I've already taken the ground support and naval bombardment numbers off this list. Instead they appear above the unit lists following the words "Defending Units" and "Attacking Units" as +5 Air, +6 Naval [or something similar]. That cuts your list by 4 lines.ORIGINAL: Zartacla
Hogwash. More information is better, particularly when trying to improve your gameplay and when dealing with multiple conflicting bonuses.
There is ample room on the form. Observe.
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But you missed quite a few possibilities:
- Disorganized units
- Territorials (attacker or defender bonus)
- Combat Friction between major powers on the attacking side
- Paradrops
- Armor (attacker or defender bonus)
- HQ Support (attacker or defender bonus)
- Fractional Odds
Here is the code for the 1D10 table and the Design view of the form for the 1D10:
// ****************************************************************************
// ShiftsTotal := ShiftTerrain + ShiftWeather + ShiftHQ + ShiftFractionalOdds.
// ****************************************************************************
// Turning the visibilty off has two benefits: it avoids flickering during
// update and it causes the memo to be positioned at the top when made visible.
// ****************************************************************************
ColShiftsText.Visible := False;
ColShiftsText.Clear;
ColShiftsText.Lines.Add(rsShiftsTotal + SignedIntToStr(ShiftsTotal));
ColShiftsText.Lines.Add(rsShiftsTerrain + SignedIntToStr(ShiftTerrain));
ColShiftsText.Lines.Add(rsShiftsWeather + SignedIntToStr(ShiftWeather));
ColShiftsText.Lines.Add(rsShiftsHQSupport + SignedIntToStr(ShiftHQ));
ColShiftsText.Lines.Add(rsShiftsFractional +
SignedIntToStr(ShiftFractionalOdds));
ColShiftsText.Visible := True;
end;
// ****************************************************************************
// 1D10 DRM:
// DRMTotal := DRMTerrain + DRMDisorganized + DRMParadrop + DRMArmor +
// DRMTerritorials + DRMCombatFriction;
// ****************************************************************************
if DRMTerrain <> 0 then DRMText.Lines.Add(rsDRMTerrain +
SignedFloatToStr(DRMTerrain, 2));
if DRMWeather <> 0 then DRMText.Lines.Add(rsDRMWeather +
SignedFloatToStr(DRMWeather, 2));
if DRMDisorganized <> 0 then DRMText.Lines.Add(rsDRMDisorganized +
SignedFloatToStr(DRMDisorganized));
if DRMTerritorials <> 0 then DRMText.Lines.Add(rsDRMTerritorials +
SignedFloatToStr(DRMTerritorials));
if DRMCombatFriction <> 0 then DRMText.Lines.Add(rsDRMCombatFriction +
SignedFloatToStr(DRMCombatFriction));
if DRMParadrop <> 0 then DRMText.Lines.Add(rsDRMParadrop +
SignedFloatToStr(DRMParadrop, 2));
if (DRMArmorAssault <> 0) or (DRMArmorBlitz <> 0) then
begin
AR := SignedFloatToStr(DRMArmorAssault, 2);
BR := SignedFloatToStr(DRMArmorBlitz, 2);
DRMText.Lines.Add(rsDRMArmor + Format('%s (%sB)', [AR, BR]));
end;
if DRMHQSupport <> 0 then DRMText.Lines.Add(rsDRMHQs +
SignedFloatToStr(DRMHQSupport, 2));
if OptRules.FractionalOdds and OptRules.TwoD10LandCRT then
DRMText.Lines.Add(rsDRMFractionalOdds + SignedIntToStr(DRMFraction));
