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  1. #1
    Legatvs Member SwissBarbar's Avatar
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    Default Re: Healed casualties

    Quite interesting, but very unlogical. Why should the units that lie the longest time wounded on the battlefield survive, while those, who get wounded short time before the battle ends, and then very quickly can be brought to the chirurgeon or whoever, die?
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  2. #2

    Default Re: Healed casualties

    I agree, and it irks me too, SwissBarbar.

  3. #3
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: Healed casualties

    I was under the impression that it was missile casualties that were more likely to heal. There is some research in the Ludus Magna, but it's ancient and IIRC Aemilius Paulus posted evidence some time ago that it was not correct. I cannot find his post, unfortunately.
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  4. #4

    Default Re: Healed casualties

    It's not that enigmatic, guys.
    Last edited by Tollheit; 12-15-2009 at 23:06.

  5. #5

    Default Re: Healed casualties

    Some battle result screenshots to illustrate my point:

    Battle for Chach, Saka vs. Eleuthereu, spring of 272 BC, battle difficulty: normal

    1) Sent in Early Saka Nobles first, then Saka HA, then Saka FA:

    2)Sent in Saka HA first, then Early Saka Nobles, then Saka FA:

    3) Sent in Saka FA first, then Saka HA, then Early Saka Nobles:


    Most casualties were casualties by missile fire, but I can assure you, you'd get the same results for melee sieges. I'm just too lazy to demonstrate.
    Last edited by Tollheit; 12-15-2009 at 23:22.

  6. #6
    Member Member WinsingtonIII's Avatar
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    Default Re: Healed casualties

    That evidence is pretty hard to argue against, you're right....

    Now why would the system work like that? It doesn't make any sense!

    I guess maybe it was an ease of programming issue.
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  7. #7
    Member Member seienchin's Avatar
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    Default Re: Healed casualties

    Okay as far as my researches to this topic goes:

    1. Fleeing units get nearly every man back they lost after starting to run, if you win the battle.
    2. When a unit card starts to blink and you loose a lot of men in short time it is the same
    3. Cavallery charge victims do not recover, but(!!!! really important) most units start to blink after getting charged by heavy cavallery, so they get most of there casualties directly after the charge back.
    4. Cavallery tend to get less man back. Maybe because in EB they rarely blink.
    5. Arrow fire casualties in EB seem to have a higher recovery rate, but I never experienced that in Vanilla. Dont know why

    The thing about fleeing units and blinking is 100% true, but everything else is my conclusion after countless battles.

    Against Tollheits point:
    Fight a siege battle and not only the units you let atack the walls first recover, but everybody also.
    Last edited by seienchin; 12-15-2009 at 23:49.

  8. #8

    Default Re: Healed casualties

    Check the AIGeneral trait. I edited the hell out of mine (no more 5 minute fights against the general himself), but I believe that the AI generals get a big bonus to their BattleSurgery stat. That would explain the healing discrepancies between human and AI generals. Remove that line and everything should equalize.
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  9. #9

    Default Re: Healed casualties

    Quote Originally Posted by seienchin View Post
    Okay as far as my researches to this topic goes:

    1. Fleeing units get nearly every man back they lost after starting to run, if you win the battle.
    2. When a unit card starts to blink and you loose a lot of men in short time it is the same
    3. Cavallery charge victims do not recover, but(!!!! really important) most units start to blink after getting charged by heavy cavallery, so they get most of there casualties directly after the charge back.
    4. Cavallery tend to get less man back. Maybe because in EB they rarely blink.
    5. Arrow fire casualties in EB seem to have a higher recovery rate, but I never experienced that in Vanilla. Dont know why

    The thing about fleeing units and blinking is 100% true, but everything else is my conclusion after countless battles.
    I disagree with all your points.

    Quote Originally Posted by seienchin View Post
    Against Tollheits point:
    Fight a siege battle and not only the units you let atack the walls first recover, but everybody also.
    Not true.
    Last edited by Tollheit; 12-16-2009 at 09:08.

  10. #10
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: Healed casualties

    Quote Originally Posted by Tollheit View Post
    Most casualties were casualties by missile fire, but I can assure you, you'd get the same results for melee sieges. I'm just too lazy to demonstrate.
    That does look pretty strong. I have referred to this thread in the Ludus Magna discussion. Feel free to post your research in the LM.
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  11. #11
    Member Member seienchin's Avatar
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    Default Re: Healed casualties

    WOOW. Okay I researched myself and played 10 custom and 2 campain battles to do so and here are my results:

    1. The units who are first getting casualties (Not just contact, not just killing enemies) are getting their soldiers healed.
    2. When I atacked with 3 Units and let one of them rout, it had the most people restored.
    3. Getting one man killed in the beginning is enough. I got one rider killed and 5 minuits later 30 more and they still got healed.

    This blows my mind? Who made that system?
    I guess that is the reason why the only efficient tactic in a long campain in EB is to always press forward. When I started to roleplay my battles I took huge losses

    There is still something I didnt research:
    What about reeinforcement?
    Last edited by seienchin; 12-18-2009 at 14:29.

  12. #12
    Legatvs Member SwissBarbar's Avatar
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    Default Re: Healed casualties

    Ah, that explains a lot
    Last edited by SwissBarbar; 02-16-2010 at 15:32.
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