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Thread: Battle Mechanics 101+ Discussion

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    Feb 2010
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    Default Battle Mechanics 101+ Discussion

    Battle mechanics...

    Well not many people have enough knowledge base to derive an accurate portrayal of the combat mechanics in this game. Through reverse mathematics, comparison, and analyzing; I have derived a few theories...
    If you can correct or add to these let me know, this will be an ongoing discussion and I will reserve 2 threads after this one for 2 different sections of mechanics, as I will split the discussion up.(This discussion will not be about tech levels, or wall levels as I believe everyone should know these already)

    Targeting Priority Key:

    CumAtk- means the unit targets the enemy with highest cumulative attack.

    R- targets units in this order... 1st ranged w/ highest CumAtk focusing only on ranged units unit no more exist, then 2nd the units with highest CumAtk. and so on.

    M- targets melee units with highest cumulative attack.

    S- targets units closest to them regardless of range or attack value


    I. ATTACKING:

    #1. Troop types and targeting:

    Workers-S
    Warriors-S
    Scouts- CumAtk
    Swordsmen- S
    Pikemen- S
    Archer- M+CumAtk, then R+CumAtk
    Cavalry- M, then R
    Cataphract- M, then R
    Transporter- S
    Ballistae- M+CumAtk, then R+CumAtk
    Battering Ramms- S
    Catapult- M+CumAtk, then R+CumAtk


    II: DEFENCE

    1. Defending wall units:

    a. traps- Affect ALL units except Battering Ramms, Catapult, and Ballistae
    b. Abatis- Affect only horse units
    c. Rollinglogs- Affect ALL units except horse units
    -Damage (or kill count) 1.5x against battering ramms
    d. Archer Towers- Affects ALL units using R+CumAtk, then M+CumAtk
    e. Defensive Trebuchet(a.k.a. Rockfall)- Affects ALL units
    -Damage (or kill count) 1.5x against ALL siege units
    (Battering Ramms, Catapult, Ballistae, and even Transporters)


    A. Kill Ratios for single use units:

    Abatis- 10% atk mounted units
    Traps- 10% attack per round
    Rollinglogs- same as traps
    Rockfall- same as above

    B. Archer Tower kills-

    I have noticed these towers if attacking while gates are closed can be taken out with minimal losses by using the following formula:

    [Ignoring any hero bonuses]
    Attacking Ranged units total health minus (AT's CumAtk minus ranged units CumDef) this gives you how many units will die per round, and you will have to figure for each range unit type independently. Then find how many total ranged units you can send minimum depending on how many rounds it takes your swordsmen to reach the walls depending on your compass level.
    You will then send this # of archers, plus one ballistae, and one catapult, send one of each other melee unit that is SLOWER than swords, and the remaining troops up to your rally point level send as swordsmen.... then you will take out AT's with minimal losses.

    This is only if there are no traps, rockfall, or rollinglogs.

    2. Defending troop types and targeting:

    Worker- S
    Warrior- S
    *Scout- then CumAtk
    Swordsmen- S
    Pikemen- S
    *Archers- R+CumAtk, then CumAtk
    (this is where transporters can die ahead of other troop types)
    Cavalry- CumAtk
    Cataphract- CumAtk
    *Transporters- S
    *Ballistae- R+CumAtk, then M+CumAtk
    **Battering Ramms- S
    *Catapult- R+CumAtk, then M+CumAtk
    AT's- R+CumAtk, then M+CumAtk

    *- unit stays in walls
    **- Battering Ramms do not hurt Cavalry or Cataphract


    III. Bonuses/Penalties to combat

    Bonuses are applied to not only attack power, but also are applied to life and defence...Penalties seem to be the same.

    1. Swordsmen- 1.5x bonus against Archers, and AT's
    2. Cavalry- 1.5x penalty against pikemen
    3. Cataphract- 1.5x penalty against pikemen
    4. Pikemen- 1.5x bonus against ALL horseunits
    5. Ballistae, Catapult- 1.5x penalty to Rockfall
    6. Battering Ramms- 1.5x penalty to Rollinglogs


    thats it for now....soon I will have more.
    Last edited by Viceicarious; 06-26-2010 at 01:37 PM.

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