CLASH OF STEEL


combat tables

odds table

 att / def 
modified
srength
 odds 
>1010-1
>55-1
>44-1
>33-1
>22-1
>11-1
>0.52-1
>0<2-1

result table

die roll<1-21-21-12-13-14-15-110-1
1a2a2a1a1a1a1-dr
2a2a1a1---d1dr
3a2a1a1---drdr
4a1a1---d1drdr
5a1a1---drdrdr
6a1a1a1/d1a1/d1drdrdrdr
7a1-d1d1drdrdrdr
8a1-d1drdrdrdrdr
9-d1d1drdrdrdrdr
10-d1d1drdrdrdrdr


a1 = attacker looses one sp
a2 = attacker looses two sp
d1 = defender looser 1 sp
dr = defender retreats and looses one sp

loosing of morale

percent of the old moral attacker / defender

die roll<1-21-21-12-13-14-15-110-1
110 / 9510 / 9020 / 9030 / 9040 / 8050 / 7050 / 7090 / 50
210 / 9522 / 8438 / 8448 / 8152 / 6862 / 6462 / 5890 / 50
312 / 9430 / 8048 / 7862 / 7462 / 6072 / 5872 / 5690 / 50
412 / 9130 / 8042 / 7268 / 7168 / 6080 / 5280 / 5090 / 50
520 / 9034 / 7644 / 7062 / 6670 / 6080 / 5080 / 5090 / 50
620 / 9040 / 7050 / 7050 / 6070 / 6080 / 5080 / 5090 / 50
732 / 7846 / 6762 / 6462 / 6082 / 5486 / 5080 / 5090 / 50
844 / 6652 / 6272 / 5872 / 5390 / 5090 / 5082 / 5090 / 50
956 / 5458 / 5378 / 5278 / 5090 / 5090 / 5088 / 5090 / 50
1060 / 5066 / 5080 / 5080 / 5090 / 5090 / 5090 / 5090 / 50

look at 4-1 and 5-1 this is nut, or?
for example a attacking unit with morale of 63% would come by odds <1-2 and die roll d1 to 63*0.1=6.3, which is rounded to 7%


the file formats


general buildup for karte.cos, seezone.cos, wz.cos, country2.cos, cntl.cos
record number / position on map
1  47 93  . . . . . . 2254
2  48 94  . . . . . . .
3  49 95  . . . . . . .
4  50 .               .
5  .  .               .
.  .  .               .
.  .  .               .
.  .  .               .
.  .  .               .
46 92 138 . . . . . . 2300
if a record consists of three bytes,
then it means that the first 3 byte of the file are the first record,
the second 3 byte are the second record and so on.


record for karte.cos (3 byte)

area
1city22 river to ne hex
2plane23river to sw hex
3swamp24river to se hex
4water25river to e and ne hex
5wood27river to nw and ne hex
6mountain28river to se and sw hex
7harbor29river to e hex
11resource30river to w hex
21 river to nw hex39major city
unit nrunit that is located on the hex
unit
axis unit
1allied unit
2no unit

record for seezone.cos (1 byte)

seazone
land and not coastel hex
1balticsea
2northsea
3northatlantik
4southatlantik
5westmeditiran
6eastmeditiran
7blacksea

record for wz.cos (1 byte)

wz
temperate
2mediterranean
3arctic circle
4arctic

record for cntl.cos (1 byte)

cntl
axis controlled
1allied controlled
2nobody
3neutral

record for country2.cos (1 byte)

land
germany12poland
1russia13switzerland
2italy14rumania
3england15usa
4spain16sweden
5france17baltic
6belgium18vichy
7finland19hungary
8yugoslavia20ireland
9norway21greece
10turkey22albania
11 persia23 bulgaria

record for obn.cos (32 byte)

length of namefor example 4 for hoth
name (10 bytes)max 10 characters
unknown0 or 2
xhex x position
yhex y position
spcurrent srength points
apcurrent action points
picturereference to the counter-bitmap
effunits efficency
moralemorale
supplysupply level
ap maxmaxium of action points
continent3 for europe, 17 for africa
map
0on map
1in reserve
2in production
available
7eleminated
sp maxmaxium strength points
productionleft turns to build, 1 for now
landthe nation of the unit
air spstrength points for air units
sea spstrength points for sea units
sea type
1battleship
2carrier
transporter
submarine
sea raidraid-value for navals
costpp cost to build
type
0land unit
1air unit
sea unit

note if you want to change the positionen of unit in a scenario you have to change karte.cos too.


record for cityname.cos (14 byte)

lengthlength of the name
name (10 bytes)max 10 characters
xhex x position
yhex y position
c0 for last city, 1 else

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