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  1. #1
    Clan Takiyama Senior Member CBR's Avatar
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    Default Re: Leathality vs attack trade off

    Yes the test we did showed RTW more or less halved the effect so its about 1.1.

    Not sure if lethality is linear. But the best approach is to ensure that all weapons have the correct lethality so equal attack/defense also means equal melee strength (except for spears of course). AFAIK the AI does not consider lethality but only the attack/defense points as well if a unit is a spear v non spear unit.


    CBR

  2. #2
    Senior Member Senior Member econ21's Avatar
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    Default Re: Leathality vs attack trade off

    Quote Originally Posted by CBR View Post
    Not sure if lethality is linear. But the best approach is to ensure that all weapons have the correct lethality so equal attack/defense also means equal melee strength (except for spears of course). AFAIK the AI does not consider lethality but only the attack/defense points as well if a unit is a spear v non spear unit.
    Interesting point about the AI not considering lethality. Personally, I don't understand why the EB team made lethality vary between ordinary weapons like long swords, short swords, spears etc. Leaving lethality constant and just varying the attack stat alone can achieve any desired balance and would make the stats so much more transparent to the human, let alone the AI.

    Lower lethality in general to get back to STW/MTW combat speeds was, of course, a neat design decision.

  3. #3
    Clan Takiyama Senior Member CBR's Avatar
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    Default Re: Leathality vs attack trade off

    There has to be a difference in lethality for the basic weapons used in RTW. Maybe modded weapon animations in EB screws it up even more, can't say. Modders have found the basic numbers needed to make weapons like daggers, swords, spears and two handed weapons equal and the numbers are found in the modding guide:


    • fs_slow_swordsman / fs_swordsman / fs_semi_fast_swordsman / fs_fast_swordsman : lethality = 0.5
    • fs_slow_2handed / fs_2handed : lethality = 0.41
    • fs_slow_spearman / fs_spearman / fs_semi_fast_spearman / fs_fast_spearman : lethality = 0.41
    • fs_dagger / fs_semi_fast_dagger / fs_fast_dagger : lethality = 0.57
    • fs_2handed_berserker (scale 1.1) : lethality = 0.38


    If one wants slower or faster combat then just multiply the lethality with whatever number one wants and it should still work fine I think.


    CBR

  4. #4
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: Leathality vs attack trade off

    If anyone cares to calculate this out IE-hits before a kill, this is the distribution you should use:

    http://en.wikipedia.org/wiki/Geometric_distribution

    We just need to figure out the probabilities involved. Then we can make a % kill chart.

    We can get a 'how many pokes does it take to pop a unit' chart with this distribution:

    http://en.wikipedia.org/wiki/Negativ...l_distribution
    Fighting isn't about winning, it's about depriving your enemy of all options except to lose.



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  5. #5
    Senior Member Senior Member econ21's Avatar
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    Default Re: Leathality vs attack trade off

    Quote Originally Posted by CBR View Post
    Modders have found the basic numbers needed to make weapons like daggers, swords, spears and two handed weapons equal and the numbers are found in the modding guide:
    • fs_slow_swordsman / fs_swordsman / fs_semi_fast_swordsman / fs_fast_swordsman : lethality = 0.5
    • fs_slow_2handed / fs_2handed : lethality = 0.41
    • fs_slow_spearman / fs_spearman / fs_semi_fast_spearman / fs_fast_spearman : lethality = 0.41
    • fs_dagger / fs_semi_fast_dagger / fs_fast_dagger : lethality = 0.57
    • fs_2handed_berserker (scale 1.1) : lethality = 0.38

    Wow - where is this stuff reported? It looks like pure gold for serious modders and should not get lost in the ether.

  6. #6
    Clan Takiyama Senior Member CBR's Avatar
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    Default Re: Leathality vs attack trade off

    It is part of "The Complete EDU Guide for RTW" in the Scriptorium: https://forums.totalwar.org/vb/showthread.php?t=88859

    It certainly saved me lots of time when working over unit stats for Ran No Jidai. I did manipulate it in such a way that the AI did not always do the frontal suicide charge into pikes. Or at least it seemed that the AI was not totally brain dead when using stats

    edit: pikes in RTW have very low attack stats but Phalanx mode is still a killer and the AI does not see pikes as the tough opponent as it should. So one can increase pikes attack value but lower its lethality. Its overall melee power stays the same but the AI now sees a much more powerful unit.


    CBR
    Last edited by CBR; 07-14-2009 at 11:49.

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