View Full Version : Need help on land modifiers.
Hello,
I need to know if the modifiers for, snow, sand etc. are 1 point Equals 1 point or are they percentages? Example would be forest -6
So does that mean a Minus -6 in attack and defense in the forest or is it a 60% reduction in attack or defense.
I need someone to help who is sure about these settings.
Thanks in advance.
Lt_1956
Mr Frost
12-29-2004, 00:10
Hello,
I need to know if the modifiers for, snow, sand etc. are 1 point Equals 1 point or are they percentages? Example would be forest -6
So does that mean a Minus -6 in attack and defense in the forest or is it a 60% reduction in attack or defense.
I need someone to help who is sure about these settings.
Thanks in advance.
Lt_1956
I get the impression from observation in game and the txt. files that they are actually movement modifyers {though they could have actual effect on combat like cavalry bonuses do , though I highly doubt they are as straight forward as additions/subtractions to attack or defense given such dramatic modifyers as -6 would be surely obvious in action against their opposite [-6 in forest Vs +2 in forest for example]} .
Someone mentioned that they changed chariots to -20 in forest and when you atack them they almost instantly. That would give an impression of combat modifier. If movement then Legions should have a - in the snow. Yes Barbarians have a +4.
I just wanted to make sure its just a point system and not a percentage.
Lt
Red Harvest
12-30-2004, 04:52
Every comment I've seen about them suggests they are combat modifiers. I'm not sure if it is an attack modifier or defense or what. I seriously doubt it is percentage, those are typically done in decimal format in the CA games, while integers are used for most basic stats.
Woreczko
12-30-2004, 22:33
Testing reveals that they are indeed combat modifiers - barbarians are certainly better in snow and woods. I`m not so sure about sand and scrub, but there is simple reason: These modifiers have quite shallow impact on at least 1vs1 unit combat. I tested numidian legionaries with -4 on snow and axemen with +4 (modded units, don`t ask). On summer grasslands legionaries won, but they never achieved more than clear victory. In the winter, while axemen had a whooping +8 modifier in total, they only managed to achieve a narrow victory. So I don`t think it`s just a simple +8 to attack rating or sth similar. Anyway this is only my hypothesis, I`m not an advanced tinkerer.
Red Harvest
12-31-2004, 03:23
Woreczko,
That actually sounds about right. I have to use rather massive mount modifiers to get spears to be effective vs. cav, and to make horse/camel/elephant matchups make sense. I usually end up adding 4 to 8 total in adjustment to the existing values.
In RTW the range of the attack defense numbers seems to be wider. If you want a noticeable impact you need about an 8 point delta or more, at least with the units I've adjusted so far. This was particularly noticeable with elephants I reduced elephant unit size in half and hitpoints in half as well. This works about like I want it vs. infantry and skirmishers, but the stupid cav were killing elephants with the base mount modifier values (probably due to the massive charge bonuses.) I had to move it 8 more points for a total delta of 20, and I might need to move it more. (With the smaller hit point count and unit size I will probably have to increase the elephant "momentum" factor so that heavy cav doesn't stop an elephant charge. I don't think this is combat modifier related, but more unit size and relative momentum factors.)
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