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#1 |
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Clan Takiyama
Clan
Join Date: Oct 2000
Posts: 5,437
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Combat System:
--------------- Each man has an attack value and defend value used in calculating the chance to kill his opponent on each "strike" in a combat cycle. Each man who is fighting gets one "strike" within a combat cycle, but can parry many times. chance to kill = 1.9% * 1.2 ^ df difference factor df = attack - defend + bonus attack is the attack value of the striker defend is the defend value of the opponent bonus is any combat modifier that applies charge is added in as a combat modifier Charge (from the Strategy Guide): Clicking on an enemy unit causes your unit to go to charge speed once it gets close to the enemy unit. It takes 2 or 3 seconds to reach maximum charge speed (presumably from walking speed). A charging soldier makes immediate strikes against all opponents he contacts. Each time he fights a little momentum is lost. When sufficient momentum is lost, the charge ends and the soldier looses the charge bonus. (Note: we know now that running speed is above the momentum threshold for charge bonus. So, men moving at full running speed get the charge bonus if they contact enemy men.) Pushback: In an attack, the striker has a chance of pushing back his opponent which gives him a strong combat bonus on the next strike. Factors affecting the chance of pushback are: kill chance, advantage in supporting ranks, mounted vs foot. Charging cavalry always pushes back any foot soldier who is not facing him with a spear, pike or polearm. (Note: v1.1 patch altered spear, pike and polearm pushback so that charging cavalry has a chance to pushback these men even when they are facing the charging cavalryman.) Combat Modifiers: ----------------- Formations +3 atk, -3 def for wedge formation -2 atk, +2 def for hold formation Spear/pikes +1 def per rank (up to 2 for spear, 4 for pike) +1 atk per 2 ranks when not charging +1 atk per rank when charging No rank bonuses in trees Terrain +1 atk for camels in sandy desert -1 atk for camels in lush or temperate -2 atk, -2 def for cavalry or camel in trees Bonus to atk for being uphill (amount depends on height difference) Penalty to atk for being downhill (amount depends on height difference) Fear of camels +4 def for camels against horses +2 atk for camels against horses Positional +5 atk for flank attack +7 atk for rear attack +2 atk for charging into flank/rear +6 atk on the following combat cycle after 'pushing back' the enemy +5 atk when target squeezed too tight (examples: bridge, castle gate, overlapping units) Exhaustion -2 atk when quite tired -3 atk, -1 def very tired -4 atk, -2 def exhausted -6 atk, -3 def totally exhausted Routing +4 atk against routing enemies -8 def if routing Armor Piercing atk bonus = (target armor - 1)/2 (remove the contribution of the shield and horse to target's armor before making this calculation) Shield If striker hits target from the rear: +2 atk if target is footman with large shield +1 atk if target is mounted or footman with small shield Distance and Speed Archer and teppo open fire range = 100 meters (2.5 tiles) Normal infantry marching speed is 1.68 m/s (speed 6)
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![]() _________Designed to match Original STW gameplay. Beta 8 + Beta 8.1 patch + New Maps + Sound add-on Last edited by Puzz3D; 12-16-2006 at 17:31. |
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#2 |
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User of Unused Smilies
Senior Member
Join Date: Aug 2006
Location: Pearlth... It's the pearlier side of Perth.
Posts: 859
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o_O
Amazing, absolutely stunning. You must've put heaps of effort into getting this info. How did you get it all, and the info about morale?
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"It's all, 'Oh, this sucks, that sucks, blah.' I don't want that. I want you to write poetically about how bad I suck." - Regina Spektor - Best Smiley Ever.- Is Australian- C'est guerre! - It's just so simple. |
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#3 |
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Clan Takiyama
Moderator
Join Date: Aug 2002
Location: Denmark
Posts: 3,831
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Luckily CA provided the community with a detailed list of morale modifiers and how combat works.
CBR |
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#4 |
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Assistant Moderator
Assistant Moderator
Join Date: Nov 2000
Location: Illinois
Posts: 2,407
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Fighting on these big maps, fatigue can be a real issue. It almost seems that if you opponent stays put, and you have to walk-the-field, by the time you get there your men are already at a disadvantage.
What are the relationships between distance, speed of travel, or level of activity, and exhaustion levels? It seems that I have seen troops reach total exhaustion in very short amount of time sometimes. Thanks
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HONOUR IS VICTORY - GO WITH HONOUR - KEEP THE CODE http://steamcommunity.com/profiles/76561198003816474 |
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#5 | |
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Clan Takiyama
Clan
Join Date: Oct 2000
Posts: 5,437
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Quote:
There are two components to fatigue: a non-recoverable component and a recoverable one. Non-recoverable fatigue is associated with "standing" and affects all unit types equally. Recoverable fatigue is associated with walking, running, charging, fighting and shooting. It affects all units equally in good weather, but in stormy weather fatigue increases with armor. Off hand, I don't remember if snow covered ground on an otherwise fine day affects any of these fatigue rates. Cold by itself doesn't do anything as far as I remember. The fatigue rate for standing changes with weather condition, but comes to equilibrium in the quite tired fatigue level regardless of weather. This standing fatigue represents a ceiling which can never be exceeded during a battle, and you can never recover from it. Fine day: All units ---> quite fresh at 19:45 min All units ---> quite tired at 39:30 min Heavy rain: All units ---> quite fresh at 9:40 min All units ---> quite tired at 25:40 min The fatigue rates for walking, running, charging, fighting and shooting are all different and higher than the fatigue rate for standing, and there is a recovery rate applied which increases as the fatigue level gets worse. If you stop the activity causing the fatigue, the unit will eventually recover back to the limit that the standing fatigue imposes. Slower units incur more fatigue getting somewhere because it takes them longer to get there. Likewise, moving up an incline results in greater fatigue because units slow down and take longer to get to the top. A few numbers from tests I have done in stw and mtw (fatigue rates are the same in both games except for running cav which has 10% less fatigue rate in mtw) are: fine day, fresh unit: quite fresh at 4:40 min of walking quite tired at 11:15 min of walking very tired at 30:45 min of walking quite fresh at 0:55 sec of running quite tired at 2:00 min of running very tired at 3:45 min of running I think the recovery rate in the very tired range is about equal to the walking fatigue rate, and in the exhausted range it exceedes the walking fatigue rate. It also appears to me that running fatigue rate is about 5 times the walking fatigue rate. You should be able to get back to quite tired in arid climate where it doesn't rain, but it will take quite a while of standing motionless. Even then, you won't be very far into quite tired, and will drop back to very tired fairly quickly once you start moving again. I don't have any numbers for fighting and shooting fatigue rates. I was very surprised to see standing fatigue be the same for all units in the test I ran in heavy rain because I remember running some tests in STW where armor made a difference in standing fatigue and the final fatigue level. I did a multiplayer fatigue test in MTW back in May 2003: Steppe06 (large map with a 1000 x 1000 meter playable area), arid, fine day. Two spearmen units each set at the back of their zone. One (attacker) marches to just outside archer range (100 meters) of the other unit (defender) and stops. It took 6 minutes to march 600 meters at 1.68 m/s (speed 6) from the starting point to 100 meters away from the other unit. The attacker was "quite fresh" when it got there, and the defender was "fresh". After 3 minutes the attacker recovered to "fresh". After another 10 minutes both attacker and defender dropped to "quite fresh" at the same time. This shows that the fatigue rates are the same for attacker and defender. After another 20 min both attacker and defender dropped to "quite tired". I didn't go further because I know from my custom tests that the units won't drop below "quite tired" in dry weather. This multiplayer test was consistent with custom battle tests that I've run.
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![]() _________Designed to match Original STW gameplay. Beta 8 + Beta 8.1 patch + New Maps + Sound add-on Last edited by Puzz3D; 01-20-2007 at 07:20. |
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#6 | |
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Assistant Moderator
Assistant Moderator
Join Date: Nov 2000
Location: Illinois
Posts: 2,407
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Quote:
Super valuable stuff, thank you ![]() Now maybe just one (read two) more explanation(s). What are the differences in shooting downhill, level, and uphill? I am a an avid proponent for “level or better” fighting , where some folks don’t seem to value the high ground like I do. Am I giving it too much importance?
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HONOUR IS VICTORY - GO WITH HONOUR - KEEP THE CODE http://steamcommunity.com/profiles/76561198003816474 |
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#7 | ||
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Clan Takiyama
Clan
Join Date: Oct 2000
Posts: 5,437
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Quote:
Quote:
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![]() _________Designed to match Original STW gameplay. Beta 8 + Beta 8.1 patch + New Maps + Sound add-on |
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