The "troopstats" file is a text file which can be edited to alter ("mod") the attributes of the units in the game. Head over to the Editing, Mods and Patches Forum for more information, like plans on how the experts among us plan to utilize it.
As for your other question, maybe I'll just post the entire rules reference again for good measure. This was posted by Uberuce-san long ago at the Community Forum. Quote It doesn't mention the bonus for attacking uphill or downhill, nor from improved weaponry. I assume it's the same as armour, one point for each level, so an attacker with legendary weapons has a 60% better chance of killing his opponenent.
Nor does it actually say for sure what the calculation for the attack/defence factors is. I assume it's 20% per point, so a Yari Samurai attacking a Naginata of identical honor/fatigue/armour/weapons has (0. ^6 chance of killing him. The way the numbers would have to work is for it be a successive multiplication rather than an addition/subtraction, or else a Yari Samurai has a -20% chance against a Naginata, which clearly isn't true. I've not been playing long, but I've never had Naginata come through a Yari assault unscathed, I always lose at least a couple of men.
Anyway, 0.8^6 is ~ 26%, that sound okay, anyone? That's 26% of whatever the base chance of victory is, which I assume is 50%, that is, two Samurai Archers duking it out have a 50% chance of dying. Hence, Yari Samurai vs Naginata gives a 14% chance of walking home to the boys with the spears.
That said, for say a No-Dachi attacking, you'd have a (1.2^5) chance against Samurai Archers, so 248% of 50% is 124%, which should mean zero casualties to the No-Dachi. That sounds like bollocks to me.
What sounds more feasible is the attack bonus takes 20% off the 50% base chance of not winning, which is exactly the same calculation as for defence, in that it leads to diminishing returns.
The equation for the attacker killing the defender would then be 1-{0.8^(attack factor)*0.5}
So for our No-Dachi Vs Samurai Archer showdown, we have (0.8^5 = 0.32)*.5 = 0.16, so a 84% chance of victory for the nasty bladey ones.
Let's take an extreme example: A fresh 4 honour No-Dachi from a 4 honour unit commanded by a 3 honour general, armed with legendary weapons, charges in wedge formation into the rear of a totally exhausted 0 honour Musketeer unit in wedge formation, routing on a bridge, led by Mr Bean, a -1 honour general
If you run through the list, you get an attack factor of +36, which gives a 99.9997%
chance of the No-Dachi soldier winning.
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Unit type: Yari ashigaru
Attack factor: -1
Defense factor: -1
Armor: 2
Morale bonus: -4
Walk speed: 7
Run speed: 12
Unit type: Yari samurai
Attack factor: 0
Defense Factor: 2
Armor: 3
Morale bonus: 2
Walk speed: 6
Run speed: 10
No-Dachi
Attack factor: 5
Defense factor: -2
Armor: 1
Morale bonus: 8
Walk speed: 7
Run speed: 12
Warrior Monks
Attack factor: 5
Defense factor: 2
Armor: 1
Morale bonus: 8
Walk speed: 7
Run speed: 12
Naginata
Attack factor: 0
Defense factor: 6
Armor: 5
Morale bonus: 4
Walk speed: 4
Run speed: 8
Yari Cavalry and Heavy Cavalry
Unit type: Yari cavalry
Attack factor: 2
Defense factor: 3
Armor: 3
Morale bonus: 2
Walk speed: 10
Run speed: 24
Unit type: Heavy cavalry
Attack factor: 2
Defense factor: 6
Armor: 5
Morale bonus: 4
Walk speed: 8
Run speed: 20
Samurai Archers
Attack factor: 0
Defense factor: 0
Armor: 1
Morale bonus: 0
Walk speed: 6
Run speed: 10
Cavalry Archers
Attack factor: 1
Defense factor: 2
Armor: 3
Morale bonus: 0
Walk speed: 8
Run speed: 20
Arquebusiers and Musketeers
Unit type: Arquebusiers
Attack factor: -6
Defense factor: -3
Armor: 2
Morale bonus: -4
Walk speed: 7
Run speed: 12
Unit type: Musketeers
Attack factor: -6
Defense factor: -3
Armor: 2
Morale bonus: -4
Walk speed: 7
Run speed: 12
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Each factor increase in this final value gives a 20 percent increase to the chance of killing the defender.
Combat Situation Factors
+ (attacker's personal honor + attacker's unit honor) / 2
- (defender's personal honor + defender's unit honor) / 2
+ (attacker's general's rank - defender's general's rank) / 2
+ Charge bonus if charging (depends on type)
- Defender's extra armor (from armory)
-4 If cavalry facing yari armed infantry
+4 If yari armed troops (infantry or cavalry) attacking cavalry
+5 Attacking flank
+7 Attacking rear
+12 Charging into flank or rear
+4 If defender is running away
+6 If the attacker pushed back the defender in a recent attack
Height Advantage or Disadvantage
-2 Cavalry attacking infantry in woods
+2 Infantry attacking cavalry in woods
+5 Defender has no space to fight properly (for example, on a bridge)
Formations
+3 Attacker is in wedge formation
+3 Defender is in wedge formation
-2 Attacker is in Hold the Line mode
-2 Defender is in Hold the Line mode
Adjustment For Attacker's Fatigue
-2 Quite tired
-3 Very tired
-4 Exhausted
-6 Totally exhausted
Adjustments for Defender Fatigue
+1 Very tired
+2 Exhausted
+3 Totally exhausted[/QUOTE]and an addition by Puzz3d-san: Quote The calculation is a simple addition/subtraction method. Each man goes through many attack/defense phases during a fight, and may have to defend more than once during his defense phase. I've never seen the base probability for a kill specified, but the formula provides the percentage advantage or disadvanage an individual man has against another man. The formula is attackers attack value - defenders defense value + bonus combat modifier. Each point represents a 20% difference in probability of a kill. Many of the bonus modifiers do not have values specified. You have to get a feel for these by playing. Use custom battle mode on normal difficulty, and get the green map for a flat surface. Increasing honor increments the attack and defense values of a unit alternately. The attack value is incremented first.
For instance, on a flat surface without any charging bonus and honor=0 a yari samurai vs a naginata would be:
YS attack phase, 0-6+0=-6 (-120%)
N attack phase, 0-2+0=-2 (-40%)
So the Naginata enjoy an 80% advantage, and the kill rate for these two engaged units will be low. If you boost the YS honor to 4,you get:
YS attack phase, 2-6+0=-4 (-80%)
N attack phase, 0-4+0=-4 (-80%)
Now the H4 yari samurai are equal to the H0 naginata. The kill rate is still going to be low due to the high defensive values. Keep in mind that the bonus combat modifiers are a big factor, and can easily shift the advantage to the weaker unit.[/QUOTE]A lot of this is just speculation, since the developers don't release exact specifications, but it's pretty much all we have.
And BTW, this thread should end up in the Strategy Archive.
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