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  1. #1
    Involuntary Gaesatae Member The Celtic Viking's Avatar
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    Default Re: How do attack values work? Attack + lethality, armor/shield/etc

    Armour counts in all directions, but against armour piercing weapons only half of it is counted.
    Defensive skill counts to the front and right, but not at all against missiles from any direction.
    The shield value counts from the front and left, and is counted double vs missiles from the front.

    As for attack vs lethality, I think Paltmull is correct. For the same reason, against units with low defense value, a high lethality is worth more than a high attack, while more defensive units are better met with a higher attack (though AP is even better, of course). Then attack speed can come into play, but I think only the cavalry lances have that to such a degree as to be worth noting.

    But that's only speaking of green units. If we take experience into account, then a high lethality becomes ever more valuable, as the attack value increases but lethality does not. You're stuck with whatever lethality you start with, while the attack value is steadily devalued. With the examples you give, the potentials are 18/.225 and 26/.11; the former is clearly the better, because it easily has enough attack to land hits on a regular basis, while it has more than twice the lethality than the latter.

    There is a guide to the EDU in the Scriptorium. Here's the link.

    Edit:

    Quote Originally Posted by Intranetusa View Post
    Hmmm...

    So units with high lethality (ie. those crazy 2-handed swordsmen) = bad against units with high defense skill (ie. Gaesatate)
    especially since high lethality usually goes with AP bonuses, and Gaesatate wear no armor anyways...

    High lethality + AP bonus = good against units with higher armor, but lower defense (post-Marian cohorts)
    I don't think Paltmull was talking about defence skill at all, but rather the full defence value of armour, skill and shield added up together. The reasoning being that, since only the armour counts from the back, a unit attacking from the back need less in attack to land hits, and would thus profit more from being able to kill more often when landing hits: ie, higher lethality.

    On the other hand, when attacking from the front you need to pass armour, shield and skill, so from there a higher attack becomes more important.

    In other words, units with high lethality weapons are absolutely fabulous against Gaesatae when sticking their pointy things in from behind.
    Last edited by The Celtic Viking; 06-23-2010 at 00:20.

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    Member Member Intranetusa's Avatar
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    Default Re: What were the main factors which contributed to Alexander conquering the Persian

    Now one of the main questions is - is the armor, sheild, and defense equal?
    ie. if engaging in front melee, what is better: having +1 shield or +1 armor or +1 defense?

    From playing with TW Fanatic's hoplite tweak, it seems that giving hoplites short_pike as well as 6 points in shield makes them nigh invincible from the front against most units, even if it is a milita hoplite... So I'm assuming shield value is worth the most, then armor, and then defense skill?

    And would defense skill count towards left side, front, and right side if the unit doesn't have a shield?

    The guide says front and right only, so that would mean a unit with no shield and no armor would have a total of 0 defense value on its left side... O_o

    btw, going off topic, can someone give me an example of the console code to spawn units?

    I've been trying for a while without success. Maybe I should use the unit names in unit_dictionary_tag instead of descr_unit?
    Last edited by Ludens; 06-28-2010 at 19:16. Reason: merged posts
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  3. #3
    Involuntary Gaesatae Member The Celtic Viking's Avatar
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    Default Re: How do attack values work? Attack + lethality, armor/shield/etc

    Defense skill never work for any other direction than front and right. If a unit doesn't have a shield value, then it simply doesn't get any shield bonus.

    As for unit creation, you can find the unit name in the EDU. It should be the first name given. For example, for 1 basic Pahlavan horse archer with 2 experience, 3 armour upgrade and 4 weapon upgrade in Persepolis it is:

    create_unit Persepolis "steppe missile cavalry pahlava shivatir" 1 2 3 4

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    Member Member Intranetusa's Avatar
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    Default Re: How do attack values work? Attack + lethality, armor/shield/etc

    Quote Originally Posted by The Celtic Viking View Post
    Defense skill never work for any other direction than front and right. If a unit doesn't have a shield value, then it simply doesn't get any shield bonus.
    Interesting. I guess that means attacking a Gaesatate is better from the left than the right side due to the 4 shield vs 15 defense skill ratio...

    Quote Originally Posted by The Celtic Viking View Post
    As for unit creation, you can find the unit name in the EDU. It should be the first name given. For example, for 1 basic Pahlavan horse archer with 2 experience, 3 armour upgrade and 4 weapon upgrade in Persepolis it is:
    create_unit Persepolis "steppe missile cavalry pahlava shivatir" 1 2 3 4
    Cool thanks! Time to spawn 10 full stacks of gold chevroned Iberian Assault Infantry & Sacred Band to attack Rome... :D

    EDIT: Btw,

    "steppe missile cavalry pahlava shivatir" isn't an actual unit right? I can't find it in the EB units list on: http://europabarbarorum.heimstatt.net/
    Last edited by Intranetusa; 06-23-2010 at 00:45.
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  5. #5
    Involuntary Gaesatae Member The Celtic Viking's Avatar
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    Default Re: How do attack values work? Attack + lethality, armor/shield/etc

    Quote Originally Posted by Intranetusa View Post
    Interesting. I guess that means attacking a Gaesatate is better from the left than the right side due to the 4 shield vs 15 defense skill ratio...
    That's correct.

    Quote Originally Posted by Intranetusa View Post
    Cool thanks! Time to spawn 10 full stacks of gold chevroned Iberian Assault Infantry & Sacred Band to attack Rome... :D
    Glad I could help you with that noble endeavour.

    Quote Originally Posted by Intranetusa View Post
    EDIT: Btw,

    "steppe missile cavalry pahlava shivatir" isn't an actual unit right? I can't find it in the EB units list on: http://europabarbarorum.heimstatt.net/
    Yeah, it is. It's the Shivatir-i Pahlavanig (Parthian Horse-Archers)


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    EB:NOM Triumvir Member gamegeek2's Avatar
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    Default Re: How do attack values work? Attack + lethality, armor/shield/etc

    According to Aradan, the formula for chance to kill is (assuming Medium difficulty)

    const1 * lethality * 1.1 ^ ( ATK - DEF + MDF )

    not sure what const1 is, but it is a constant, so when comparing values you don't need to factor that in
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    Near East TW Mod Leader Member Cute Wolf's Avatar
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    Default Re: How do attack values work? Attack + lethality, armor/shield/etc

    Quote Originally Posted by gamegeek2 View Post
    According to Aradan, the formula for chance to kill is (assuming Medium difficulty)

    const1 * lethality * 1.1 ^ ( ATK - DEF + MDF )

    not sure what const1 is, but it is a constant, so when comparing values you don't need to factor that in
    animation factor constant, according to some TWC articles, animations that was basically slow, and had huge delays between their attacks are less effective than fast and less delayed animations

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    EB:NOM Triumvir Member gamegeek2's Avatar
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    Default Re: How do attack values work? Attack + lethality, armor/shield/etc

    Quote Originally Posted by Cute Wolf View Post
    animation factor constant, according to some TWC articles, animations that was basically slow, and had huge delays between their attacks are less effective than fast and less delayed animations
    Yes, that is correct. However, this is the calculation for the chance of a given melee attack killing its target, it doesn't factor in how fast the attacks come.
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    Sandwich Maker Member Kikaz's Avatar
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    Default Re: How do attack values work? Attack + lethality, armor/shield/etc

    Quote Originally Posted by Intranetusa View Post
    Gaesatate
    Okay this is off topic but it's been bugging me and I have to ask: Why don't you type Gaesatae? At first I thought it was a spelling error but you've been quite consistent with the spelling and I'm curious as to why you spell it like that.


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    Member Member Intranetusa's Avatar
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    Default Re: How do attack values work? Attack + lethality, armor/shield/etc

    Quote Originally Posted by Kikaz View Post
    Okay this is off topic but it's been bugging me and I have to ask: Why don't you type Gaesatae? At first I thought it was a spelling error but you've been quite consistent with the spelling and I'm curious as to why you spell it like that.
    Because it's an incredibly difficult word to spell, and I always thought it was pronounced with two t's such as: Gus-ta-tay?
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  11. #11
    Sandwich Maker Member Kikaz's Avatar
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    Default Re: How do attack values work? Attack + lethality, armor/shield/etc

    Quote Originally Posted by Intranetusa View Post
    Because it's an incredibly difficult word to spell, and I always thought it was pronounced with two t's such as: Gus-ta-tay?
    Hmm... Odd, since you've been spelling it right save for the "t"... I haven't heard or seen the extra "t" pronounciation or spelling, I don't have EB on this computer so I can't double check.


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    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: How do attack values work? Attack + lethality, armor/shield/etc

    How does movement fit in for shield? Units take more damage from the front while moving than just standing there. Is the shield applied when moving or is it just not doubled? I seem to recall that it is only doubled when standing still.
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    Member Member Intranetusa's Avatar
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    Default Re: How do attack values work? Attack + lethality, armor/shield/etc

    Quote Originally Posted by Kikaz View Post
    Hmm... Odd, since you've been spelling it right save for the "t"... I haven't heard or seen the extra "t" pronounciation or spelling, I don't have EB on this computer so I can't double check.
    You're probably correct. My spelling is jerry rigged.

    Quote Originally Posted by Macilrille View Post
    Write exactly as follows:
    create_unit settlement/"Character" "Type" _ _ _ _
    ...
    I have often tried to use this, move_character(moving rebel stacks to nearest rebel settlement) and add_money to stop blitzing from AI factions and get a historical-ish expansion, but it never succeeds, even with 60+ units and a million Mnai The Yellow Death and Pontos in my current campaign is still overrunning the AS and the Sweboz still pwns their Eleutheroi neighbours. I am not certain it is worth the hassle. I have also used it to get reformed Sweboz infantry after reforms should have happened but only heavy cav was available. I created infantry in the relevant towns and gifted other factions with the equivalant Mnai.
    Cool thanks. Although the main reason for me to spawn units isn't to stop AI expansion, but to give me a challenge. ie. If I'm Carthage, I want to spawn 10 full stacks of hastati/principes/triari in Italy when my army is about to invade Rome. If I'm Rome, I want to spawn 10 full stacks of elite Carthie units...

    Mostly just about the challenge of fighting wave after wave of full stack enemies with your same veteran units. ;)
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  14. #14
    Member Member Macilrille's Avatar
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    Default Re: How do attack values work? Attack + lethality, armor/shield/etc

    Quote Originally Posted by Intranetusa View Post
    btw, going off topic, can someone give me an example of the console code to spawn units?

    I've been trying for a while without success. Maybe I should use the unit names in unit_dictionary_tag instead of descr_unit?
    Write exactly as follows:
    create_unit settlement/"Character" "Type" _ _ _ _

    -Character is in " " and is the character name, example create_unit "Lvcvis Romanvs"

    -Type is the name you find in descr_unit, for example "roman infantry polybian triarii" some of the eastern and Cartie names are... not easy.

    - _ _ _ _ is Number(1-20) Experience(1-9) Armour(1-3) Weapon(1-3), note that you can give units Gold and Silver shields and weapons still using the console despite EB not allowing anything over Bronze or 1.

    If there are several characters of the same name (Lvcivs Romanvs, LvcivsA Romanvs - LvcivsB -> LvcivsL Romanvs I think L is highest), you type character_reset through the names until you see the one you wish to give units having his movement reset if it is your own or until the game lets you if it is another faction or Eleutheroi (IE the character exists).

    Notice that if you give a faction units you also need to give it money as the upkeep will ruin it otherwise and effectively stop them doing anything. If you add units and money the AI will use it, if only units it stops in its tracks and just stand around.

    I have often tried to use this, move_character(moving rebel stacks to nearest rebel settlement) and add_money to stop blitzing from AI factions and get a historical-ish expansion, but it never succeeds, even with 60+ units and a million Mnai The Yellow Death and Pontos in my current campaign is still overrunning the AS and the Sweboz still pwns their Eleutheroi neighbours. I am not certain it is worth the hassle. I have also used it to get reformed Sweboz infantry after reforms should have happened but only heavy cav was available. I created infantry in the relevant towns and gifted other factions with the equivalant Mnai.
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