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Rhyfelwyr
06-23-2007, 19:15
I always thought attack value was how likely a unit was to make a kill when it hit an enemy unit, with a higher attack value making it more likely to succeed. However, I recently read something about a hidden lethality value which is in fact what determines how likely a hit is to kill an enemy unit. If this is the case with M2TW, what exactly does the attack value do?

IrishArmenian
06-23-2007, 19:56
I have no idea and have been wanting to know what exactly attack values do, too.

Zarky
06-23-2007, 23:18
I don´t know the mechanics but it´s attack value vs. enemys defense value (maybe separate rolls: against defense skill, armor and shield.)
If anyone knows more, feel free to tell

Agent Smith
06-23-2007, 23:51
Well, I can tell you how it worked in MTW, but I'm not sure if they carried over the same system to RTW and M2TW.

Budwise
06-24-2007, 03:44
Well, I can tell you how it worked in MTW, but I'm not sure if they carried over the same system to RTW and M2TW.

and that is?

sapi
06-24-2007, 04:32
I always thought attack value was how likely a unit was to make a kill when it hit an enemy unit, with a higher attack value making it more likely to succeed. However, I recently read something about a hidden lethality value which is in fact what determines how likely a hit is to kill an enemy unit. If this is the case with M2TW, what exactly does the attack value do?
Animations also have a huge effect on kill-rates.

Miracle
06-24-2007, 06:21
and that is?
Something like this:

Attacker's Chance to Hit = 1.9% + (Attack - TargetDefense)*20%

Keep in mind that in MTW attack speeds are a lot faster and the CtH is subject to a wide range of modifiers.

Reference:
https://forums.totalwar.org/vb/showpost.php?p=1573031&postcount=9

There's a lot of stat discussion in that thread as well.

econ21
06-24-2007, 11:42
Something like this:

Attacker's Chance to Hit = 1.9% + (Attack - TargetDefense)*20%.

I've always been vague on the exact formula - there were some old posts went into this. But I would modify the above formula to:

Chance to hit = 1.9% * (1.2)^(Attack - TargetDefence)

where * = multiply and ^ = raise to the power

ie with attack=defence, there is a 1.9% kill chance. With one higher attack, it becomes 1.9% plus 20% of the 1.9% = 2.28.

The mechanics chapter in the MTW strategy guide (written by a CA staffer) gives the following table:

3^Combat factor|Kill chance percent
7^-20|0.05
7^-10|0.31
7^-5|0.76
7^-4|0.92
7^-3|1.10
7^-2|1.32
7^-1|1.58
7^0|1.90
7^1|2.28
7^2|2.74
7^3|3.28
7^4|3.92
7^5|4.73
7^10|11.76
7^20|72.84


The combat factor is (attack - overall defence) where overall defence depends on defence skill, shield and armour to varying degrees.

Puzz3D reckons the kill chance increments in RTW are smaller than in STW/MTW, so they should rise by about 10% rather than 20%

What I think "lethality" does in RTW and M2TW is turn the "kill chance" into a "hit chance". So whether you hit is based on the combat factor and lethality is the % chance that the hit kills. So a hitting with a spear with a lethality of 0.73 would kill 73% of the time.

Whether M2TW/RTW really works in a similar way to STW/MTW only CA knows, but I think it is a decent working assumption. If it does, we have a pretty good idea of how attack, defence and lethality work. Animations and the swing speed stat seem much harder to factor in and modders seem to have to balance them by trial and error.

Agent Smith
06-24-2007, 16:50
and that is?

Econ just posted it. I didn't think it applied to Medieval 2, though. It seems like something different is going on under the surface.

I wish they would give us more detail as to how it works out. Especially because there seems to still be debate as to what the defense values actually are, if they are showing up on the unit cards right, etc.

alpaca
06-24-2007, 17:39
Well I believe it's still a function of attack-defense but the "hidden lethality factor" is probably not so hidden but a result of the animations.
In M2TW, we have a 3d collision model between soldiers which means for example that it's very hard for archers with their small daggers to hit mounted units, and at the same time makes a lot of 2-handed units fare worse than you'd expect against other infantry because they are too close to them to hit them effectively with their large weapons sometimes.
This also applies to shields where the defense value is in fact only applied if the defender actually plays the block animation.
So all in all, it's very complicated and devilish to balance.

Kobal2fr
06-24-2007, 20:31
Well I believe it's still a function of attack-defense but the "hidden lethality factor" is probably not so hidden but a result of the animations.
In M2TW, we have a 3d collision model between soldiers which means for example that it's very hard for archers with their small daggers to hit mounted units, and at the same time makes a lot of 2-handed units fare worse than you'd expect against other infantry because they are too close to them to hit them effectively with their large weapons sometimes.
This also applies to shields where the defense value is in fact only applied if the defender actually plays the block animation.
So all in all, it's very complicated and devilish to balance.

I don't think the kill rates are based on a 3d collision model. Soldiers die fairly often because someone swung a sword or a spear 5 inches away from them :laugh4:.

In fact, it's a problem with user movies, sometimes you can witness the moviemaker trying to do a close-up on the more stylish moves (like that quick horizontal slash that brutaly turns the enemy around, then lunge through the back) and come out utterly ridiculous because the models don't actually collide at all, or the lunge hitting thin air.

The animations affect attack speed, but there's more - 2 handers are weak against cav, for example, because in melee knights have a superfast left/right/left downward stroke, while most of the 2h strikes involve a long "arming" process, during which the 2H user is not "invincible". But by comparison, a spearman who does the long "shield to the face, move back, then spear the fallen enemy in the back while he's prone" move is not vulnerable during his finisher, as far as I've seen. Same for swords : I've never seen a DFK die while he was doing the aforementionned slash-then-lunge. So long anims are sometimes good, sometimes bad.

Also, I think you have it backwards : the shield is not "only factored in when the model blocks", I rather think the model blocks *because* a hit roll was parried/blocked/missed

alpaca
06-24-2007, 21:10
Nope, what you describe is because the collision mechanism uses a much less detailed model than is actually shown on screen (and probably because calculations aren't exactly exact).

Try it out if you want, use a halberd unit against swordsmen and you'll see that a lot of the time instead of actually killing anybody the halbierdiers will try to push back the enemy with the back of their stick.

Kobal2fr
06-25-2007, 05:52
Nope, what you describe is because the collision mechanism uses a much less detailed model than is actually shown on screen (and probably because calculations aren't exactly exact).

Try it out if you want, use a halberd unit against swordsmen and you'll see that a lot of the time instead of actually killing anybody the halbierdiers will try to push back the enemy with the back of their stick.

You would have a point but... what coder on Earth would make a collision model extend further than the chrome (that is, the graphical eyecandy extravaganza model) ? Makes absolutely no sense.

I certainly agree with you that the "animations" used in battle calculations must be very simple stick figures and skeletons and so on, and not the complex polygons that make up the models we see, but there's no point in making the skeletons extend further than the polygons strapped onto them. It doesn't make the calculations any easier, and it would make "ghost fighting" even more prevalent than it is right now... No, I think the air swording is a testimony that either a collision model is used and buggy, or that there is no collision at all, just models told to do this and that when attack rolls go this way or that.


By the same token, I think the push back thing is just the animation halberdiers use when their attack roll fails, or the opponent attack rolls fail maybe, the equivalent of the parry/block for shielded units, not a symptom that they need more space for their anims... 2handers are on the whole unconcerned about slashing through the guts of 3 of their comrades to hit the one guy they're targetting, for example :laugh4:. Another example of this is pikemen when you take away their secondary attacks : they poke-poke-poke through enemies 1 inch away, looking like idiots, when your spacing reasoning would have them move back the length of their pike to strike efficiently.

Admitedly, my theory doesn't explain why some animation sets are better than others, or the former 2H bug for that matter... I guess we'll have to organize a meeting between Mr. Lusted and Mrs. Scopolamine in a few months to know the truth :clown:

PutCashIn
06-25-2007, 08:28
Has anyone witnessed/recorded a soldier dying for what appears to be a totally numbers, non amination based situation? as in, no one was around the soldier to hit him, or its unit was under missile fire but the soldier didnt appear to be 'hit'....?

I could swear I (might) have seen it once...and only once, in a repelled seige attempt, an enemy unit was routing but got chaught in the gate, resulting in single file unit spreading accross half the map, under arrow fire and in close combat in parts, I'm (pretty) sure some dude in the middle fell over simply from 'too much damage' or whatever.

Then again, the unit was under fire from the city's towers, and I could also swear that I've seen ram's catch on fire in between salvos from the towers...?

Other games that use damage per second with a 3D model seem to drop amination accuracy in favor of numbers crunching, TW has units with only 1 HitPoint so the reverse is achievable...although I tire of having to guess weather a soldier in plate (8 armour) with a battle axe (20 attack) is gona get undone by a 3/3 (or whatever) peasent simply because hes big and slow and the peas'y is light and quick.

atheotes
06-25-2007, 17:01
I think the game uses collision models to determine hits (as opposed to kills) at some level/extent. I have never seen anyone die from arrows unless they were hit... and not all times the arrows hit do the soldiers die.

Kobal's theory would be easier to implement though it doesnt explain the 2-hander bug and their general ineffectiveness.

pike master
06-28-2007, 06:46
just after a cav charge you will see many soldiers fall who are not close enough to have gotten injured.

the front row of pikemen fall regardless if any sword and shield infantry get past the pikes.

Husar
06-28-2007, 09:34
I agree mostly with Kobal, the only thing that might have a 3D collision model are missiles(a fast unit that starts moving after a shot was fired can evade it).
And the twohander animation really is a block animation, I have never seen a twohander actually push another guy back. Since 1.2 most twohanders also seem to use only one stabbing animation against cavalry, making them more effective, however, their often really low attack stats are what makes them ineffective since the shield bug was fixed. I increased all twohander and halberd attack stats to numbers between 15 and 24 or so and that makes them quite lethal, giving german zweihanders more defense(that melee-only stat) seemed to show a lot more blocking animations which leads me to think the animations are the result of calculations, which is also the only thing that makes sense. Most onehanded units do in fact have a very high defense, which also explains their effectiveness, for a guy with 10 attack it can take a while until he gets a kill against 21 defense, however, if you give that guy 23 attack...
This was obvious to me when twohanded knights with hammers would always lose against their sword and shield counterparts, if the twohander has only 5 attack to break 21 defense while the sword guy has 13 attack to break the 6 defense of the twohander, the result should be obvious. This was a bit different before the shield bug was fixed and animations do apparently play into attack speed(faster animations = more attacks per minute possible) but if one tweaks the stats accordingly, there is no need to edit any animations IMO.(that's with 1.2 where the twohander animations are fixed).

Let me underline my point with a quote from a CA dev as given in this (http://www.computerandvideogames.com/article.php?id=166477) interesting interview:

The second area would be balancing, and that's purely because we shipped a game with 21 factions and close to 400 units. That's a ludicrous amount of stats to tune, and so more time would translate to better results. It's something we've examined again with Kingdoms.

Kobal2fr
06-28-2007, 10:03
I agree mostly with Kobal, the only thing that might have a 3D collision model are missiles(a fast unit that starts moving after a shot was fired can evade it).

Hollywood deception :grin:. Or : what the eyes see is not what the numbers crucnh. The "to hit" roll is made first, factoring the fact that the target is moving or static, tight or loose etc..., then if Archer A got a hit, his arrow will be displayed as striking true, no matter what the target does in the meantime.

It's a pretty easy thing to ascertain : if a missile unit is ordered to shoot at another unit that's on the very edge of its range, and said target moves away before the shooter has finished his animation, the animation will go through and shoot, and hit/miss, even though the target might well be very much out of range by then (it's even easier to see with javelins shooting at cavalry). Same goes for targets who run behind walls/hills between the start of an missile unit's cycle and the time they actually launch the arrows/bolts/bullets/javelins/tallywhackers.

Didz
06-28-2007, 11:15
It's a pretty easy thing to ascertain : if a missile unit is ordered to shoot at another unit that's on the very edge of its range, and said target moves away before the shooter has finished his animation, the animation will go through and shoot, and hit/miss, even though the target might well be very much out of range by then (it's even easier to see with javelins shooting at cavalry). Same goes for targets who run behind walls/hills between the start of an missile unit's cycle and the time they actually launch the arrows/bolts/bullets/javelins/tallywhackers.
I can see the logic of what you are saying, but I'm not convinced its entirely true.

The reason I have doubts is quite simply the fact that collateral damage is done by missile fire.

Logic would suggest that if hits were determined in advance of the firing animation then they would be calculated on the selected target unit and consequently the missiles that hit would fly straight and true to those men from the target unit which were pre-determined to be hit.

But they don't....

If you happen to be pursuing that unit frequently you see your own men go down because the target unit moved out of the field of fire and your cavalry ran straight into it.

Likewise, frequently you see men falling in other units alongside or behind the target unit which one would not expect to have been included.

Indeed with musketry fire, certainly in STW bridge battles, it was possible to see men drop in units hundreds of yards beyond the target unit, who are presumably being hit by spent balls fired at the unit crossing the bridge.

So, if what you say is true, the calculation of hits from missile fire would have to be pretty sophisticated to work out the odds of collateral damage to units who at the time of firing may not actually be in the field of fire but are predicted to move into it during the flight of the missile.

A classic test for instance would be to target a cannon at a unit and then just before the cannon fires move a friendly unit in front of it. If the hits were determined prior to the cannon firing then the ball ought to fly straight through the intervening unit and hit the target it was destined to hit. On the other hand if the ball ploughs through your hapless test unit it must be doing so because of collision detection as it could not possibly have predicted that you were going to be dumb enough to move that unit prior to you actually moving it.

Again in STW it was actually possible for archers to shoot the archer in front of them in the back if you got the unit badly deployed on a reverse slope, which seems to be a very unlikely scenario if the hits were being precalculated.

As far as melee combat is concerned I'm less certain.

Personally, I watch a lot of close up melee combat as I like looking for the 'funny's' that sometimes occur like the guy getting kicked in the balls.

So, far I've never noticed anyone go down with no logical reason for doing so. What I have noticed is that frequently the blow that kills them doesn't seem to connect perfectly, but I just put this down to the fact that every character in the game must have a collision zone which extends like an aura around the figure itself and that this coupled with animation lag sometimes results in the animation being triggered and not completing before the figures become seperated. Thus a sword strike appears to hit thin air but the target still goes down, that doesn't necessaily mean that the blow was not triggered by a collision, merely that the animation failed to keep pace with the result.

Husar
06-28-2007, 12:23
Well Didz, there is a certain collision detection working of course, but once a decision for an attack is made, the result will be calculated and then the animation will be played. That does not mean that the animation decides whether an attack is calculated or not. Also noone attacks an anemy who is currently doing a finishing move because he is excluded from the routine which determines who to attack next, once he is finished, they will start attacking him. To test this further, giving someone a defense value of 30 might be a good idea to see how often they will defend against a blow, might test that now.

Kobal2fr
06-28-2007, 21:31
Yup, I thought about that during a boring (but missile heavy) battle. I think you have noticed as well as I did that archers ordered to fire at a unit behind another unit will often do much more damage to the front unit than to the back one. But if you order them to fire at the front one, they'll do less damage to them than when they were firing at the unit behind them.

So there's probably some form of collision going on after the shot is made, you're right. Just, not between a missile unit and its target, in this case I believe it's all attack rolls.

Or maybe a check is made at the location of a failed arrow's landing point ? In fact, I had dreamed up the exact same test you did : order crossbows to fire, and move knights right in front of them before they actually fire. If the knights get shot to pieces, then there's collision.

Oh, and STW/MTW is not the same engine at all, so what applied may not be valid still.


EDIT : oh, and as to the original issue, I just did a test the results of which... puzzled me. I used billmen (whose animation set is "known" to suck) vs. Noble Swordsmen (the "overpowered" DFK anim). I first gave the billmen enough armor to have the same overall defense as the swords, but kept their attack/charge value which is much higher, even without factoring AP in. The upped billmen promptly trounced the knights, who were reduced to 45 on the charge. During the protracted melee, while the knights attacked on the whole more often, the billmen very often just took the hits, flinched, and attacked right back.
But I figured the result was flawed by the charge. So I did another test, this time putting their armor back to 0, and upping defense all the way to "Noble Swordsmen Total Defense". This time I let the knights charge and the billmen brace. They took a heavy hit on the charge, but then evened the score during the melee, and beat the knights in the end (higher attack and AP, remember ?). Again, the swordsmen attacked more often on the whole, but this time most of their attacks were parried/deflected by the billmen using the butt of their weapon to do so.

OK, I know two tests alone are not conclusive but... I wonder if this whole "some animations are better than others" idea isn't plain ol' wrong. I know it's generally accepted as being true, but it also dates back to the days when the shield bug roamed unknown... Hmmm...Mebbe it's just the big discrepancy in defense values that make 2handers suck this bad in long melees... :holmes:

phonicsmonkey
06-29-2007, 02:19
On the other hand if the ball ploughs through your hapless test unit it must be doing so because of collision detection as it could not possibly have predicted that you were going to be dumb enough to move that unit prior to you actually moving it.

I am dumb enough. I once charged three units of hospitallers through a line of my own culverins just as they were firing - OUCH

I have also charged my general at an enemy unit just as three volleys of my own javelins were landing - bye bye general

not sure if there's any explanation for friendly fire unless there's a collision model at work for missiles...of course this proves nothing for melee

has anyone ever seen a soldier kill one of his own with a misplaced pike jab or reckless sword swing? I haven't...again however this proves nothing, as collision might only be possible, in melee, with hostiles

Mad Mac
06-29-2007, 02:51
[QUOTE][OK, I know two tests alone are not conclusive but... I wonder if this whole "some animations are better than others" idea isn't plain ol' wrong. I know it's generally accepted as being true, but it also dates back to the days when the shield bug roamed unknown... Hmmm...Mebbe it's just the big discrepancy in defense values that make 2handers suck this bad in long melees.../QUOTE]

Those are some veeeeery interesting test results. Especially the idea that blocking animations are possibly tied to defense actually kicking in and parrying attacks. And it does make a fair bit of sense, as even a good two hander typically has less overall defense than a basic armoured sarge with no upgrades. Units like that are going to drop like flies.

Still, two-handers are known to improve in peformance with faster animations, so I think attack speed is going to be an issue, regardless.

FactionHeir
06-29-2007, 02:54
Two things that I found peculiar with current animations / hidden rolls.

1. Note that if an AI unit routs on the walls, you can have the entire wall packed with fast swordsmen and hardly any of them will ever hit the routers who run through them.

2. When you walk a unit slowly in one direction and enemy routers run in the same direction against your unit, many of them die even though none of your units are facing them or even making any attempt at an attack animation. They just bump into the back of your unit and perish.

Those two need to be explained before a conclusion can be drawn on animation vs rolls.

Kobal2fr
06-29-2007, 05:06
Mwaaahahaha. I love prodding ignorance's fat buttocks. I did another round of tests with billmen vs. noble swords (just in case you wondered why those two : because England vs Scotland is the default custom battle).

This time, I gave the billmen exactly the same attack values as swords, and also exactly the same defense (including shield value, on a lark, wanted to know wether the unit model mattered with it. It doesn't). Fired a couple battles, the billmen got owned. Severely.

I was about to mumble the usual "aaah well, back to the drawing board, swords really *are* overpowered by nature", when I realized I had missed something : their collision mass wasn't equal. Oooh, and I had missed delay and "skeletal compensation factor", whatever this is. And heat values. So, not wanting to completely bork my EDU, I copy/pasted the swordsmen entry, renamed it billmen, gave them billmen models and anims, and commented the original billmen out of the file. And this time around, lo and behold, both units were *exactly* the same in the field. Did 8 tests. Each battle took a *long* time to complete (hey, high morale, high armor, no ap, weakish attack...), there were a lot of parries, dodges and whatnot, but in the end both units were down to single digits when one or the other eventually ran.


So... in short : neener neener ! I was right ! Animations are not really factored in combat ! It's all pure, mathematical and statistical goodness using factors the effect or meaning of which I have ABSOLUTELY no idea and didn't even know existed :sweatdrop:.. The numbers control the animations, not the other way round !
So, who's buying me the first beer ? :clown:

Mad Mac
06-29-2007, 05:17
So swords are superior because of their superior bone structure, heat tolerance, and pants budget? You know, it was a lot easier to just blame the animations...:dizzy2:

Husar
06-29-2007, 09:29
So, who's buying me the first beer ? :clown:
I've been agreeing with you but take that beer anyway.:2thumbsup:

Didz
06-29-2007, 10:28
Well I've been paying even more attention to close combat since reading the earlier posts, particularly during pursuits and I've noticed a number of things.

1) Units die without being subject to a hit animation. The most common is the instance where a horseman bumps into a routing unit and one of the routers just drops dead on the spot. There was still a collision but the attacker sometimes didn't go through any animation.

2) Routing units frequently run right through a formed unit whilst only taking a few casualties.

3) I've still not seen anyone die for no apparent reason, there is always at least a bump, even though no sword is swung.

4) I've still not seen anything that looked like a 'friendly fire' event in close combat. Two units of horse archers ordered to pursue the same routed unit sometimes inflict casualties on each other but that is almost certainly due to stray arrows due to their continued use of the bow even when in melee combat.

econ21
06-29-2007, 10:48
I was about to mumble the usual "aaah well, back to the drawing board, swords really *are* overpowered by nature", when I realized I had missed something : their collision mass wasn't equal. Oooh, and I had missed delay and "skeletal compensation factor", whatever this is.

I don't suppose we could prevail upon you to test which of those "forgotten" factors was the culprit? Is "delay" the "swing speed" factor? If so, my money is on that as the villain.

But one thing I don't get is why 2Hers animations were thought to be the source of their weakness in the infamous 2Her bug? And why switching them to, say, JHI animations, fixed it? How can we reconcile that with your "animations don't matter" conclusion?

Kobal2fr
06-29-2007, 11:24
@Didz : "horseman bumps into foot soldier, footman instantly keels over" happens all the time when horses charge - I call this the Aura of Death. Lots of static electricity in those platemails :grin:. It's *very* noticeable in this video (http://www.goldeneaglecomics.com/pictures/New3.avi) (sorry Foz if I'm ruining your bandwidth :sweatdrop:)

I believe that what happens is that units that are considered to be "charging" don't need their hits to be followed by an animation at all, which kinda makes sense. If it wasn't the case, then a charging cav unit would only kill 20 men tops on the charge (considering a 40-strong unit charging in two rows) instead of ploughing through infantry as they're supposed to. It also happens with charging inf, but since those have a collision mass roughly equivalent to the other inf they're charging, the charge stops as the first ranks clash (and since their charge bonus is weaker, they accrue less killing hits, so the effect is less noticeable).

As to point 2), maybe units are counted as perma-charging when hitting routers, which would explain why routers fall in one brush to cav but can take several hits from lowly (but fast) peasants ?

3) and 4) agreed. In fact, I've seen a lot of melee fighters happily swinging right through their comrades without hurting them. Cue humorous screenshot with charging knights sticking their lances into each other.


I don't suppose we could prevail upon you to test which of those "forgotten" factors was the culprit? Is "delay" the "swing speed" factor? If so, my money is on that as the villain.

Well, delay is commented as being "minimum number of seconds between attacks", but I rechecked and it's 25 tenth of a second for every unit. So it's all in mass (which only affects charges AFAIK) and skeletal thingamajig.

The problem with testing it further is that while I can ascertain wether making it higher or lower is better, it still wouldn't tell me *why* it is so. Or why the hell anyone would need to compensate for his bloody skeleton in the middle of a goddamn battle :grin:.
But I will test it some more, yes. I hate stuff I can't figure out.


But one thing I don't get is why 2Hers animations were thought to be the source of their weakness in the infamous 2Her bug? And why switching them to, say, JHI animations, fixed it? How can we reconcile that with your "animations don't matter" conclusion?

I've thought about this, and this is the scenario I came up with :

Billmen and Axemen never tried to hit cavalry units because...

Billmen lacked an animation for "attack someone up there". Say a billman attacks a horseman, does his attack roll, hits, kills. The game engine takes this info in, blows its whistle, turns to the fighters and says : "OK, you swing like *this*, and you, you fall down like *that* when he's n milliseconds into his animation. Make it look good people, we're only doing one take". Only because of the missing "swing like *this*" anim, the horseman was forever waiting for his cue to fall down.

Soldiers are probably not counted as "dead" until they've finished their dying anim, that much can be deduced from a simple missile volley : archers shoot, hit, enemy goes "aaargh, they got me ! tell my wife...", sag, lie down, and only after they've been down for a little time will the unit count actually go down and the dead man's green/red circle will vanish.
So, cav didn't die because they were waiting to start their disabling death anim. In the meantime they weren't dead and could attack.

The JHI animation set didn't lack an anim for "attacking something higher up", so didn't have this problem. 2H swords didn't either, IIRC, only 2H axes (which billmen share).

Sounds plausible ?

FactionHeir
06-29-2007, 12:01
The 25 delay thing doesn't seem to do anything from my tests that I ran a few days back. Had DEK vs DFrK with DEK having a delay of 1 for both primary and secondary and the results were fairly even (well, the DFrK always won by a small margin actually)

Death anims. I don't really think so. With the spearman bash face/stab back anim, he only needs to start that animation and you can move him away and the enemy who was supposed to be hit/was just hit starts crawling on the floor anyway and completes his death anim without the actual jab in the back.

You still did not explain my findings above

Kobal2fr
06-29-2007, 15:32
The 25 delay thing doesn't seem to do anything from my tests that I ran a few days back. Had DEK vs DFrK with DEK having a delay of 1 for both primary and secondary and the results were fairly even (well, the DFrK always won by a small margin actually)

Yup, I think 25 is the fastest you can hope combat cycles to be, but I suppose one could set them to 50 to pace down combat, maybe ? So much to test...


Death anims. I don't really think so. With the spearman bash face/stab back anim, he only needs to start that animation and you can move him away and the enemy who was supposed to be hit/was just hit starts crawling on the floor anyway and completes his death anim without the actual jab in the back.

Well yes, because his death anim actually started with the bashed face. The engine tells the attacker to do anim A and the defender to do the corresponding death anim, and if anim A is interrupted somehow, the death anim will go on as ordered "in synch", only not anymore. It's not the same as anim A not happening at all.



You still did not explain my findings above

1. Note that if an AI unit routs on the walls, you can have the entire wall packed with fast swordsmen and hardly any of them will ever hit the routers who run through them.

From what I've witnessed, pathing on top of walls is frankly screwy. You can have a whole unit all bunched up as if in schiltron, every man trying to get some space so that the whole unit looks like it's pulsating, and have only one of the bunch actually fight. Or the opposite, men strung along two sets of walls and only two guys duking it out somewhere. Considering that the pathing for chasing routers is screwy enough on flat ground already...

Or, another possible explanation would be that there are bonuses to unit defense when they're defending their walls, and the swords actually get some hits in (without triggering anims, see answer to Didz above) but not enough to go through the upped defense. That may well be the case, because two similar units facing each other on top of a wall will usually result in the attackers getting trashed, and I don't think tower fire alone accounts for that (as towers shooting in melee kill a lot of defenders too). That's another test to set up : disable towers, give the AI one siege tower, defend, watch results.

Could be both too, of course.


2. When you walk a unit slowly in one direction and enemy routers run in the same direction against your unit, many of them die even though none of your units are facing them or even making any attempt at an attack animation. They just bump into the back of your unit and perish.

Like I said to Didz, I think units chasing routers are considered to be perma-charging, and charges don't always seem to trigger animations. There's mebbe some 2D collision detection going on in there as well, I think.

FactionHeir
06-29-2007, 15:36
For 1: The amount of units escaping does not semm too linked to unit type. DFK and Peasants escape at about the same rate on the walls.

For 2: Note my wording. The non routing unit (infantry) is not chasing the routers, it is walking in a direction only. The routers just bump into those guy's backs and die.

Husar
06-29-2007, 16:26
For 2: Note my wording. The non routing unit (infantry) is not chasing the routers, it is walking in a direction only. The routers just bump into those guy's backs and die.
I think that's because routers get the pansy trait which makes them give up as soon as they bump into an enemy soldier who is in pursuit mode. Try running your cavalry through some routers without being in pursuit mode, just run through, hardly anything will happen, I think that's what usually happens on the walls as well, no pursuit mode = noone gives up.

Kobal2fr
06-29-2007, 16:31
1.) Meh :/ That probably rules out defense factors then, but mebbe not screwy pathfinding.

2.) Then I suppose/conjecture there's an "attack of opportunity" system in place - units bumping into routers getting one or more "free strikes" against them, yet not triggering anims because it would disrupt the moving unit too much. If they all stopped and faced inward/sideways to strike at them, they'd present their backs to missiles/charges, need some time to reform properly etc..., making routers exploitable. Send a peasant unit in their back, make them withdraw through the enemy ranks, exploit the following chaos, sort of thing.
Remember back in STW/MTW when routing units utterly destroyed anything what got in the way of their mad dash to the edge of the map ? They probably learned from that mistake.

But "bumping" doesn't mean there's a real 3D collision model going on, a mere 2D circle around each individual soldiers is enough and easier to compute. TBH I'd be surprised if soldiers were more than 2D circles on the terrain for most if not all behind the scenes numbercrunching.

But... attacks of opportunity would conflict with point 1.) wouldn't they ? :sweatdrop:. I REALLY hate it when facts get in the way of perfectly sound theories :grin:.
Maybe said AoPs are disabled when units are too blobbed ? Or the routines forcing individual soldiers to get some personnal spacing conflict with/override them ? I also remember reading something about blobbed units getting huge stat penalties (mind you that was in early press releases and so on, might not have made it in for real)... Lots of conjectures, very little definite answers.

gardibolt
06-29-2007, 17:08
I am dumb enough. I once charged three units of hospitallers through a line of my own culverins just as they were firing - OUCH


:laugh4: I remember getting impatient with how long it was taking to blow down a tower with a bombard in a siege so I started heading a siege tower towards the wall.

Bad move. The siege tower moved faster than I thought/the bombard took longer than I thought to kill the tower and the siege tower (plus most of the men pushing it) got blown up instead. :clown:

atheotes
06-29-2007, 17:31
Remember back in STW/MTW when routing units utterly destroyed anything what got in the way of their mad dash to the edge of the map ? They probably learned from that mistake.


In RTW bridge battles sometimes units rout through my phalanx destroying their formation and leading to heavy casualties!!! Dont know if it happens in M2TW...Enemy units have not routed through mine in Bridge battles in M2TW.

On topic...Only if someone from CA would drop in and throw some light :help:

alpaca
06-29-2007, 18:17
Cheers, Kobal. I concur :bow:
I ran a similar test to yours and it seems like the visuals are, well, visual :laugh4:

I pitted DFKized Highland Rabble against DFKs and their performance was quite similar (if you don't factor in stupid AI moves when I was using the DFKs, it ran back and forth) with an 8 vs 7 wins, most of them very close.

I second that there are probably special rules for charges where units don't have to play an animation.

FactionHeir: I can't really agree to your point about units not catching routers on walls, my observations were a bit different really. Maybe there's some effect there that keeps the soldiers from attacking.

As for the normal routers, I'll have to pay a bit closer attention to that.


However I want to throw another point into the discussion: Since soldiers are playing attack and death animations, and soldiers don't really die before finishing their death animation, there probably is an influence of the actual animation length to the unit's performance, and I think this could be what Palamedes meant when he once talked about good and bad animations in conjunction with unit performance. It's like "meh I just stabbed someone, gimme a break"
This could explain my experience that slow 2h axe units have a worse performance than sword or 1h axe units.

There actually is a kind of sphere around the units if I remember correctly what GrumpyOldMan and KnightErrant were talking about. This could be linked to personal space and I think it's linked to missile attack. A sphere is of course a much simpler collision mechanism than a normal 3d model.

Something else? Ah yes, blobbing: I still find it highly useful to blob my units all onto a point when defending or squeezing them through a gate or something. CA should have been much more rigid on this.
Some of my tests suggest that having two decent units in Schiltrom stand on top of each other is almost impregnable and can hold the line very well until your archers or javelinmen killed the enemy.

Kobal2fr
06-29-2007, 20:03
However I want to throw another point into the discussion: Since soldiers are playing attack and death animations, and soldiers don't really die before finishing their death animation, there probably is an influence of the actual animation length to the unit's performance, and I think this could be what Palamedes meant when he once talked about good and bad animations in conjunction with unit performance. It's like "meh I just stabbed someone, gimme a break"
This could explain my experience that slow 2h axe units have a worse performance than sword or 1h axe units.

Well, as I did a lot of billmen vs swords test I had to do a lot of idly staring at both movesets, and I'm not sure there's any clear speed advantage either way. Both movesets have fast attacks and slow attacks, protracted finishers and quick "bang, you're dead" ones in about equal measure. The swords do look faster on cursory glance because they seem to be able to cue a lot of slashes in a row but 1) they only do so when said slashes are parried/blocked ; and blocked/interrupted bill strikes also result in a flurry of bill moves sometimes and 2) swords seem to have more long finishers, when bill strike have a long preparation before the strike (arming their blow) but once the move is fired, it's very quick and the enemy keels over almost instantly.
Of course, short of obsessively spelunking in the animation files there's no clear way to know the proportion of fast to slow anims, their precise timing, or even if all anims are used in equal proportions, but from what I've seen they more or less even out. At least, when comparing sword+shield Vs 2h axe, but I'm not about to crosscheck every moveset. Even chronic anal retention has its limits :grin:.

The discrepancy Palamedes mentionned might have been this "quick attack, slow death" vs "long protracted attack, quick death" ? But that's not to say it's a discrepancy inter-units, could be intra-unit as well (this billman using anim A is more efficient that that billman using anim B). But if all anims are used in equal amounts, this wouldn't matter.

Has anyone witnessed attacks being actually interrupted ? I.e. one soldier is about to strike an enemy, but a second enemy cuts him down before he finishes ? If so, then that may be a point against longer attacks (I've never ever seen a soldier be attacked mid-finisher, nevermind killed)...but wether it's really significant is doubtfull in my book. But I'll setup another batch of these tests, this time using the vaunted über JHI anim, just to be sure.

In the meantime, I'd theorize that as of 1.2, 2H suck 1-on-1 because they have generally much lower defense (-4/6 for no shield, -3 for no sword parry bonus) and higher skeletal compensation (skimmed over the vanilla unit file, 2Hers are on the whole in the 1.25 - 1.35 range, all 1H axes/maces 1.2, all swords/pikes/halberds are 1) than 1Hers, coupled with the fact that their mass+charge bonus are usually not high enough to make up for them in sheer charge kills.

Wether that state of affairs is OK or not is another matter - after all, if they performed the same as their 1H+Shield counterparts there wouldn't be much point to them. Right now they're mainly tools suited to charge flanks/rear like so much cheap-and-slow cav, and to form a second line behind the main battleline, opportunistically charging in gaps/weak points. Using them as linemen is suicidal.
"Is that what we want them to be/what they historically were ?" is the real question.

econ21
06-29-2007, 20:06
Does anyone know what skeletal compensation is and why should it affect combat outcomes?

FactionHeir
06-29-2007, 20:23
Kobal: Try DEK vs NK with equalized everything. I have a feeling that billmen have a slightly better anim than the dismounted knights.

Kobal2fr
06-30-2007, 08:04
OK, did the test with JHI, and again the results fly in the face of my understanding. First, I pit them against Highland Rabble upgraded to JHI stats. Both units took similar losses on the charge, but the JHI always won the following brawl, with 20-30 men left. I figured "well, maybe they have a reach advantage. Also, the peasants are not designed to fight in highly_trained formation, that might be it".
The problem is that most western highly_trained units are pikemen, who wouldn't do. So next I pit Lamtuna Spearmen (with JHI stats) vs JHI. The fights were less lopsided, but still the JHI won quasi-all the time.

The thing is, all those fights followed the same math : units reduced to 45-50 on the charge, then both reduced to 30ish during the initial melee, then the JHI stop taking as many losses as their opponents. I looked even closer, and I noticed that sometimes, JHI "turn" attacks. That is to say, they do a normal attack, their enemy blocks, enemy starts to attack, but then the Janissary blocks it AND follows the block with a killing blow, in one fluid anim. Seems to happen more often when soldiers are spaced out than in close knit melees. Could be a mere "attack made to look like a counter", of course, but it really looks like it's triggered by the opponent attacking them.

DEK vs NS resulted in DEKs getting smashed all the time, wether the DEK had Sword stats or Swords having DEK stats. :wall:

So there *is* something about animations, and the initial result was a fluke. And I'm an idiot, but that went without saying.

However, I do believe it still proves that while attack is determined by anim+stats instead of stats alone, the defense stats have the same "value" no matter what animation set is used. Or, to put it another way, that models who have a shield are not inherently more resistant that models who don't - high defense 2 handers parry/block just as often as they do, only using the butt of their weapon instead of the shield. Which gives us a sound basis for balance : pitting units with the exact same defense would allow us the quantify how much "attack value" each anim set really has, and we could balance from there.
So my time was not TOTALLY wasted. Was it ?

Husar
06-30-2007, 09:51
I think the anims determine the attack frequency, higher frequency = more possible kills per minute = better overall performance.
You could take a stopwatch and take the time for every single attack animation of every unit type and then calculate the average attack animation time for that unit type, if they're the same, we have to find something else, if not, we have any answer.:beam:

econ21
06-30-2007, 13:04
So my time was not TOTALLY wasted. Was it ?

No, it's is good to know for sure, one way or the other.

Personally, I wish you had been right. It would be hard enough to balance the game on stats, without having to worry about quantifying the effects of animations.

And maybe I am alone on this, but I never see the animations. I guess I am jumping the view around and playing too zoomed out, but for me it is as if the animations don't exist. (I have the same problem with Dawn of War, which has great death animations, but is too frenetic to watch passively.)

alpaca
06-30-2007, 18:08
Kobal: Are you playing on medium? I have a feeling that on medium the player gets some advantage over the AI.

Kobal2fr
06-30-2007, 18:24
Well, in campaigns I always play on VH, but all of the tests were done in custom battles where there...is...no...

CURSE YOU, YOU HORRIBLE BEARDY GIT ! Now you've gone and made me notice that there *is* a difficulty setting in custom battles too, and that I left it on medium all the time, for all these tests. For all the battle tests I've *ever* done, in fact.

:wall::cry::wall:

Lusted
06-30-2007, 18:29
Battle difficulty does not seem to affect custom battle testing, or at least from the tests i've run.

alpaca
06-30-2007, 20:04
Battle difficulty does not seem to affect custom battle testing, or at least from the tests i've run.
Well I don't know for sure, but it felt like I got slightly better results when playing on medium, it could just be coincidence or wishful thinking though :rolleyes:

By the way, I'm not talking about the pre-campaign setting. There's a setting in the custom battle options. If that doesn't do anything why is it even there?

FactionHeir
06-30-2007, 20:45
As I posted elsewhere, the difficulty in the custom battles seem to affect the AI's overall morale, with VH having equal morale as the player.

pike master
07-01-2007, 00:18
just for the record very hard gives the ai an attack increase of plus five and a morale and stamina boost so i dont see how units can be balanced human versus ai with that setting.

alpaca
07-01-2007, 13:59
just for the record very hard gives the ai an attack increase of plus five and a morale and stamina boost so i dont see how units can be balanced human versus ai with that setting.
That's not true. It was like that in RTW but it isn't in M2TW

FactionHeir: I know that is how it supposedly works. But I just feel like the AI is always playing on vh.

Alsn
08-29-2008, 22:05
I realize that this might be the worst case of thread necromancy in the history of the internet and for that i apologize but I just had to get back to the discussion about routing units sometimes passing straight through enemies without suffering casualties.

I recently started a turks campaign and noted some very odd behavior when chasing down routers(HA + general armies so there was alot of routing going on).

When chasing with my general, if i targeted a routing unit and the general while on its way to that unit passed through another routing unit then the non-targeted unit would get captured.

However, when doing the same with turkomans or turkish horse archers, they would pass straight through the secondary unit.

Testing this further I loaded a scots save i had where i was getting sieged alot by the french(and as such had some looong trains of routers turned into chickens at my gates to chase down) and lo and behold, the same pattern emerged. Generals bodyguards would annihilate anything in its path while border horses would completely ignore any routers other than their assigned target.

I've been searching around on this forum for different threads on pike, halberd and general fighting mechanics and found this to be an oddity i havent seen discussed.

So, what gives? Could it be that different units have some hidden stat that determines their collision? Could that also be the reason why generals bodyguards are so ridiculously good charging even with relatively "bad" charge bonuses(some of the factions have iirc 5 charge bonus on their generals). If so, what stat would that be?

FactionHeir
08-30-2008, 00:10
As you realized yourself, thread necromancy is bad and in violation of forum rules for the Citadel.

And I think that your observation has little to do with attack value personally and more with unit/mount mass.