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Thread: [EB MP]3.0 Thread - Testing and Updates

  1. #961

    Default Re: [EB MP]3.0 Thread - Testing and Updates

    I would agree with Ludens that this is not a big deal in MP. If it was an issue, we could always modify the relevant file for a historical battle. We tend to play h. battles with specialised EDUs anyways, so we could certainly do a modified projectile file.
    "Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam."

  2. #962
    ‘Abdü’l-Mecīd-i evvel Member Kival's Avatar
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    Default Re: [EB MP]3.0 Thread - Testing and Updates

    Perhaps I just overread the reasoning but why did gamegeek increase lethality for the the iberian ap-swords but not for the hellenic ones. Were the iberian ones deadlier?

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  3. #963
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: [EB MP]3.0 Thread - Testing and Updates

    Quote Originally Posted by TheShakAttack View Post
    I would agree with Ludens that this is not a big deal in MP. If it was an issue, we could always modify the relevant file for a historical battle. We tend to play h. battles with specialised EDUs anyways, so we could certainly do a modified projectile file.
    I don't think it'd be an issue.
    Fighting isn't about winning, it's about depriving your enemy of all options except to lose.



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  4. #964

    Default Re: [EB MP]3.0 Thread - Testing and Updates

    @Kival

    Afaik, the "kopis" used by the hellenic troops was classified as more of a cavalry weapon than an infantry one. The "iberian machiara/falcatta" was an infantry one. Also, presumably the Iberians were more adept at wielding the falcatta since it was a very "standard weapon" for them, whereas the kopis was less commonly used by the hellens?

    Also, I guess it might have something to do with game-balancing?
    "Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam."

  5. #965

    Default Re: [EB MP]3.0 Thread - Testing and Updates

    Quote Originally Posted by TheShakAttack View Post
    @Kival

    Afaik, the "kopis" used by the hellenic troops was classified as more of a cavalry weapon than an infantry one. The "iberian machiara/falcatta" was an infantry one. Also, presumably the Iberians were more adept at wielding the falcatta since it was a very "standard weapon" for them, whereas the kopis was less commonly used by the hellens?
    That's really good historical information, but it doesn't say anything about how or why a kopis is less "deadly" (by what standards?) than a falcata.

    EDIT: To elaborate. That a piece of weaponry was used by the cavalry goes to show its scarcity, its not being ubiquitous. How only those who could afford to be cavalry would afford such weaponry. That it was a piece of weaponry wielded only by cavalry would by definition (at least in antiquity) mean its rarity ("less commonly used").
    Last edited by vartan; 11-12-2011 at 02:47.
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  6. #966

    Default Re: [EB MP]3.0 Thread - Testing and Updates

    That is certainly a valid interpretation of the facts and may well be true (unfortunately my knowledge is rather limited so i cannot confirm nor deny).

    My thoughts were that the kopis was longer than the falcatta, and therefore was useful for cavalry (to help with reach) and because a larger weapon allowed more momentum to be generated. The same could be slightly troublesome/unwiedly in melee, which is why sabres for instance were very popular with cavalry, but no so much with infantry.

    I am unable to categorically state why one is statted as "deadlier" than the other, only thing I could put it down to is how ubiquitous it was and possibly to make cartho/iberian units more balanced.
    "Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam."

  7. #967

    Default Re: [EB MP]3.0 Thread - Testing and Updates

    On that note, longswords are longer and heavier than shortswords. Let's make them less deadlier because apparently falcata are deadlier than kopis? Course not. gg2's it's a party in this EDU...
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  8. #968
    EB:NOM Triumvir Member gamegeek2's Avatar
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    Default Re: [EB MP]3.0 Thread - Testing and Updates

    You're going to want a falcata a LOT more than a kopis (which works similarly but is bigger and heavier) in tight melee.
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  9. #969

    Default Re: [EB MP]3.0 Thread - Testing and Updates

    Quote Originally Posted by gamegeek2 View Post
    You're going to want a falcata a LOT more than a kopis (which works similarly but is bigger and heavier) in tight melee.
    In other words, what is the EDU going to want?
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  10. #970
    Unbowed Unbent Unbroken Member Lazy O's Avatar
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    Default Re: [EB MP]3.0 Thread - Testing and Updates

    type iberian infantry dunaminaca
    dictionary iberian_infantry_dunaminaca ; Dunaminaca
    category infantry
    class heavy
    voice_type Medium_1
    soldier carthaginian_infantry_elite_african_infantry_dunaminaca, 40, 0, 1.2
    officer ebofficer_lusitanian_carthaginian_officer
    mount_effect horse +1
    attributes sea_faring, hide_improved_forest, can_sap, hide_long_grass, very_hardy
    formation 1, 2, 2, 3, 4, square
    stat_health 1, 1
    stat_pri 7, 8, solifera_h, 38.5, 3, thrown, blade, piercing, spear, 15 ,1
    stat_pri_attr prec, thrown, ap
    stat_sec 13, 8 , no, 0, 0, melee, simple, slashing, sword, 0 ,0.16
    stat_sec_attr no
    stat_pri_armour 9, 10, 4, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 2
    stat_ground 0, 0, 1, -2
    stat_mental 13, impetuous, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 1872, 491, 90, 130, 1872
    ownership spain, gauls, scythia, slave


    ;539
    type iberian infantry dunaminaca mercenary
    dictionary iberian_infantry_dunaminaca ; Mercenary Dunaminaca
    category infantry
    class heavy
    voice_type Medium_1
    soldier carthaginian_infantry_elite_african_infantry_dunaminaca, 40, 0, 1.2
    officer ebofficer_lusitanian_carthaginian_officer
    mount_effect horse +1
    attributes sea_faring, hide_improved_forest, can_sap, hide_long_grass, very_hardy, mercenary_unit
    formation 1, 2, 2, 3, 4, square
    stat_health 1, 1
    stat_pri 7, 8, solifera_h, 38.5, 3, thrown, blade, piercing, spear, 15 ,1
    stat_pri_attr prec, thrown, ap
    stat_sec 13, 8 , no, 0, 0, melee, simple, slashing, sword, 0 ,0.15
    stat_sec_attr no
    stat_pri_armour 9, 10, 4, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 2
    stat_ground 0, 0, 1, -2
    stat_mental 13, impetuous, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 1872, 491, 90, 130, 1872
    ownership seleucid, egypt, slave

    Fix it.
    Last edited by Lazy O; 11-12-2011 at 09:38.


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  11. #971

    Default Re: [EB MP]3.0 Thread - Testing and Updates

    @GG2

    Hmm....in that case should the same not apply to a longsword? Perhaps its because of the animation? (Talking out of total ignorance here). If longsword units have slow animations to reflect how "unweildy" it was, then it would make sense having a higher lethality than shorter swords.

    In comparison, if Falcatta and Kopis have equal "delay" animations, it is necessary to differentiate their lethality.
    "Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam."

  12. #972
    Unbowed Unbent Unbroken Member Lazy O's Avatar
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    Default Re: [EB MP]3.0 Thread - Testing and Updates

    Whats gonna happen to the eagles. I missed the whole discussion


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    [21:16:17] [Gaius - 5.115.253.115]
    i m not camping , its elegant strategy of waiting

  13. #973

    Default Re: [EB MP]3.0 Thread - Testing and Updates

    Guys is there anyway we can Remove Guard mode, and can we execute Order 66 on guard mode.

  14. #974
    RABO! Member Brave Brave Sir Robin's Avatar
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    Default Re: [EB MP]3.0 Thread - Testing and Updates

    Quote Originally Posted by gamegeek2 View Post
    You're going to want a falcata a LOT more than a kopis (which works similarly but is bigger and heavier) in tight melee.
    Shouldn't this translate to higher lethality but lower attack, somewhat similarly to the longsword? Harder to successfully connect with a kopis because it is more unwieldly, but if you do, the extra weight would make for more damage to be done to the target.
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  15. #975
    EB:NOM Triumvir Member gamegeek2's Avatar
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    Default Re: [EB MP]3.0 Thread - Testing and Updates

    Attack and Lethality are interchangeable.
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  16. #976
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: [EB MP]3.0 Thread - Testing and Updates

    Are you sure about that? Its like (1+lethality) ^(attack - defense) or something right?
    Fighting isn't about winning, it's about depriving your enemy of all options except to lose.



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  17. #977
    ‘Abdü’l-Mecīd-i evvel Member Kival's Avatar
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    Default Re: [EB MP]3.0 Thread - Testing and Updates

    Quote Originally Posted by Brave Brave Sir Robin View Post
    Shouldn't this translate to higher lethality but lower attack, somewhat similarly to the longsword? Harder to successfully connect with a kopis because it is more unwieldly, but if you do, the extra weight would make for more damage to be done to the target.
    Agreed.

    @gamegeek/asm

    When are people only thrown to the ground but not killed? Does that have nothing to do with lethality?

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  18. #978

    Default Re: [EB MP]3.0 Thread - Testing and Updates

    Quote Originally Posted by Kival View Post
    Agreed.

    @gamegeek/asm

    When are people only thrown to the ground but not killed? Does that have nothing to do with lethality?
    Lethality is the percent chance a strike will hit or the person will fall and stand up again.

    For example lethality 0.15 , thats 15% chance that person will die when he falls down and 85% chance he will get back up.

  19. #979
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: [EB MP]3.0 Thread - Testing and Updates

    My understanding is attack is the chance to hit which clauses flinching and knock down, lethality is the chance to kill as opposed to knock down. So high attack + low lethality = knocked down while low attack + high lethality = less knockdown, more dying.
    Fighting isn't about winning, it's about depriving your enemy of all options except to lose.



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  20. #980
    ‘Abdü’l-Mecīd-i evvel Member Kival's Avatar
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    Default Re: [EB MP]3.0 Thread - Testing and Updates

    Quote Originally Posted by -Stormrage- View Post
    Lethality is the percent chance a strike will hit or the person will fall and stand up again.

    For example lethality 0.15 , thats 15% chance that person will die when he falls down and 85% chance he will get back up.
    No, that's actually wrong, it's not a 1 to 1 representation



    @asm

    Yes, I thought so, too. And my observation agrees with it. But this formula you have does not really agree with it, unless it's the formula for actually killing with no informations about hitting alone.

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  21. #981

    Default Re: [EB MP]3.0 Thread - Testing and Updates

    attack is the value that gets your sword through the armor, lethality is if that sword will kill when it penetrates the armour or just wound (knock down).

    So inconclusion, you need high attack value to get your sword to penetrate your enemies armour, you need lethality to make sure that penetration actually kills.

  22. #982

    Default Re: [EB MP]3.0 Thread - Testing and Updates

    By interchangeable gg2 doesn't mean equivalent. They're tied together hand-in-hand, but they aren't reduplicated stat values.
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  23. #983
    EB:NOM Triumvir Member gamegeek2's Avatar
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    Default Re: [EB MP]3.0 Thread - Testing and Updates

    I don't think lethality has anything to do with knockdown, but I definitely could be wrong.
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  24. #984

    Default Re: [EB MP]3.0 Thread - Testing and Updates

    GG i have to say i love your Panda Phalanxes :DD

  25. #985
    RABO! Member Brave Brave Sir Robin's Avatar
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    Default Re: [EB MP]3.0 Thread - Testing and Updates

    Yeah, I've heard that a successful hit but poor luck from the lethality "roll" would lead to a knockdown but this can't be the case. That would mean that approximately 80% of successful attack/defense strikes would lead to knockdowns, meaning that masses of men would be lying on their butts during the battle which is clearly not the case. I think knockdown is just one of the animations that happens when a strike is not totally successful, aka various flinching/dodging animations or even the shield raising ones.
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  26. #986
    ‘Abdü’l-Mecīd-i evvel Member Kival's Avatar
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    Default Re: [EB MP]3.0 Thread - Testing and Updates

    Quote Originally Posted by Brave Brave Sir Robin View Post
    Yeah, I've heard that a successful hit but poor luck from the lethality "roll" would lead to a knockdown but this can't be the case. That would mean that approximately 80% of successful attack/defense strikes would lead to knockdowns, meaning that masses of men would be lying on their butts during the battle which is clearly not the case. I think knockdown is just one of the animations that happens when a strike is not totally successful, aka various flinching/dodging animations or even the shield raising ones.

    Though I've heard about stamina (and morale?) effects of knocking down but not killing... and at least in my obsverations there is a difference in the percentage of knockdowns compared to kills for high lethality vs low lethality.
    Last edited by Kival; 11-12-2011 at 20:33.

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  27. #987
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: [EB MP]3.0 Thread - Testing and Updates

    Quote Originally Posted by Kival View Post
    No, that's actually wrong, it's not a 1 to 1 representation



    @asm

    Yes, I thought so, too. And my observation agrees with it. But this formula you have does not really agree with it, unless it's the formula for actually killing with no informations about hitting alone.
    Its to kill chance, I found it in the TWCenter modding wiki or the Ludus Magna.
    Fighting isn't about winning, it's about depriving your enemy of all options except to lose.



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  28. #988
    ‘Abdü’l-Mecīd-i evvel Member Kival's Avatar
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    Default Re: [EB MP]3.0 Thread - Testing and Updates

    That does not make sense, a chance should be a value between 0-1, this formula does not have this range of values. Now I'm confused, I've to look that up more serious.
    Last edited by Kival; 11-12-2011 at 20:32.

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  29. #989

    Default Re: [EB MP]3.0 Thread - Testing and Updates

    I call upon GI to give us the Interpretation of this hadeeth.

  30. #990

    Default Re: [EB MP]3.0 Thread - Testing and Updates

    Please refrain from making religious references.
    "Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam."

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