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Do reinforcement divisors have to be integers?
Posted: Thu Jan 14, 2010 7:38 pm
by chipv
Are floating point numbers allowed(not whole numbers e.g. 0.5) ?
I'm trying to work out some reinforcements and can't see how to do some without giving a non-whole number for a divisor
unless I define identical reinforcements.
Re: Do reinforcement divisors have to be integers?
Posted: Fri Jan 15, 2010 12:12 pm
by ender516
chipv wrote:Are floating point numbers allowed(not whole numbers e.g. 0.5) ?
I'm trying to work out some reinforcements and can't see how to do some without giving a non-whole number for a divisor
unless I define identical reinforcements.
What reinforcement scheme are you trying to implement? Perhaps someone will have a way around that you have not thought of.
Re: Do reinforcement divisors have to be integers?
Posted: Fri Jan 15, 2010 3:49 pm
by chipv
ender516 wrote:chipv wrote:Are floating point numbers allowed(not whole numbers e.g. 0.5) ?
I'm trying to work out some reinforcements and can't see how to do some without giving a non-whole number for a divisor
unless I define identical reinforcements.
What reinforcement scheme are you trying to implement? Perhaps someone will have a way around that you have not thought of.
It doesn't answer my question, though.
I am just playing with some numbers here - for example how to give +3 troops for every 5 territories held period.
I can think of one way but it's not pretty hence the question.
Re: Do reinforcement divisors have to be integers?
Posted: Wed Jan 20, 2010 5:41 am
by thenobodies80
chipv wrote:I am just playing with some numbers here - for example how to give +3 troops for every 5 territories held period.
If i have understand exactly what you mean, i think that the easier way is not to think to them as normal reinforcements, but like a sort of "hidden" bonuses/continents.
e.g.
Total Regions: 18
Code: Select all
<continent>
<name>5 regions</name>
<bonus>3</bonus>
<components>
<territory>region 1</territory>
<territory>region 2</territory>
...
<territory>region 18</territory>
</components>
<required>5</required>
</continent>
<continent>
<name>10 regions</name>
<bonus>6</bonus>
<components>
<territory>region 1</territory>
<territory>region 2</territory>
...
<territory>region 18</territory>
</components>
<required>10</required>
<overrides>
<override>5 regions</override>
</overrides>
</continent>
<continent>
<name>15 regions</name>
<bonus>9</bonus>
<components>
<territory>region 1</territory>
<territory>region 2</territory>
...
<territory>region 18</territory>
</components>
<required>15</required>
<overrides>
<override>5 regions</override>
<override>10 regions</override>
</overrides>
</continent>
It's easier than "playing" with reinforcement tags specially because i don't think you can use a non-whole number
Nobodies
