gamegeek2
06-25-2010, 08:13
EB's cavalry have OP lances in melee. I ran an experiment (using Regular BI) to measure the effect of power_charge on charge effectiveness
So I used these stats, the following for the two test cav units (on regular BI):
NOTE: Stats are AtB test stats.
type imperial household bodyguard
dictionary imperial_household_bodyguard ; Hetairoi Test
category cavalry
class heavy
voice_type General_1
soldier imperial_household_bodyguard, 20, 0, 1
mount generals horse
mount_effect elephant -4, camel -4
attributes sea_faring, general_unit, hide_forest, hardy
formation 1.5, 4, 3, 6, 3, square
stat_health 1, 0
stat_pri 5, 48, no, 0, 0, melee, blade, piercing, spear, 200 ,0.32
stat_pri_attr ap
stat_sec 12, 18, no, 0, 0, melee, blade, piercing, sword, 0 ,0.13
stat_sec_attr ap
stat_pri_armour 15, 12, 0, metal
stat_sec_armour 0, 3, flesh
stat_heat 4
stat_ground 0, 0, -6, 0
stat_mental 11, disciplined, highly_trained
stat_charge_dist 50
stat_fire_delay 0
stat_food 60, 300
stat_cost 3, 2275, 390, 160, 230, 1520
ownership empire_east, empire_east_rebels
type imperial german bodyguard
dictionary imperial_german_bodyguard ; Hetairoi Test
category cavalry
class heavy
voice_type General_1
soldier imperial_german_bodyguard, 20, 0, 1
mount generals horse
mount_effect elephant -4, camel -4
attributes sea_faring, general_unit, hide_forest, hardy, power_charge
formation 1.5, 4, 3, 6, 3, square
stat_health 1, 0
stat_pri 5, 48, no, 0, 0, melee, blade, piercing, spear, 200 ,0.32
stat_pri_attr ap
stat_sec 12, 18, no, 0, 0, melee, blade, piercing, sword, 0 ,0.13
stat_sec_attr ap
stat_pri_armour 15, 12, 0, metal
stat_sec_armour 0, 4, flesh
stat_heat 4
stat_ground 0, 0, -6, 0
stat_mental 11, disciplined, highly_trained
stat_charge_dist 50
stat_fire_delay 0
stat_food 60, 300
stat_cost 3, 2262, 391, 160, 230, 1510
ownership empire_west, empire_west_rebels
As you can see, the two are identical in stats except for the power_charge attribute.
Here are the infantry units I tested:
type steppe swordsmen vandal
dictionary steppe_swordsmen_vandal ; Machairophoroi Test
category infantry
class heavy
voice_type Medium_1
soldier steppe_swordsmen, 40, 0, 1.1
officer barb_standard
attributes sea_faring, hide_forest, can_sap
formation 1.2, 1.2, 2.4, 2.4, 4, square
stat_health 1, 0
stat_pri 11, 4, no, 0, 0, melee, blade, piercing, sword, 0 ,0.13
stat_pri_attr ap
stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1
stat_sec_attr no
stat_pri_armour 9, 7, 5, leather
stat_sec_armour 0, 0, flesh
stat_heat 0
stat_ground 1,0,1,1
stat_mental 11, normal, trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 324, 122, 40, 60, 360
ownership slave, vandals, slavs
type steppe heavy spearmen hun
dictionary steppe_heavy_spearmen_hun ; Thureophoroi Test
category infantry
class spearmen
voice_type Heavy_1
soldier steppe_heavy_spearmen, 40, 0, 1.2
attributes sea_faring, hide_forest, can_sap, hardy
formation 1, 1, 2, 2, 4, square
stat_health 1, 0
stat_pri 14, 4, no, 0, 0, melee, blade, piercing, spear, 0 ,0.13
stat_pri_attr light_spear
stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1
stat_sec_attr no
stat_pri_armour 9, 8, 5, metal
stat_sec_armour 0, 0, flesh
stat_heat 2
stat_ground 1,0,1,1
stat_mental 9, disciplined, trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 513, 189, 60, 90, 570
ownership huns
So, I ran the test, using the same map (Arabian Desert or something) and the same method on each test (single right click on the enemy), using only the tests where the AI was able to stop its infantry unit and raise shields. I ended the battle roughly 3 seconds after charge impact.
Here are the results:
Power Charge vs Thureophoroi Test
1. 20 kills
2. 33 kills
3. 34 kills
Total: 87 kills
No Power Charge vs Thureophoroi Test
1. 20 kills
2. 29 kills
3. 19 kills
Total: 68
87/63 = 1.28, so 28% more kills
Power Charge vs Machairophoroi Test
1. 28 kills
2. 38 kills
3. 30 kills
Total: 96 kills
No Power Charge vs Machairophoroi Test
1. 30 kills
2. 24 kills
3. 26 kills
Total: 80 kills
96/80 = 1.2, so 20% more kills
(20+28)/2 = 24, so average 24% more kills when power_charge attribute was added
Conclusion: The power_charge attribute increases the effectiveness of cavalry charges by about 25%
Coincidentally, I had already set the lance lethality to .32, which is perfect, as 80% of .4 is .32; this should be roughly the same cavalry charge effectiveness as a .4 lethality charge without the power_charge attribute; thus, the charge effectiveness remains the same.
However, as power_charge is irrelevant to static melee combat, given the equation:
Kill Chance = const1 * lethality * 1.1 ^ (ATK-DEF+MOD)
The lance will be 20% less effective in melee. This should make secondary weapons superior, given the delay of 200 as well.
AtB will thus use this system to balance cavalry in melee.
So I used these stats, the following for the two test cav units (on regular BI):
NOTE: Stats are AtB test stats.
type imperial household bodyguard
dictionary imperial_household_bodyguard ; Hetairoi Test
category cavalry
class heavy
voice_type General_1
soldier imperial_household_bodyguard, 20, 0, 1
mount generals horse
mount_effect elephant -4, camel -4
attributes sea_faring, general_unit, hide_forest, hardy
formation 1.5, 4, 3, 6, 3, square
stat_health 1, 0
stat_pri 5, 48, no, 0, 0, melee, blade, piercing, spear, 200 ,0.32
stat_pri_attr ap
stat_sec 12, 18, no, 0, 0, melee, blade, piercing, sword, 0 ,0.13
stat_sec_attr ap
stat_pri_armour 15, 12, 0, metal
stat_sec_armour 0, 3, flesh
stat_heat 4
stat_ground 0, 0, -6, 0
stat_mental 11, disciplined, highly_trained
stat_charge_dist 50
stat_fire_delay 0
stat_food 60, 300
stat_cost 3, 2275, 390, 160, 230, 1520
ownership empire_east, empire_east_rebels
type imperial german bodyguard
dictionary imperial_german_bodyguard ; Hetairoi Test
category cavalry
class heavy
voice_type General_1
soldier imperial_german_bodyguard, 20, 0, 1
mount generals horse
mount_effect elephant -4, camel -4
attributes sea_faring, general_unit, hide_forest, hardy, power_charge
formation 1.5, 4, 3, 6, 3, square
stat_health 1, 0
stat_pri 5, 48, no, 0, 0, melee, blade, piercing, spear, 200 ,0.32
stat_pri_attr ap
stat_sec 12, 18, no, 0, 0, melee, blade, piercing, sword, 0 ,0.13
stat_sec_attr ap
stat_pri_armour 15, 12, 0, metal
stat_sec_armour 0, 4, flesh
stat_heat 4
stat_ground 0, 0, -6, 0
stat_mental 11, disciplined, highly_trained
stat_charge_dist 50
stat_fire_delay 0
stat_food 60, 300
stat_cost 3, 2262, 391, 160, 230, 1510
ownership empire_west, empire_west_rebels
As you can see, the two are identical in stats except for the power_charge attribute.
Here are the infantry units I tested:
type steppe swordsmen vandal
dictionary steppe_swordsmen_vandal ; Machairophoroi Test
category infantry
class heavy
voice_type Medium_1
soldier steppe_swordsmen, 40, 0, 1.1
officer barb_standard
attributes sea_faring, hide_forest, can_sap
formation 1.2, 1.2, 2.4, 2.4, 4, square
stat_health 1, 0
stat_pri 11, 4, no, 0, 0, melee, blade, piercing, sword, 0 ,0.13
stat_pri_attr ap
stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1
stat_sec_attr no
stat_pri_armour 9, 7, 5, leather
stat_sec_armour 0, 0, flesh
stat_heat 0
stat_ground 1,0,1,1
stat_mental 11, normal, trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 324, 122, 40, 60, 360
ownership slave, vandals, slavs
type steppe heavy spearmen hun
dictionary steppe_heavy_spearmen_hun ; Thureophoroi Test
category infantry
class spearmen
voice_type Heavy_1
soldier steppe_heavy_spearmen, 40, 0, 1.2
attributes sea_faring, hide_forest, can_sap, hardy
formation 1, 1, 2, 2, 4, square
stat_health 1, 0
stat_pri 14, 4, no, 0, 0, melee, blade, piercing, spear, 0 ,0.13
stat_pri_attr light_spear
stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1
stat_sec_attr no
stat_pri_armour 9, 8, 5, metal
stat_sec_armour 0, 0, flesh
stat_heat 2
stat_ground 1,0,1,1
stat_mental 9, disciplined, trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 513, 189, 60, 90, 570
ownership huns
So, I ran the test, using the same map (Arabian Desert or something) and the same method on each test (single right click on the enemy), using only the tests where the AI was able to stop its infantry unit and raise shields. I ended the battle roughly 3 seconds after charge impact.
Here are the results:
Power Charge vs Thureophoroi Test
1. 20 kills
2. 33 kills
3. 34 kills
Total: 87 kills
No Power Charge vs Thureophoroi Test
1. 20 kills
2. 29 kills
3. 19 kills
Total: 68
87/63 = 1.28, so 28% more kills
Power Charge vs Machairophoroi Test
1. 28 kills
2. 38 kills
3. 30 kills
Total: 96 kills
No Power Charge vs Machairophoroi Test
1. 30 kills
2. 24 kills
3. 26 kills
Total: 80 kills
96/80 = 1.2, so 20% more kills
(20+28)/2 = 24, so average 24% more kills when power_charge attribute was added
Conclusion: The power_charge attribute increases the effectiveness of cavalry charges by about 25%
Coincidentally, I had already set the lance lethality to .32, which is perfect, as 80% of .4 is .32; this should be roughly the same cavalry charge effectiveness as a .4 lethality charge without the power_charge attribute; thus, the charge effectiveness remains the same.
However, as power_charge is irrelevant to static melee combat, given the equation:
Kill Chance = const1 * lethality * 1.1 ^ (ATK-DEF+MOD)
The lance will be 20% less effective in melee. This should make secondary weapons superior, given the delay of 200 as well.
AtB will thus use this system to balance cavalry in melee.