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  1. #1

    Default Re: Morale Penalties

    Quote Originally Posted by Eternal Champion
    I guess then one advantage to having a "lesser general unit" is if he routs it won't send your disciplined or elite units into a panic.
    I've seen this technique used by some good players. They choose a fast unit for the general, and try to get you to chase him. If you do corner the general, they rout him off the map.

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  2. #2
    ............... Member Scurvy's Avatar
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    Default Re: Morale Penalties

    best general is a cheap unit of hosrarchers which can be chased around the map as well as any light cav but can also inflict some damage

  3. #3

    Default Re: Morale Penalties

    Best general is the one who sits back while his troops chase all enemies beyond the hills.
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    ............... Member Scurvy's Avatar
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    Default Re: Morale Penalties

    best general is the one who never has to fight a war :) ---> pen mightier than the sword and all that

  5. #5
    aka AggonyRom Member Ghost of Rom's Avatar
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    Default Re: Morale Penalties

    So there is no big morale hit when it says "your general has let caution get the better of him and is fleeing the field"? I always assumed it was.

  6. #6

    Default Re: Morale Penalties

    MORALE FACTORS in MTW/VI

    Morale is determined on a unit basis.

    States

    Impetuous: 10 and above
    Steady: 2 to 14
    Uncertain: -5 to 5
    Wavering: -14 to -5
    Routing: Less than -6

    The rout point is -16 in MTW v1.1, and probably moved to -18 in VI for MP. Routed units will keep routing until their morale rises to -6 or above. Hitting the rally key pumps +8 morale into the selected units.

    Impetuous units will pursue enemies for longer, and may disregard orders to hold position. Some troop types may charge without orders.

    Uncertain or wavering units which are not fighting are less likely to charge, and those who are fighting are more likely to fall back.

    Negative factors:

    Loose or disordered formation: -2
    Outnumbered 2 to 1: up to -4 (range = about 75 meters)
    Outnumbered 10 to 1: up to -12 (range = about 75 meters)
    Outclassed in quality and speed: modifies the outnumbered penalty.
    One flank threatened: -2 (range = about 60 meters)
    Two flanks threatened: -6 (range = about 60 meters
    Charged in flank: -4
    Infantry charged by cavalry in flank or while disordered: -6
    Charged in flank by unit hidden in forest: -8
    General's death (for first few seconds): -8 to all his units except highly disciplined units
    General's death (after first few seconds): -2 to all his units except highly disciplined units
    Routing Friends: up to -12 for seeing 2 equal or higher level friendly units routing. Elite and disciplined units consider lesser types as 1/2 a unit for this calculation.
    10% of unit is dead: -2
    50% of unit is dead: -8
    80% of unit is dead: -12
    Taking casualties from enemy missle fire: -2 for a duration less than the reload of the firing unit (additional -4 for gunpowder weapons)
    Unit is very tired: -2
    Unit is exhausted: -6
    Unit is totally exhausted: -8
    Losing: Up to -8 (up to -14 if losing to cavalry)
    Skirmishing without ammo: -6
    Skirmisher pursued for a long distance by equal speed unit: -6

    Positive factors:

    Two flanks protected: +4
    No retreat possible (usually castle sieges): +8
    No enemies around: +4
    Two enemies routing: up to +8
    Uphill Position: +2
    Winning: up to +6
    Unordered charge: +4 (such as when impetuous knights charge automatically)
    Outnumber Enemy 3 to 1: +4
    General's unit: +2
    Within 50 meters of general: +1 morale per command star
    Beyond 50 meters from general: +1 morale per 2 command stars

    Archer and xbow open fire range = 100 meters (2.5 tiles)
    Normal infantry marching speed is 1.68 m/s (speed 6)

    Notes by longjohn about morale penalties due to casualty rate, army destruction, constant retreat and how the outnumbered penalty is calculated:

    longjohn2
    06-25-2003, 20:10
    Location: UK

    Surprised it's not in the strat guide, but yes there is a morale penalty for taking casualties that depends on the percentage suffered in the previous combat round. These are quite prone to random variations, so an unlucky round can tip a low morale unit into rout. Missile casualties count here too, so a lucky volley can be much more effective than the relatively small penalty for being under fire would suggest.

    The indication of who's winning and losing takes into account push backs as well as kills, so it is possible to be winning whilst suffering more casualties.


    longjohn2
    06-26-2003, 21:02
    Location: UK

    As you've all guessed the 20% etc losses penalties are static, and as such depend on the initial size of the unit. There are another set of penalties (I'll try to look them up for you when I'm at work) dealing with casualties sufferred in the preceding second. These percentages are worked out on the current strength of the unit.

    Outnumbering is based on both numbers and men and combat power. A unit has to be outnumbered by the requisite amount in both areas to get the penalty. This was a change from Shogun which was based on a straight banner count. The change was mainly aimed at helping to get rid of small units at the end of battles.

    The "army destroyed" penalty kicks in when most of an army's combat power has been eliminated. Again, it's intent is to speed up the end of games by getting rid of small units that have rallied well away from the action and would be a chore to hunt down.

    The "disheartened by constant retreat" penalty is related to the Benny Hill detection code that routs your unit if you try to win a battle by running around avoiding combat until the timer runs out. As the retreat counter builds up, you get a morale penalty that serves as a warning and may, if you're lucky, tip your unit into a normal recoverable rout rather than the unrecoverable Benny Hill penalty rout.


    longjohn2
    06-27-2003, 23:02
    Location: UK

    The actual combat power calculation is quite complex, but involves all the factors you'd expect including numbers of men, combat factors, valour and upgrades. It's the figure the a.i. uses when picking match ups. As you've surmised, the combat power and numbers of all units in a 75m radius are added to give friendly and enemy totals which are compared to decide the morale effect. The unit's own strength is added in twice (I think) to help out lone units. For a morale effect to happen, the outnumbering must happen in both morale and combat power. So for instance, if a CK unit faces off against a peasant unit, the CK doesn't get a penalty for being outnumbered in men because it has superior combat power. Similarly the peasant unit doesn't suffer for being "outnumbered" in combat power as it isn't outnumbered in pure numbers of men.
    Last edited by Puzz3D; 10-04-2005 at 15:58.

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

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