Go to the first, previous, next, last section, table of contents.
Actions are the most basic kinds of things your units can do. During
play, the interface will usually give you capabilities that are easy to
use, such as the ability to point at a destination and have the unit
figure out which path to take to get there, but all such input
eventually breaks down into sequences of actions. Also, the rules of a
game design are expressed in terms of allowed actions, their costs, and
their consequences. You will therefore find it useful to understand all
the types of actions available.
Each type of action may have one or more "arguments" associated
with it. These are mentioned below as "given" values.
Movement:
-
Move to a given location.
The unit being moved may be in a
transport or out in the open, the destination is any location in the
open (this will usually, but not always, be an adjacent cell), and may
be at any altitude allowed for the unit. (
move-to
)
-
Enter a given transport unit.
The transport need not be on the same
side as the entering unit.
(
enter
)
Combat:
-
Attack a given unit.
A successful attack causes damage and destruction
to the unit being attacked.
(
attack
)
-
Overrun a given location.
The overrunning unit attempts to
occupy the destination, capturing, ejecting, or eliminating any
unfriendly unit present.
(
overrun
)
-
Fire at a given unit,
either using a given material as ammunition, or using any available
material.
(
fire-at
)
-
Fire into a given location,
either using a given material as ammunition, or using any available
material.
(
fire-into
)
-
Attempt to capture a given unit. If the attempt is successful,
the unit changes side to match that of the capturing unit.
Occupants will either escape, die, or be captured also.
(
capture
)
-
Detonate at a given location.
Detonation may damage any or all units in the vicinity
of the detonation, and it may change terrain types as well.
(
detonate
)
Construction:
-
Research a given unit type.
This increases the tech level for the type being researched.
(
research
)
-
Tool up to build a given unit type.
(
toolup
)
-
Create a unit of the given type in a given unit.
The unit will usually be incomplete.
(
create-in
)
-
Create a unit of the given type at a given location.
The unit will usually be incomplete.
(
create-at
)
-
Build a given unit towards completion.
(
build
)
-
Repair a given unit, restoring lost hp.
(
repair
)
Unit Manipulation Group:
-
Disband a given unit, causing it to disappear.
(
disband
)
-
Transfer part of a unit, either to another given unit,
or to a new unit created by this action.
(
transfer-part
)
-
Change side of a given unit to a given side.
(
change-side
)
-
Change type of a given unit to a given type.
(
change-type
)
Material Manipulation Group:
-
Produce a given quantity of a given material type.
(
produce
)
-
Transfer a quantity of a given material type to a given unit.
(
transfer
)
Terrain Manipulation Group:
-
Add terrain of a given type to a given location.
(
add-terrain
)
-
Remove terrain of a given type from a given location.
(
remove-terrain
)
-
Alter terrain to a given type at a given location.
(
alter-terrain
)
Normally, you as the player and the side simply tell units to perform
these actions themselves. However, some games will allow the unit to
cause the action to done as if another unit were doing the action. For
instance, a transport can pick up or drop off a non-moving unit.
Not all interfaces can be guaranteed to allow the most general forms of
all these actions; you must consult the interface's documentation to
find out which of these actions is available.
Go to the first, previous, next, last section, table of contents.