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ASC Documentation

Mines Aircraft Reparing units and buildings Destruction of buildings Scrapping and recycling of units Luck View calculation Reaction fire Resource management Resource distribution in buildings ('net control') Conquering buildings Combat Display Alliances (in multiplayer games) Replays Constructing buildings Supervisor in multiplayer games special uses of the movement function Importieren von Battle-Isle-Karten (Linux) ASC als Emailspiel automatic training the view calculation system the attack formula of ASC Gameplay changes between ASC1 and ASC2

Mines

There are 4 different types of mines

The first two are used on land, the last two on water.

The strength of mines is determined by a base strength that depends on the type of mine and the strength of the weapon with which they were deployed. A weapon strength of 64 results in the mines having the base strength, with a weaponstrength of 128 they are twice as powerful.

Depending on the map parameter (which can be set for each map in the mapeditor) you can put more than one mine on a single field. The punch of each further mine adds only 2/3 of the punch of the previos mine. For example:

You can move over the mines that you laid yourself, but the movemalus of the field is increased by 50% for each mine. For example, if there are three mine on a single field which has a movemalus of 12, the movemalus is increased to 12 + 3 * 12/2 = 30

By default mines have an unlimited lifetime. But with a set of gameparameters you can sepecify the lifetimes for each type of mine.

Last change: Thu, 2003-01-23 19:22

Aircraft

An Aircraft usually needs several fields to change its level of height. The number of fields needed is called take off distance.

Most planes have a take off distance of 2 to 4 fields, helicopter and vertical takeoff planes have 0, they can start an land on one field.

A plane should have a movement on ground level of at least (take_off_distance +1)*10 to allow it to leave a building and take off in one turn.

After take off an aircraft has always enough movement to move one field further, to free the runway for the next plane taking off.

Aircraft carrier half the take off distance. Since an aircraft carrier is one field large by definition, only planes with a take off distance of 2 or less may land or take off.

An flying aircraft needs, when there is no wind, as much fuel per turn to stay in the air as is required for flying one field. If there is wind and the unit does not move, it additionally uses as much fuel as it needs for flying the distance the air moves per turn.

Example: We have an airplane with enough fuel to fly 75 fields. Now some wind starts blowing. Clicking on the wind indicator reveals that the air moves 6 fields / turn. If the unit is not moved, it will spend the fuel equivalent to moving 7 fields. So it will have fuel for 68 fields left the next turn.

If the plane uses 66% of its movement points to fly in a certain direction, 66% of the wind movement has already been coverd during the flight and have caused an different fuel consumption there. So at the end of the turn the additional fuel consumption will be 1 + 33% * 6 = 3 fields.

If the plane spent all movement points for travelling, no further fuel apart from the standard 1 field will be consumed at the end of the turn.

Last change: Tue, 2003-02-04 2:39

Reparing units and buildings

Units can be repaired by some buildings and by some other units. If a unit repairs another unit, the costs are: productioncost * ( damage / 100 ) / 2 . Fuel and material are used.

It is cheaper to repair units in buildings: productioncost * ( damage / 100 ) / 3 . Energy and material is used.

Some units have an autorepair-function, enabling them to repair themselves. The amount of damage they can repair each turn is specified for each unit. The repair costs are the same as if another unit would repair them.

When repairing units, their experience is reduced by one if each time their damage is reduced below one of these boundaries: 80, 60, 40, 20. Examples:

If Buildings are damaged, most can repair themselves. The efficiency is the same as if units were repaired by the building.

Last change: Mon, 2003-01-27 12:29

Destruction of buildings

Buildings can be destructed by all vehicle that are capable of constructing buildings. The construction unit can only destruct buildings if it has not done anything else this turn. 1/3 of the material that was needed to construct the building can be recycled and will be added to the construction vehicle. The destruction requires 10 * fuel_usage_of_unit fuel.

Last change: Mon, 2003-01-27 12:30

Scrapping and recycling of units

Units can be destructed in buildings to get productioncost_material * (100 - damage/2 ) / 100 * efficiency material. Normal buildings have an efficiency of 1/5, building having the recycling-function have an efficiency of 1/2 . The Icon to destruct a unit is named "recycle" in normal buildings too.

Last change: Mon, 2003-01-27 12:31

Luck

There is no luck in combat or anywhere else in the game. It is completely deterministic.

Last change: Mon, 2003-01-27 12:31

View calculation

The basic principle for calculating the view of units and buildings should be clear, Advanced Strategic Command is not the first game using the so called "fog of war". But we have implemented some enhancements:

Most units (some more, some less) jam the radar of enemy units to hide themselves. Some units just jam the the radar on the field they are standing on, while other jam the surrounding fields too. The range of the jamming is proportional to the jamming power.

If there are several radar jammers, their jamming is added (this was already used in Battle Isle 2), but the radar is also added. If your enemy blocks your sight with several radar jammers, you have to counter with several radar vehicles.

Enemy submarines, satellites and Mines cannot be seen by most units. But some have the "sonar", "satellite view" or "mine view" capabilities, enabling them to see this kind of enemy units. Buildings can always see mines and satellites, only for submarines they have a "sonar" function.

Some terrain fields (like forest or mountains) have a jamming of their own. Flying units will suffer less from terrain jamming than ground units. The higher the unit flies the larger the radius in which terrain jamming does not happen.

The jamming and view calculation works this way: First all jamming is calculated by going through all enemy unit with jamming capabilites and adding to all fields for each vehicle the jamming strength minus the distance to the unit. So a unit with a jamming of 12 does only affect the fields next to it.

In the second step the view of all own vehicles and those of allies who have enabled "share view" is calculated similarly, only the strength is not only reduced by the distance between fields but by the jamming of the terrain too.

The third step is to compare the jamming and view values for each field: If the view value is greater than 0 and larger than the jamming value the field will be visible.

So it is not a bug when single, isolated fields become visible in the void, it is caused by the jamming of several enemy units.

Last change: Mon, 2003-01-27 12:38

Reaction fire

Reaction fire is used to attack enemy units as soon as they approach. There are two kinds of units: units with the "Move with reaction fire on" flag can operate normally, while units without that flag can only attack, but don't perform any othere commands.

With Reaction fire on, a unit will attack any enemy unit automatically that comes into ReactionFire-range and view.

This means that an enemy unit will NOT be attacked if it is already in ReactionFire-range and view, even if it comes any nearer. Since you have already seen the unit and can attack manually, the reaction fire is preserved for any approaching units that were not attackable yet.

For each weapon of a unit the number of shots this weapon can perform is defined in the vehicle type.

After reaction fire for a unit has been enabled this unit can immediately attack, except when it has the wait-after-movement flag and has already moved this turn.

After disabling reaction fire the unit has to wait for the next turn to move again.

A unit that is being attacked by reaction fire will not retaliate.

Last change: Thu, 2005-01-06 11:04

Resource management

ASC can be played in two different "resource modes":

Battle Isle Resource Mode

The Battle Isle Resource Mode is, as the name suggests, very similar to Battle Isle: All buildings can generate resources. The material is only available in the building it was produced in, while energy is stored in one global pool for all your buildings. Depending on a map parameter fuel is either handled like material or like energy. The amount of resources that is produced every turn has be set in the map editor when designing the map.

ASC Resource Mode

Mining station extract resources from the ground around their entrance, the fields one after the other. With increasing distance from the entrance the amount of extracted resources gets less and less. The graph on the mining-page in buildings shows this. The maximum distance to extract resources from is 10 fields.

The maximum amount of resources a mining station can extract per turn (distance 0 ) is specified for each type of building. The efficiency ( = resources_stored * 1024 / extracted_resources ) is specified there also. When designing a map the maximum extraction of a building can be further decreased.

You can search mineral resources with some units, the radius for the search is specified in the vehicle type. There are two functions a unit can have: "drill for mineral resources manually" and "search for mineral resources automatically". When designing units the manual search should only be used with ships and vehicles, while the automatic search is possible with ships, airplanes and even satellites.

The mining stations can see the mineral resources to and at their current mining position too.

With the key "1" you can toggle whether the resources are displayed in the main display as numbers, as bars, or not. The first number or bar shows the material, the second the fuel (in the game we generally use the order energy / material / fuel ).

For some detailed information about the parameters of buildings see Article 23.

Last change: Mon, 2003-01-27 12:45

Resource distribution in buildings ('net control')

Normally you don't have to change anything there. But if an enemy is going to capture a building that stores resources, you can move all resources out so they are stored in other buildings connected to the same net. You should also prevent any new produced resources from being stored there after the end of the turn by enabling "stop storing resource".

In the case that the enemy is going to cut the connection of one building to your net, but you will need resources in that particular building you can fill the tanks of this building by enabling "store resource" and prevent extraction of these resources through the net by enabling "stop resource extraction".

The available functions are:

store

move out

stop storing

stop using

Last change: Sun, 2003-02-02 4:05

Conquering buildings

Enemy buildings can be conquered with any unit that has the "conquer_buildings" attribute. Neutral buildings can be conquered by any unit. Enemy buildings having a damage of 80% or more can also be conquered by any unit.

Units that have the "attacked"-flag set cannot conquer buildings. The attacked-flag is set after a unit has attacked and is reset at the beginning of each turn. But a unit that as attacked cannot move further anyway. But the "attacked"-flag ist also set after a unit is produced (so it is not possible to produce a unit, move out of the factory and attack in one turn) and after an aircaft or paratrooper has just landed.

Last change: Mon, 2003-01-27 13:14

Combat Display

When attacking an unit 5 bars display various parameters of the fight. From outside to inside that is:

The attack formula is described at KB article 72.

Last change: Fri, 2005-05-20 23:49

Alliances (in multiplayer games)

The alliances can be set in the lower table of the alliance dialogbox. If two players are allied, a green X is set where the row of one player and the columnof the other player intersect. To change this status, you can perform two actions: you may formally declare war, by setting the status to a red dot. The other player will be informed that you declare war on him. You may attack this player in the next turn (so he can prepare for your attack), when the status icon changed to a red X.

Or you can set the status directly to a red X and sneak attack him immediately. ALL players will be notified about this.

To ally with another player set the status to a green dot. This player will get a message that informs him about your peace proposal and he may accept the peace by setting his status to a green dot too. The next time you are at the turn the alliance is set indicated by a green X.

Last change: Mon, 2003-01-27 13:28

Replays

Replays allow a player to review the moves that were made by the other players before him. Only the moves of the last turn are recorded to reduce the size of multiplayer files.

The replays try to reproduce the other player's moves accurately. If this is not possible, a warning dialog about a replay inconsistency will appear. This happends if one players uses units that are different from yours. He might use a different version of ASC, or he cheated by modifying his units!

The replays of each player are played independent from another and you have to exit each of these replays manually. The color of the player whose moves are replayed can be seen in the unit information box at the right side of the screen.

Last change: Mon, 2003-01-27 13:32

Constructing buildings

A building can be constructed in the game using a building constructor. The building constructor requires fuel and material for this task. The amount of these resources that is needed is specified in the building type file. If a building in constructed in several stages, the specified amount of resources will be needed for each stage.

Some buildings require that certain technologies are available. On maps without any research, the map creator must specify which buildings and vehicles are available for construction and which are not. This is done by manually adding the necessary TechAdapter.

Last change: Sun, 2004-05-30 0:36

Supervisor in multiplayer games

As a supervisor you can switch other players to computer and back, change their position (the computer on which they play) and so on.

If no supervisor password has been specified this functionality will be completely disabled. Every player can recognize whether supervisor functionality is enabled or not by looking the status of the "supervisor"-button in the alliance dialogbox. If it's disabled, no supervisor has been specified.

A Multiplayer game (the .asc file) can always be loaded with the supervisor password to change the above mentioned settings.

Without logging on as supervisor a player can only switch himself to computer or off and he can change his or the next players position.

Last change: Mon, 2003-01-27 13:37

special uses of the movement function

The function for moving units and changing their height can be used in two different modes. These are illustrated with an airplane that should ascend.

If you just press ascend, all fields will be marked that can be reached by any combination of horizontal movement and ascent. This is shown in the left picture.

If you press the SHIFT key while starting the ascend function, only the fields that can be reached by a straight ascend without any horizontal movement will be shown, as can be seen in the right picture.

move1a

move1b

This applies for movement too: if you press the shift key, the unit will only move horizontally, while it may otherwise change its altitude to avoid obstacles or enemy units when moving.

Last change: Sun, 2004-05-30 0:47

Importieren von Battle-Isle-Karten (Linux)

Importieren von Battle-Isle-Karten über Karteneditor

Voraussetzungen: Zuerst sollte gesichert sein, daß folgende Dateien in einem durch die ascrc (zu finden in ~/.asc) vorgegebenen Suchverzeichnis stehen. Im Folgenden wird davon ausgegangen, daß alle diese Dateien direkt in ~/.asc vorhanden sind.

Natürlich sollte auch darauf geachtet werden, daß sowohl ASC wie auch der Karteneditor in der neuesten Version gehalten sind, ggf. können einzelne Dateien hier aktualisiert werden.

Weiterhin sollte darauf geachtet werden, daß der Karteneditor tatsächlich aus diesem Verzeichnis (~/.asc) heraus gestartet wird, da sonst in manchen Fällen die zum Import nötigen Verzeichnisse/Dateien nicht gefunden werden. Typische Fehlermeldung in diesem Fall: "A fatal error occured while accessing the file bla/blubbxyz.dat", gefolgt von einem | Fatal signal: Segmentation Fault (SDL Parachute Deployed) | Speicherzugriffsfehler

Natürlich sollte, da die Karten gezippt geliefert werden, auch unzip (>=5.41), ark oä. vorhanden sein.

Weiterhin sind noch folgende Dateien vonnöten (Erhältlich bei Battle Planet: aktuelle ASC-Dateien): bi_set.con (Hauptcontainer), bi-gfx (normale BI-Grafiken), bi-alternate.gfx (alternative BI-Grafiken - sind auch nicht schlecht).

Diese Dateien nach ~/.asc kopieren. Anschließend soviele BI-Karten besorgen, wie man will; die Zip-Archive ebenfalls nach ~/.asc kopieren und dort entpacken. Anschließend sollten folgende Verzeichnisse entstehen: .asc/eng, .asc/ger, .asc/mis und .asc/meta. Es können durchaus mehrere Archive nacheinander entpackt werden; die Inhalte dieser Verzeichnisse bleiben erhalten und kommen sich nicht gegenseitig in's Gehege.

Sodann den Karteneditor starten, Menü erscheint bei Druck auf [Alt] oder durch Berühren des oberen Randes mit der Maus - eine gewisse Wartezeit, bis eine Leerkarte erscheint, ist normal. [File] sowie [Import BI-Map] auswählen. Anschließend sollten eine oder mehrere BI-Karten zur Auswahl stehen; [missxyz.dat] wählen. Es sollten dann Übersetzungstabellen angezeigt werden; eine davon (mehrere Versuche können nicht schaden!) auswählen. Möglicherweise wird dann eine Warnmeldung a la "The buildings/following objects on position... could not be found" kommen; diese ist dadurch verursacht, daß nicht immer alle BI-Objekte automatisch übersetzt werden können. Erstmal ignorieren. Sicherlich wird die dann angezeigte Karte mit schwarzen 'Löchern' verunziert sein, diese lassen sich gewöhnlich durch Anwahl der Menüpunkte [Options][select graphics set] automatisch einflicken. Je nach Geschmack sollte dann [bi-gfx] oder [bi-alternate.gfx] gewählt werden. Karte dann mit [File][Save map as] abspeichern; ASC sollte sie dann im Kartenladedialog anzeigen und öffnen.

Im Extremfall müssen/können fehlende Objekte (siehe 'objects... could not be found') hinterher von Hand eingepflegt werden. Die Karten sind aber gewöhnlich auch so sehr gut spielbar, da meistens nur sehr exotische Objekte a la Superspezialgeheimdepots nicht gefunden werden. Außerdem ist es ratsam, die Produktion der Fabriken/Häfen/etc zu überprüfen, ob alle Einheiten richtig erkannt wurden. Sollte eine der Einheiten schwarz dargestellt werden, einfach löschen und erneut setzen ([F1] für Tastenkürzel bzw. Rechtstipp mit der Maus). Einer Kontrolle bedürfen jedenfalls sämtliche Flughäfen, da Landebahnen in BattleIsle reine Dekoration sind, in ASC hingegen zwingend notwendig zum Starten und Landen der Flugzeuge. Deshalb an jedem Flughafen kontrollieren, ob eine ausreichend lange Landebahn vorhanden ist. Die meisten Flieger kommen mit 4 Feldern aus, schwere Bomber brauchen 5 Felder Landebahn. Die genaue Zahl für jeden Flugzeugtyp findet sich in der Einheitendokumentation unter Movement / Height Change Method / Distance , zu diesem Wert muss 1 Feld als Startfeld hinzugefügt werden.

Viel Spaß!

Bemerkungen: 1. Wenn man die BI-Ausgangskarten nicht hinter ~/.asc haben will, kann man sie auch woandershin entpacken; allerdings müssen dann die oben angegebenen Verzeichnisse durch symbolische Links auf den tatsächlichen Ort ersetzt werden. 2. Im Prinzip sollte, von der anderen Verzeichnisstruktur abgesehen, diese Anleitung auch für Windoze brauchbar sein. 3. Die installierten Versionen können mit 'asc --version' bzw. 'asc-mapedit --version' ermittelt werden. Wenn man wissen will, wo ASC und der Karteneditor liegen: 'which asc' bzw. 'which asc_mapedit' ausführen. 4. Der Editor asc_mapedit sollte nach gelungener Installation eigentlich im Pfad liegen. Wenn dem nicht so ist (außer: $PATH wurde absichtlich geändert), deutet das gewöhnlich auf ein fehlgegangenes 'make/make install' hin. Es kann bei ./configure auch die Option --prefix=/hier/dort/sonstwo eingesetzt werden, um auf nicht standardisierten Systemen einen Installationsort zu erzwingen (Default für Binaries: /usr/local/bin). Sollte der Karteneditor gesucht werden müssen: 'locate asc_mapedit' benutzen; wenn das locate-Paket nicht installiert ist, findet ihn auch 'find / -name "asc_mapedit" 2>/dev/null' (find wird fleißig auf der Platte schrubben - nicht wundern). Sollte die locate-Datenbank nichts finden (bei frischer Installation), kann sie mit 'updatedb' aktualisiert weden (verlangt root/sudo-Rechte) 5. Bei Bedarf können dem Karteneditor auch Optionen per Kommanozeile übergeben werden. 'asc_mapedit --help' liefert weitere Angaben. 6. Nicht alle BI-Objekttypen sind nach ASC übertragen; es kann durchaus sein, daß manche Objekt-IDs nicht zu finden sind (speziell bei BI3-Karten). In diesem Fall möglichst ähnliche mit bekannter ID einsetzen. Wenn jemand solche fehlenden Objekte erstellen will, wäre das willkommen:). 7. Ein Tutorial, wie Objekte ermittelt und eingesetzt werden, wird bald folgen. Bis dahin bitten wir um Geduld - der Tugend der Weisen. 8. Viele Funktionen des Editors können nur per Tastatur angesprochen werden.

Last change: Fri, 2003-09-19 3:38

ASC als Emailspiel

ASC als Emailspiel. Achtung: Temporärer Eintrag ohne Gewähr!

Voraussetzungen: Natürlich eine lauffähige ASC-Version, eventuell einen aktuellen Karteneditor für's Importieren von BI-Karten (kleine Anleitung dazu hier), wenn BI-Karten gespielt werden sollen, noch die dazu nötigen Dateien bi-set.con, bi.gfx, evtl. noch bi-alternate.gfx (hier); dazu bei Transportproblemen evtl. ein Packprogramm (siehe Bemerkungen).

Vorbereitungen: Irgendeine Karte öffnen, und dem üblichen Dialog bis [set alliances] folgen. Wie man/frau sieht, ist zu diesem Zeitpunkt die Schaltfläche [Network] noch deaktiviert. Dann natürlich die Spieler und eventuell gewünschte Computergegner einstellen. Die Diplomatie (Allianzen, gemeinsame Aufklärung usw.) nicht vergessen; nach Wunsch die Namen der Spieler/KIs einstellen. Wenn das getan ist, müssen die Orte (at) der Spieler und KIs festgelegt werden: Einfach auf [(at) Computer 0] tippen. Achtung, dies ist nicht als Schaltfläche hervorgehoben; es ist jedoch eine! In dem Moment, indem der erste Rechner auf [Computer 1] gestellt wird, wird auch die Schaltfläche [Network] aktiviert.

Faustregel für KIs: KIs sollten auf dem Rechner ausgeführt werden, der von vorhergehenden Spieler benutzt wird.

Beispiel: Player 0 (at) Computer 0 AI 1 (at) Computer 0 AI 2 (at) Computer 0 Player 3 (at) Computer 1 AI 4 (at) Computer 1 (Wie man sieht ist die Zahl vom 'Steckplatz' bestimmt!)

Sind diese Einstellungen korrekt, auf [Network] tippen. Dort zuerst (bei mehr als zwei Rechnern) mit Hilfe der beiden kleinen Pfeiltasten [<] und [>] kontrollieren, ob die Laufwege richtig sind - das sollten sie im Normalfall sein. Dann bei [receive] und [send] 'direct file transfer' einstellen (Default), und ggf. unter [setup parameters] eine Maske für die Generierung der Spielstände einstellen - so die Standardeinstellung nicht behagt. Mit [Ok] bestätigen.

Jetzt sollte man wieder bei [set alliances] angelangt sein. Nochmal überprüfen und mit [Ok] bestätigen (Zum Thema Supervisor siehe hierzu Artikel 32: Supervisor in multiplayer games).

Dann ziehen wie gewohnt.

Bei der ersten Abgabe des Zuges wird nach einem speziellen Dateinamen für den Speicherstand gefragt; wenn geünscht, ändern. Achtung: das %-zeichen ist ein Platzhalter für die Zugnummer; stehenlassen!

Dann einfach den so erzeugten Speicherstand aufgreifen (Endung: .asc. Linux: Wird standardmäßig nach ~/.asc geschrieben) und per Email an den nächsten Spieler senden.

Bemerkungen: 1. Manchmal kann es vorkommen, daß versendete Dateien mit der Endung .asc vom Emailprogramm korrumpiert werden (selten). In diesem Fall einfach Spielstand einpacken, versenden, auspacken. 2. Zur Sicherheit sollten alle Partner die gleiche ASC-Version (Versionsnummer) benutzen - im Zweifelsfall am besten die neueste. Die Versionsnummer kann unter Linux einfach mit 'asc --version' ermittelt werden.

Last change: Fri, 2003-09-19 3:46

automatic training

Automatic training removes the tedious task of exececuting the 'train unit' function for every unit in every training center each turn. The training function will be executed automatically at the end of the turn for each unit inside a training center that has not done anything this turn and which has full ammo. After training the unit will be reequipped with ammo.

The idea behind the unit must have full ammo is that ammo transports which are used to move ammo to the training center should not be trained. So you move a full ammo transport into the training center and unload its cargo. Now it will not be trained, because it does not have full ammo any more.

Automatic training can be disabled by setting AutomaticTraining=0 in the ASC configuration file.

Last change: Sun, 2004-03-07 2:39

the view calculation system

A field in ASC can have 4 different visibility states:

  1. invisible
  2. fog of war
  3. visible but without mines, submarine and satellites
  4. completely visible

To understand the basic, we can ignore the difference between 3) and 4).

Invisible is the initial state of all fields. An invisible field is just grey. You cannot see terrain, units or anything, and you cannot move onto this field.

To calculate, which fields are visible, ASC works like this:

All units and building have a view and a jamming capability. And each field has a view and a jamming variable for each player. First, the view is calculated. A unit having a view of 30 and standing on a plain will add 31 view points to the field it is standing on. So the actual view is always 1 point stronger than specified. The 6 fields surrounding it get 21 points, and so on, until all fields with a distance of 3 fields get 1 viewing points. Here you can see why 1 viewing point is added: so that a unit with a view of 30 can see up to 3 fields distance, so the range works just like weapon or movement range.

This view calculation is done for all units, so the view of all units adds up.

But certain terrain and objects have their own radar blocking. If the field next to the unit has a forest object (having a radar blocking of 5), this is subtracted from the view power, so only 16 points are added to the neighbouring fields. For flying units, terrain and object radar blocking only applies from a certain distance on. A unit in low level flight can see the neighbouring fields without radar blocking, a unit in medium level flight up to a distance of 2 fields, a high flying planes 3 fields and a satellite will see 5 (! , not 4) fields without radar blocking.

In a second step, the jamming of all enemy units is applied. This works almost the same: a unit with jamming of 20 will apply 20 jamming points to the field it is standing on and 10 to the neighbouring fields. The only difference is that certain units only jam their own field and not their neighbouring field (attribute name: jam only own field).

The third step evaluates the view and jamming. For each field where the radar power is higher than the jamming value, this field will become visible.

Mines, Submarines and Satellites

Special rules apply for seing mines, submarines and satellites. These are only visible if the field is in the state completely visible. A field will get this state if there is either

If there is just a Mine, or a just submarine, or a just a satellit on the field, everything works fine. But if there is for example both a submarine and a mine on a field and this field is covered by a unit/building with mine view, but without sonar, the submarine will be visible nontheless because the field gets the completely visible state. If the mine is removed, the submarine will become invisible again.

Last change: Mon, 2004-09-27 9:59

the attack formula of ASC

attackformula

The abbreviations are:

Note that the defense- and attackbonus displayed in the terrain information window are already divided by 8.

The hemming factors are:

hemming

Only units that can attack the target contribute to the hemming. Units that already have attacked don't contribute.

Flying aircraft and satellites can neither use hemming nor contribute to it.

Last change: Fri, 2005-05-20 23:51

Gameplay changes between ASC1 and ASC2

Last change: Thu, 2006-06-22 11:15

ASC Wiki: Game (last edited 2006-08-28 17:25:06 by GromSV)