TODO: MORE INFO. The Skirmish Generator is a tool more than a game. It is used to generate the unfolding of a scenario based on a user-specified order of battle.
There are 2 teams. To add a unit to a team, select the desired team by selecting "Add to Team 1" or "Add to Team 2", then click the desired unit in the unit table. The selected units will appear in the team tables on the right of the screen and at the bottom of the unit table.
Once you have selected at least one unit for both teams, you can make the skirmish unfold by using the buttons under the team tables:
- "Next Action": Click repeatedly to advance the skirmish one action at a time
"Resolve Battle" to go directly to the end (it might take several seconds to calculate everything, maybe even several minutes if there are a great number of units)
- "Unfold Battle": Click to make the skirmish unfold automatically, with one action every few seconds
- "Pause": Click to pause the skirmish
- "Resolve Battle": Click to go directly to the end (it might take several seconds to calculate everything, maybe even several minutes if there is a great number of units)
All units have an "accuracy" and an "evasion" stats. It is used to calculate whether the defending unit will escape the attack.
Units all belong to a certain unit type have different damage modifiers against different unit types. For example, Rifle Grunts will deal less damage against armored units, and will deal no damage at all against air units. The different types are: infantry, vehicle, armor, air, naval, submarine, and structure (might be out-of-date; some new types will probably be added as I upgrade the Skirmish Generator).
Each time an action is over, it is logged in the Battle Log, under the team table. This way, even if you click "Resolve Battle", you can still see how the results came to be.
The default number of actions before the skirmish ends in a draw is 150. You can override this number (for example if there are many units and you feel more than 150 actions will be necessary) by changing it in the "maximum number of actions" input field to the right of the unit table, but if you do, be aware that it may take a while for the system to calculate the results if you click "Resolve Battle". Remember, the calculations are done on your end (on your device, be it your computer, phone, tablet, whatever you're using).
If the only remaining units are units that cannot fire at each other, the skirmish will take a while to end.
Once a team has lost all of its units or the maximum number of actions has been reached, the skirmish ends and the result table is displayed below the team table.
FAQ:
Q: Why aren't all the units animated?
A: It takes a while to make animations and in theory, all units have at least 5 different animations in addition to their static PNG icon: idle, attack, defend, death, and evade. So it is doubtful all the animations will be realized. Animations are light-weight animated .webp files made with Ezgif, by the way.
Q: Why don't you make a skirmish generator for each universe/franchise?
A: I specifically want different units from different universes to be able to duke it out with each other.
Q: Why is unit X OP or weak against unit Y?
A: Balance is a hard thing to achieve, especially across different franchises. Sometimes I have to make decisions that may not appeal to everyone.
Special Credits:
Heart icon: DanSevenStar.xyz (downloaded from OpenGameArt.org)
Submarine background: Ciera Elizabeth Hoover [SugarMoonWitch] (http://sugarmoonwitch.com/) (downloaded from OpenGameArt.org)