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H. G. Muller wrote on Thu, Sep 7, 2023 06:52 AM UTC in reply to Bob Greenwade from Wed Sep 6 03:38 PM:

I'l make one and post it in a comment there, but I wouldn't be sure how to code the Tank or Bomb.

Tank is easy: (mcdaf)4mcdW.

The Bomb is problematic. For one, the ID does not implement drops. Something very similar can be achieved by having a Flag promote to Bomb on reaching the corner (with the aid of a morph), define the Bomb as Universal Leaper (U), and in the captureMatrix define an atomic explosion for it (@) that exempts the HQ. (By defining the HQ as first piece, and using atomicCapture=1.) You then have to make the Troopers promote through a morph too.

The difference is that theis would make the Flag disappear when you throw the Bomb. This can currently only be fixed by adding a small custom script that modifies all Bomb moves such that they leave a non-promoting flag at the square of origin.

BTW, the role of the central sea is not entirely clear to me. The piece section states that HQ and Flag cannot move through the sea, but it says no such thing about other pieces that have sliding moves.


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