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Implement air units #13

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layagyasz opened this issue Nov 1, 2017 · 0 comments
Open

Implement air units #13

layagyasz opened this issue Nov 1, 2017 · 0 comments
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@layagyasz
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Air units do not fit very well within the current model because

  • They have infinite movement
  • They have their own CRT when defending (including a new result: DAMAGED)
  • Enemy AA units get an option to respond after the attack is declared, but before it is executed (maybe this can be resolved by giving AA units a stand-by order on their turn?)
  • They have multiple weapons (usually 2)
  • Their weapons have a limited number of uses
  • They have a spotting range
@layagyasz layagyasz self-assigned this Nov 1, 2017
layagyasz pushed a commit that referenced this issue Mar 2, 2018
- Work on #13
- Early war scenarios 1+2
layagyasz pushed a commit that referenced this issue Mar 7, 2018
layagyasz pushed a commit that referenced this issue Mar 8, 2018
- Work on #13
layagyasz pushed a commit that referenced this issue Mar 9, 2018
layagyasz pushed a commit that referenced this issue Mar 10, 2018
layagyasz pushed a commit that referenced this issue Mar 13, 2018
- Change to PL spotting
- Work on #13
layagyasz pushed a commit that referenced this issue Mar 14, 2018
- Work on #13
- Implement ammunition mechanic
- Use markov chains to generate town names
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