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Thread: Key Issues on Combat Mechanics~

  1. #371

    Default

    Quote Originally Posted by Neokarasu View Post
    Yes.

    Should start combat at round9 for Compass4 and round7 for Compass8.
    Setting compass lvl4 made combat start at round 9.
    Archers at range 1850, moving 350 per turn

    Setting compass lvl8 made combat start at round 7.
    Archers at range 1850, moving 450 per turn

  2. #372

    Default

    ---------

    Ran again with:
    Attackers
    arch 10
    compass lvl 9
    Military Tradition lvl 9
    Iron Working lvl 10
    Medicine lvl 10
    Defenders
    arch 10
    Military Tradition lvl 9
    Iron Working lvl 10
    Medicine lvl 10
    Actual combat started -round 7
    Fight lasted 18 rounds and resulted in 678 AT surviving.

  3. #373

    Default

    Does the medicine bonus apply to ATs?
    If so, ATs get 5% life bonus from medicine and 10% life bonus from engineering.
    Seems unfair, got to be just engineering.

  4. Default

    Quote Originally Posted by Efward View Post
    Does the medicine bonus apply to ATs?
    If so, ATs get 5% life bonus from medicine and 10% life bonus from engineering.
    Seems unfair, got to be just engineering.
    Far as I know, Medicine doesn't apply to ATs.
    Prove me wrong please..
    Quit.

  5. #375
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    Location
    Bonnie Scotland
    Posts
    3,822

    Default

    Techs specify in the dscription.
    "army" is soldiers w/ upkeep that get trained in barracks.
    "mechanics" is seige & transporters.
    "cavalries" is HBs.
    "infantry" is foot troops (inclusive of archers)
    "shootin' range" is anythin' ranged, inclusive of ATs
    "fortified units" is wall defences.

    ATs are almost unalterable from techs, whereas regular army lives form them.

    Quote Originally Posted by Satan
    I said before I need to be in the top 100 players or else I won't be able to defend myself.
    Quote Originally Posted by Lord Ken Deathmarr View Post
    You know, I don't understand your post sometimes ok? So I take it as a mean threat.

  6. #376

    Default

    How does wall lvl fit in there?
    An additional 5% range bonus to ATs?

    Do any other defensive units get the wall range bonus?
    Last edited by Efward; 11-23-2009 at 09:38 AM.

  7. #377
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    Jul 2009
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    Posts
    3,822

    Default

    All ranged units get the wall bonus.

    The wall bonus works out at around 4,5% bonus per level.

    Quote Originally Posted by Satan
    I said before I need to be in the top 100 players or else I won't be able to defend myself.
    Quote Originally Posted by Lord Ken Deathmarr View Post
    You know, I don't understand your post sometimes ok? So I take it as a mean threat.

  8. #378
    Join Date
    Oct 2009
    Location
    Toronto
    Posts
    14

    Default Clarification is needed

    1. Damage round
    Quote Originally Posted by Darkbrady View Post
    Depends. Some units round it down, mostly melee units. Ranged units, however will round up, so damage = death. This can be shown simply by puttin' one archer against a single raam.
    Although it's been noted that ATs don't seem to follow the ohko rule, and damage will be rounded down with them.
    OK, so conclusion is:
    1) Ranged damage rounds up, except AT one which rounds down (trims).
    2) All other units damage rounds down (trims).
    Question:
    What about trap & abatis damage -- what value is it and how is it rounded?


    2. Battle length
    Quote Originally Posted by Darkbrady View Post
    ATs must be destroyed, as they are the only unit with a life value. Other fortifications (passive) are triggered based on rounds, but do not need to be fully cleared for a succesful battle.
    If there are only passive fortifications from the very beginning, then how long is battle going to be? Or say all defending troops died in 3 rounds, but some traps/abatis/logs/trebs left, how many more rounds will battle last?
    I thought that it continues until attacking units reach the walls.
    But my last example (10kCav vs 199abatis) lasted for 6 rounds. Cavalry started from position 5000, speed was 1450, so in 4 rounds they reached the walls. Why did battle continue for 6 rounds?


    3. Target priorities
    Quote Originally Posted by Darkbrady View Post
    Value is based on units resource value. Stats are completely ignored in these things, they look at the overall resource value.
    Another way of lookin' at "value" is that units who hit the high "value" units first aim for the units that give the highest total honour.
    Target-priority value and honour value are both based off of the units basic resource costs.
    Your answer totally confused me
    1) By "overall resource value" you meant resource for production?
    Pike:food 150, lumber 500, iron 150; Sword: food 200, lumber 150, iron 400.
    Whose value is bigger and why?
    2) Honour is completely screwed value in the game -- the higher value, the less wounded percentage you have (so more irrevocable losses). But if it is somehow related to target priority, could you please explain it? Sorry if it is a repetition of the previous question.


    4. A new question.
    As you mentioned troop attack is basically the following (please correct if I am wrong): Base +HeroAttackModification +TechAttackModification +ItemAttackModification.
    What about Fortification attack? I guess all except AT stay unmodified (so attack=base).
    AT uses Engineering&Range tech (+TechAttackModification). Does it also use Hero&Item modifications? Please clarify.

  9. #379
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    Location
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    Default

    Quote Originally Posted by som View Post
    1. Damage round

    OK, so conclusion is:
    1) Ranged damage rounds up, except AT one which rounds down (trims).
    2) All other units damage rounds down (trims).
    Question:
    What about trap & abatis damage -- what value is it and how is it rounded?

    Trap/abati are autokill and onehit the unit regardless of life value.

    2. Battle length

    If there are only passive fortifications from the very beginning, then how long is battle going to be? Or say all defending troops died in 3 rounds, but some traps/abatis/logs/trebs left, how many more rounds will battle last?
    I thought that it continues until attacking units reach the walls.
    But my last example (10kCav vs 199abatis) lasted for 6 rounds. Cavalry started from position 5000, speed was 1450, so in 4 rounds they reached the walls. Why did battle continue for 6 rounds?

    Traps/abati have no bearin' on round length; they do not need to be destroyed for the battle to be over. When battles last longer than "reachin'" the walls, its becasue the units still haveto take a few rounds to actually destroy the walls. They took 4 rounds to reach the walls, then 2 rounds to destroy them.

    3. Target priorities

    Your answer totally confused me
    1) By "overall resource value" you meant resource for production?
    Pike:food 150, lumber 500, iron 150; Sword: food 200, lumber 150, iron 400.
    Whose value is bigger and why?
    2) Honour is completely screwed value in the game -- the higher value, the less wounded percentage you have (so more irrevocable losses). But if it is somehow related to target priority, could you please explain it? Sorry if it is a repetition of the previous question.

    1/
    150+500+150=800
    200+150+400=750
    Pikes have higher value because 800>750.
    There are a few more variables involved that slightly alter what goes on, but overall it's pretty direct. A single archer will outvalue a single warrior, a single 'phract will outvalue a sword et cetera...
    2/
    It's not related to target priorities, but it's related to values. Kill a archer and you'd get more honour than you would from a warrior, kill a 'phract and you'd get more honour than from a sword et cetera...


    4. A new question.
    As you mentioned troop attack is basically the following (please correct if I am wrong): Base +HeroAttackModification +TechAttackModification +ItemAttackModification.
    What about Fortification attack? I guess all except AT stay unmodified (so attack=base).
    AT uses Engineering&Range tech (+TechAttackModification). Does it also use Hero&Item modifications? Please clarify.

    ATs use hero attack as far as I'm aware, but I've never personally tested this.
    tencharacters

    Quote Originally Posted by Satan
    I said before I need to be in the top 100 players or else I won't be able to defend myself.
    Quote Originally Posted by Lord Ken Deathmarr View Post
    You know, I don't understand your post sometimes ok? So I take it as a mean threat.

  10. #380
    Join Date
    Oct 2009
    Location
    Toronto
    Posts
    14

    Default Wall bonus for defending troops

    Quote Originally Posted by Darkbrady View Post
    All ranged units get the wall bonus.

    The wall bonus works out at around 4,5% bonus per level.
    This sounds illogical -- defending troops move on the battlefield, so how can wall level effect their range? For ATs it's OK as they are located on Walls and so get bonus from walls height.

    If defending archers get wall bonus they will shoot +540 (+45% of basic 1200 range) then attacking ones, that is more than archers speed (all techs at max). Thus defending archers will have one free shot to attacking archers because of wall level (counting att & def techs as even).

    Are you sure about wall bonus for defending troops?

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