Something very interesting that a friend just showed me is that there are damage coefficients that increase initial damage done for certain units vs certain others. For example, 4000 pike vs 1772 cavalry, the battle lasts only one round, even though there is no way the regular formula would account for the pikemen doing that much damage. The only way to get there is to use a damage multiplier of 3.6x (!) when pikemen hurt cavalry. I also suspect there is a large damage coefficient for cavalry vs archers.
What is REALLY strange though, is that in an exercise sim of 4000 pike vs 3000 cav, the pike win, but add a SINGLE archer to the ATTACKERS, and suddenly they lose harshly. My theory on this is that there is actually a bug in the system that causes enemy units to use attack coefficients from the highest available combo (even though the cavs don't attack the archers, theyre using their increased archer coefficient in the damage dealt to the pikemen, its the only reason I can come up with that so many more pikemen get killed faster when you add an archer), and the attackers coefficient uses the lowest possible one (in the initial battle, which ended in 3 rounds, the pikemen would have had to do far more damage a turn assuming they lose numbers each round to do an average of 1000 damage/turn), which explains why only like 800 cav die in the second scenario.
Wierd stuff.
You load sixteen tons, what do you get
Another day older and deeper in debt
Saint Peter don't you call me 'cause I can't go
I owe my soul to the company store
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