There were some discussions during the last 2-3 weeks which raised the questions in the areas which I counted for myself as well-determined![]()
I gathered the questions here.
1. Round flow
Each round consists of the following steps:
1) Fortifications (excluding ATs) fight
2) Killed attacking troops & used fortifications are subtracted
3) Attacking & defending troops move
4) Attacking & defending troops (including ATs) fight
5) Killed attacking & defending troops are subtracted
6) Attacking troops overcome walls (if applicable)
Issue: if initial distance is max.range+200 (as everybody agreed), then fortifications can't hit any troop in the 1st round as attacker starts beyond their range.
There was an idea that steps1/2 should be after step5, so troops fight first, then forts fight. Is it confirmed?
2. Fortifications damage
Each round logs&trebs fight one target, but traps/abatis fight multiple targets. Is it right?
The damage for logs&trebs is defined in Evony, but for traps/abatis it is not. What damage do they cause?
Target priorities for forts if any (say Trebs prefer Siege as Darkbrady mentioned).
3. Troops move
How far does a troop move?
Variants: troop moves until an opponent appears in range or the full possible step.
Say my unit has speed 500 and range 100, gap between my unit and enemy unit is 400. How big will be my unit step -- 300 (gap=range) or 400 (gap=0)?
4. Troops attack
If a melee unit has a few enemies in range, can it attack the closest unit only or any unit in range?
Say my unit has range 100, gap between my unit and enemy unit1 is 50, gap between my unit and enemy unit2 is 70. Can my unit attack unit1 only or choose target among unit1 & unit2?
5. Target priorities
Darkbrady variant (as I understand it):
1) Ranged unit rules.
Ranged units (AT included) prefer ranged ones.
Among these ranged units the unit having the biggest range is chosen.
If there are no ranged units in range then follow melee unit rules.
2) Melee unit rules.
The unit with most overall value is chosen.
Overall_value=Unit_amount*Unit_value
Unit value is a summary of all resources needed for production.
Birtles variant:
Questions:
1) Melee targeting for ranged units sounds questionable -- why highest value doesn't matter in this case?
2) What about targeting for melee units?
213 thought:
I understand it as a static list of prioritized list of targets for each troop. Say swords hit archers first, then pikes, then cavalry, etc, disregarding any enemy unit characteristics -- amount, value, speed, ...
What do you think about it, guys?
6. Wall bonus to all defending ranged units
This Darkbrady's idea (+45% in range!) looks to me as too big advantage for defender. Keeping in mind a "stand and shoot" algorithm for archers, it will almost always lead to the situation when defending archers shoot at attacking ones, while the latter shoot at incoming defending melee troops.
As defending archers usually outnumber attacking ones by a big margin, the archers attack will be useless in this case.



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