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MizuKokami
11-10-2002, 00:48
there was a string started about units increaseing to illimainate a king not dieing for 15 minutes. i had a question about that. do the units increase in percentages, or are they increased equally, as in opposeing units each raiseing 1 point at a time, or does the attack double, then double again...etc?

Puzz3D
11-10-2002, 03:55
Hi Kokami,

I saw that statement that chance to kill is increased on very long combats, but I don't see much evidence of it. The effect must be quite moderate which is good I think. Shortening combat gives you less time to maneuver for flanking attacks.

MizuKokami
11-10-2002, 05:59
to be specific, i'm asking how the increase is applied. lets say a cav unit has an attack of 4, and a spear unit has a -1 attack in melee.if the increase is with the unit's stats, and those stats were increased by 25%, the cav would then have a 5 melee, and the spear would still be less then one. continue this, and the bonuses the spears would have against cav get negated. but if its just damage that's increased, instead of the melee stats, then that wouldn't be bad.

solypsist
11-10-2002, 07:17
[edit]
Whoops I thought this was the legal battles thread.
http://www.totalwar.org/forum/non-cgi/emoticons/redface.gif

Alrowan
11-10-2002, 07:29
hehe.. legal battles..

i dont really care for the increased stats, i just try to rout them asap

Puzz3D
11-10-2002, 07:38
Kokami,

I don't know how it works, but one way speed up combat without changing the combat strength of the unit is to shift points from defend to attack. The total combat points would remain the same. So, the overall combat strength is unchanged.

Nobunaga0611
11-10-2002, 10:40
Quote[/b] (Puzz3D @ Nov. 10 2002,00:38)]one way speed up combat without changing the combat strength of the unit is to shift points from defend to attack.
Sorry Puzz, I'm curious to what you mean by this? That a unit gets a bonus when its attacking as opposed to when defending? Does this apply to SP, MP? I'm sorry i seem to be out of the loop, but I'm confused. Or, do you mean in order to do the aforementioned, increase the weapon bonus, instead of valour or defense?

Dionysus9
11-10-2002, 10:47
I think Puzz is talking about using wedge formation, for example. It shifts points from defense to attack.

What Koka was originally talking about was something I believe longjohn or gil brought up some time ago regarding an increase in the chance of striking a hit applied by the game engine if combat is taking extremely long (if two units with -4 att, +4 defense are slugging away without many kills, the computer will start speeding up the combat by giving bonuses to hit to both sides).

LordKhaine
11-10-2002, 12:25
It took me minutes to kill a Turkish Sultan earlier today, so I dont see much changed.

Jaret
11-10-2002, 13:49
I think its mostly about the Generals/Kings health/hit points ... because generals and Kings have a bonus to their hitpoints (that can even be increased by v&v).

A Royal Knight alone is a tough opponent ... a royal knight with 6 hitpoints (or more) lasts long ... too long sometimes.

The increase in hitpoints is mainly about Missile Weapon resistanc for the General ... so he does not get peppered by the first missile hit.

I don“t like that feature as it is either ... even if it is my King killing dozents of enemies. Maybe lowering the hitpointbonus whilst rising the Missile defense of an General would help.

MizuKokami
11-10-2002, 18:01
if the computer adjusts the stats of my units for any reason, i am not happy with that. at any moment the stats are changed, they cease to be the unit i sent into battle, even if it's small. if combat is sped up, as in 2 rounds of attacks at once, even this would be bad if it was just on one unit, and the rest of the units were fighting as normal. the only time i can think of that would be good to adjust anything, is if one of the armies is allready in a defeated position, ie... the entire army but one or 2 units hae routed.

Puzz3D
11-10-2002, 20:35
That's a good point. The accelerated combat might only refer to hit points on the general. I haven't observed any noticable effect on normal units, and I did look for it early on.

A much bigger issue than this is valor gain during combat. For example, Lancers have very good combat stats, and they can generate a lot of kills for a small 40 man unit. The individual men get many kills, and kills/man is what the valor increase is based on. It's not uncommon to see a valor 0 Lancer attain valor 3 during a battle. If you bought a valor 3 Lancer in MP it would cost 3930 florins.


Nobunaga0611,

Each unit carries a stat part of which is used to resolve hand to hand combat. The 3 parameters involved are labeled charge, attack and defend. Within a combat animation cycle, chance to kill = attack - defend. Each man gets to strike once with his attack value, and to parry with his defend value. A man will have to parry more than once if he is double teamed. Charge adds to the attack value as long as a man maintains the momentum gained in charging another unit. It usually last for a couple of seconds. There are all kinds of bonuses added to these basic combat values depending on the battlefield situation. The bonuses vary in size and some of them can be very large compared to a unit's basic combat stats.

Michael the Great
11-10-2002, 21:03
Quote[/b] (Puzz3D @ Nov. 10 2002,13:35)]That's a good point. The accelerated combat might only refer to hit points on the general. I haven't observed any noticable effect on normal units, and I did look for it early on.

A much bigger issue than this is valor gain during combat. For example, Lancers have very good combat stats, and they can generate a lot of kills for a small 40 man unit. The individual men get many kills, and kills/man is what the valor increase is based on. It's not uncommon to see a valor 0 Lancer attain valor 3 during a battle. If you bought a valor 3 Lancer in MP it would cost 3930 florins.


Nobunaga0611,

Each unit carries a stat part of which is used to resolve hand to hand combat. The 3 parameters involved are labeled charge, attack and defend. Within a combat animation cycle, chance to kill = attack - defend. Each man gets to strike once with his attack value, and to parry with his defend value. A man will have to parry more than once if he is double teamed. Charge adds to the attack value as long as a man maintains the momentum gained in charging another unit. It usually last for a couple of seconds. There are all kinds of bonuses added to these basic combat values depending on the battlefield situation. The bonuses vary in size and some of them can be very large compared to a unit's basic combat stats.
Hi Puzz,

U know,what I dislike about this,is that there aren't conclusive defend animations....U just see soldiers attack,and attack,and attack again,and again......
It would be an ENORMOUS advantage,if we would have at least one more attack animation and one more death animation per unit type,it would make the battles incredibly dynamic...
Btw,why didn't the devs put more animations?
I mean,yes,it would take time to load etc. but just think what the results would be....even a man2man fight will be a pleasure to watch.