.
     110
     111Some positions may be filled by multiple entity categories. The precedence of what goes in what position is: lead=>melee=>ranged=>support.
     112
     113So if a ranged unit is in a slot that a melee unit can fit in, then it bumps it to another ranged position. If there is no position available the ranged unit gets bumped out of the formation or the formation goes to the Next formation where an open slot would be available.
     114
     115Order
     116
     117BRIEF DESCRIPTION ::Entity position fill order.
     118
     119Order defines the fill order of the entities. The engine needs to check if the entity is allowed to partake in the formation, then it checks to see what Formation.Category it is, then it checks the positions to see if there is an available slot in this following order. If there is, it's added, if there isn't, it's not allowed to be added.
     120
     121fl
     122
     123BRIEF DESCRIPTION ::File, a row of entities.
     124
     125fl stands for file. This specifies a row of entities.
     126
     127rk
     128
     129BRIEF DESCRIPTION ::Rank, a position (cell) in a file (row).
     130
     131rk stands for rank. This specifies a slot in a row of entities.
     132
     133Example:
     134
     135CODE
     136
     137<formation Tag="Form Box 2"
     138   bonus="stat.armour"
     139   bonustype="unitmelee"
     140   bonusval=".2"
     141   penalty="move.rate"
     142   penaltytype="unitmech,unitnonmech"
     143   penaltyval=".1"
     144   width="5"
     145   required="10"
     146   next="Form Box 3"
     147   prior="Form Box 1"
     148   movement="Group Line"
     149
     150   <fl category="melee">
     151     <rk order="1"></rk>
     152     <rk order="10"></rk>
     153     <rk order="2"></rk>
     154     <rk order="11"></rk>
     155     <rk order="3"></rk>
     156   </fl>
     157   <fl category="melee">
     158     <rk order="12"></rk>
     159     <rk category="melee, ranged" order="18"></rk>
     160     <rk category="melee, ranged" order="22"></rk>
     161     <rk category="melee, ranged" order="19"></rk>
     162     <rk order="13"></rk>
     163   </fl>
     164   <fl category="melee">
     165     <rk order="4"></rk>
     166     <rk category="melee, ranged" order="23"></rk>
     167     <rk category="support, lead, ranged" order="5"></rk>
     168     <rk category="melee, ranged" order="24"></rk>
     169     <rk order="6"></rk>
     170   </fl>
     171   <fl category="melee">
     172     <rk order="14"></rk>
     173     <rk category="melee, ranged" order="20"></rk>
     174     <rk category="melee, ranged" order="25"></rk>
     175     <rk category="melee, ranged" order="21"></rk>
     176     <rk order="15"></rk>
     177   </fl>
     178   <fl category="melee">
     179     <rk order="7"></rk>
     180     <rk order="16"></rk>
     181     <rk order="8"></rk>
     182     <rk order="17"></rk>
     183     <rk order="9"></rk>
     184   </fl>
     185></formation
     186
     187
     188QUOTE
     189FORMATIONS
     190
     191Historian Article: Basic Formations and Movements
     192
     1931. FORMATION CHARACTERISTICS
     194
     195SPEED
     196* Formations can only move at the speed (MR) of the slowest unit within them.
     197
     198MOVEMENT INTERRUPTION
     199* Moving formations, commanded over distance to go from point-to-point, are incapable of attack while moving (unless it's a special unit trait - Parthian cavalry archers, elephants, chariots).
     200
     201IDLE ORIENTATION
     202* Idle formations will orientate themselves with the vector from their prior waypoint
     203
     204ATTACK
     205* The formation's Attack command targets an area, and not a specific unit.  The units in a formation will then advance (if needed and if allowed by their AI stance) and attack according to their optimal RPS dynamics vs. their enemies in that area. 
     206
     207CONTROL
     208* Most Formations can be constituted without being placed under control group numbers (Ctrl+...num).
     209* Units can be added to formation by using a GUI 'join' command.
     210
     211FORMATION POSITIONS
     212* Melee - Foot Hackers.
     213* Protected - Units that should be protected - Healers, Female Citizens, etc.
     214* Ranged - Ranged Units.
     215* Lead - Hero units (and later in Part II, morale units)
     216
     2172. FORMATION TYPES
     218
     219Graphical Representation
     220
     221BOX
     222
     223Minimum Number Required: 9
     224Available to Classes: UnitMechanical, UnitMilitary, UnitSupport, Hero
     225Bonus: Melee Armour.
     226Debonus: Movement Rate.
     227Special: N/A.
     228Explanation: The Box Formation is typically used to surround units within it that are weaker, more vulnerable, or of high value to the player.  A formation with a defensive posture, that is good to use as a 'last stand'.
     229
     230CLOSED COLUMN
     231
     232Minimum Number Required: 9
     233Available to Classes: UnitMilitary, UnitSupport, Hero
     234Bonus: Movement Rate.
     235Debonus: Melee Armour.
     236Special: Width of 3 max
     237Explanation:
     238- Basic formation for rapid unit distance movement.
     239- The stongest units assemble to the front of the column.
     240
     241CLOSED LINE
     242
     243Minimum Number Required: 9
     244Available to Classes: UnitMechanical, UnitMilitary, Hero
     245FormationCategory Positions
     246* Melee = front.
     247* Mobile = front.
     248* Protected = back.
     249* Ranged = middle/back.
     250Bonus: Pierce Attack, Melee Attack.
     251Debonus: Movement Rate, Pierce Armour.
     252Special: Depth of 3 max, Closely Packed Together.
     253Explanation:
     254- The basic battle line.
     255- Strongest units form to the front rank; if mixed hacker and ranged, melee to the front.
     256
     257OPEN COLUMN
     258
     259Bonus: Pierce Armour.
     260Debonus: Melee Armour.
     261Special: Width of 3 max, Loose formation.
     262Explanation:
     263- Like closed column, but staggered for protection against ranged attack and splash damage
     264
     265OPEN LINE
     266
     267Bonus: Pierce Armour, Crush Armour.
     268Debonus: Movement Rate, Melee Armour.
     269Special: Depth of 3 max, Loose formation.
     270Explanation:
     271- Like closed line, but staggered for protection against ranged attack and splash damage
     272
     273SKIRMISH
     274
     275Minimum Number Required: 9
     276Available to Classes: UnitRanged
     277Bonus: Movement Rate, Attack Rate, LOS.
     278Debonus: Melee Armour.
     279Special: Evades Enemy, max depth of 2 (terrain permitting).
     280Explanation:
     281- Resembles an Open Line
     282- Limited to ranged units
     283- Ideally, these guys will run up to within their range of the enemy, fire their weapon, then retreat then continue the cycle.
     284
     285FLYING WEDGE
     286
     287Minimum Number Required: 9.
     288Available to Classes: UnitMechanical, UnitMilitary, UnitMedic, Hero
     289Bonus: Movement Rate, Melee Attack.
     290Debonus: Pierce Armour.
     291Special:
     292- Semi-unique to the 'barbarous' Celts and Iberians.
     293- Protected go to the back middle.
     294Explanation:
     295- A break-through formation, mainly used by hackers.
     296
     297TESTUDO
     298
     299Minimum Number Required: 9.
     300Available to Classes: FootSword
     301Bonus: Armour
     302Debonus: Movement Rate.
     303Special:
     304- Unique To Romans.
     305Explanation:
     306- The turtle formation.
     307- Unable to attack while in this formation.
     308- Ultra high resistance to attack.
     309- Cannot enter Flank.
     310- Retains its formation in movement, and very slow
     311
     312PHALANX
     313
     314Minimum Number Required: 12
     315Available to Classes: FootSpearman
     316Bonus: Armour
     317Debonus: Movement Rate.
     318Special: Unique To Hellenes.
     319Explanation:
     320- The standard phalanx of the Greek/Macedonian era
     321- Retains its formation in movement, and slow