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Thread: Some thoughts on unit sizes

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    Default Re: Some thoughts on unit sizes

    Quote Originally Posted by dgb
    Hmm - that seems strange, so high quality units can hack each other to bits just as easily as low quality units can hack each other to bits.
    Yes because a high quality blow against a high quality defense would have the same effectiveness as a low quality blow against a low quality defense.


    Quote Originally Posted by dgb
    Edit, sorry is that chance to kill actually chance to take off a hit point? Or is it an absolute kill value?
    It's the chance to take off hitpoints. A different parameter determines how many hitpoints are removed by a successful strike. In the previous games, only some projectile weapons could remove more than one hitpoint at a time, and it may still be that way in RTW. I'm not sure.



    Quote Originally Posted by dgb
    Well I'm pulling it out of the hard coded limits thread. It shouldn't be too difficult to check - that's actually what triggered me to think that it might be scaled somewhat, the change from allowing negative values to not allowing them - somewhere you're going to get a divide by zero, and even if you can avoid that, you're going to get strange results due to the negative sign swapping things around.
    No one checked negative values of attack and defend in that thread, but it doesn't matter. The difference (df) can still be negative, and there is no discontinuity in that formula I gave at df = zero. The exponential 1.2**(0) = 1. A -20 < df < +20 range maps onto a chance to kill range of 0.05% to 73%. That's right out of the MTW Official Strategy Guide, and that chapter of the guide was written by LongJohn who designed the battle engine. I think the range of df in RTW is more like -40 < df < +40 with a base constant of 1.1 so each combat point gives a 10% change in the chance to kill.
    Last edited by Puzz3D; 09-13-2005 at 01:15.

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