Results 1 to 30 of 32

Thread: What are the stats for a unit of hastati?

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    EB Token Radical Member QwertyMIDX's Avatar
    Join Date
    Jan 2005
    Location
    Providence, Rhode Island
    Posts
    5,898

    Default Re: What are the stats for a unit of hastati?

    Leathality is the final stat on the weapon line of the EDU.
    History is for the future not the past. The dead don't read.


    Operam et vitam do Europae Barbarorum.

    History does not repeat itself. The historians repeat one another. - Max Beerbohm

  2. #2
    graduated non-expert Member jerby's Avatar
    Join Date
    Oct 2004
    Location
    ..your not my mother..
    Posts
    1,414

    Default Re: What are the stats for a unit of hastati?

    Edu?

  3. #3
    Member Member cunctator's Avatar
    Join Date
    Jan 2005
    Location
    Civitas Auderiensium, Germania Superior
    Posts
    2,077

    Default Re: What are the stats for a unit of hastati?

    EDU=export_descr_unit.txt file, where the stats are saved.

  4. #4
    Senior Member Senior Member econ21's Avatar
    Join Date
    Oct 2002
    Posts
    9,651

    Default Re: What are the stats for a unit of hastati?

    Thanks for the info. I am now feeling rather clueless - using the Caligula editor, I find a "hit strength" for the hastati of 1 for the pilum and 0.3 for the sword. I guess this is lethality?

    Unfortunately my EDU is for RTR 6.1, not vanilla. (I knew I should have backed up my files). It looks like lethality is 1 for ranged weapons and 0.3 for most infantry melee weapons in RTR 6.1. Pikes and spears are 0.4. Cavalry weapons seem to vary a lot and to be more lethal (0.8, sometimes 0.5). I wonder why CA introduced a lethality factor, rather than just relying on attack and defence stats as in STW and MTW?

    It's not clear why any infantry would want to switch from spears to swords, as swords seem to have lower attack and lethality. I wonder if the swing speed is relevant for unit effectiveness? Or is it just cosmetic? It's zero for swords and 25 for spears. Alternatively, maybe there is a hardcoded advantage for swords over spears, as in MTW? But then again switching from spears to swords seems to be something that happens automatically in given circumstances (eg disrupted phalanx) and not something the player opts to do.

  5. #5
    Speaker of Truth Senior Member Moros's Avatar
    Join Date
    Jan 2005
    Location
    Belgium
    Posts
    13,469

    Default Re: What are the stats for a unit of hastati?

    lithality isn't for range weapons I believe.

  6. #6
    EB Token Radical Member QwertyMIDX's Avatar
    Join Date
    Jan 2005
    Location
    Providence, Rhode Island
    Posts
    5,898

    Default Re: What are the stats for a unit of hastati?

    Leathality doesn't effect missile weapons, so they;d all be one. Animations have a large affect on the way a weapon works, they are far from cosmetic.
    History is for the future not the past. The dead don't read.


    Operam et vitam do Europae Barbarorum.

    History does not repeat itself. The historians repeat one another. - Max Beerbohm

  7. #7
    Senior Member Senior Member econ21's Avatar
    Join Date
    Oct 2002
    Posts
    9,651

    Default Re: What are the stats for a unit of hastati?

    Quote Originally Posted by QwertyMIDX
    Animations have a large affect on the way a weapon works, they are far from cosmetic.
    So I wonder do you have a rule of thumb for working out the melee combat power of two units, that also factors in lethality and animations etc? In STW and MTW, there was a formula by which the differential between attack and defence stats determined kill chances. CA have not released the formula for RTW - they said it was a commercial secret when I asked - but maybe modders have inferred something?

    As a I first stab, I would say:
    Pr(kill) =f[lethality * (attack-defence)]
    but I have not got a clue where swing speed would fit in.

    I know we're straying into Ludus Magna territory here, but no one visits me there anymore so I am hanging out where the action is.

  8. #8
    EB Token Radical Member QwertyMIDX's Avatar
    Join Date
    Jan 2005
    Location
    Providence, Rhode Island
    Posts
    5,898

    Default Re: What are the stats for a unit of hastati?

    I tried to get some people talking about this sort of thing there, but no such luck.

    Anyway, the problem is that EB, even more tha vanilla has a ton of animations. I now have a pretty good feel for how an animation will interact with stats, but it's mostly something gained from tons of tests not any knowledge of a system...animations are rather abstract as many other factors beside attack speed are important.
    History is for the future not the past. The dead don't read.


    Operam et vitam do Europae Barbarorum.

    History does not repeat itself. The historians repeat one another. - Max Beerbohm

  9. #9
    Member Member Mr Frost's Avatar
    Join Date
    Dec 2002
    Location
    In a chair
    Posts
    520

    Default Re: What are the stats for a unit of hastati?

    Quote Originally Posted by Simon Appleton
    So I wonder do you have a rule of thumb for working out the melee combat power of two units, that also factors in lethality and animations etc? In STW and MTW, there was a formula by which the differential between attack and defence stats determined kill chances. CA have not released the formula for RTW - they said it was a commercial secret when I asked - but maybe modders have inferred something?

    As a I first stab, I would say:
    Pr(kill) =f[lethality * (attack-defence)]
    but I have not got a clue where swing speed would fit in.

    I know we're straying into Ludus Magna territory here, but no one visits me there anymore so I am hanging out where the action is.
    According to C/A , Swing Speed , is the "time between animation cycles" in multiples of 1/10th of a second . Thus the default is 2.5 seconds {all units} for vanilla and 0 seconds and/or 2.5 seconds {varies by unit and weapon} for RTW .

    For units using the same attack animations it does seem {to me , and just a rough observation} to be close to a straight forward progression at higher numbers {say 10+} that 25 gets 4/5ths of the kills per minute than 20 , however the closer you get to 0 , the smaller the increase in kills {though still a supprising difference between 5 and 10} .

    I personally use it in my own mods extensivly to help differentiate between certain weapons performance and also certain qualities of soldier ; some are slower than average due to not being suited to melee combat {many archers for example and a few very poor melee units like Sparabara} and some are much faster as they were the born naturals whom invariably gravitate towards the cream of elite units{Gaesate and Hypaspists for example} . Between modifyed Lethality and Attack Rates I am quite satisfyed thus far in what I can make units do except for missiles ... I'm *this* close to a full blown rant over that towering C/A "we didn't think it was important , even though we went to the great trouble of codeing the damned thing into the engine in the first place then not really using it after all" geekery Arrrggh !

    Apologies to all non oblivious geeks .
    Last edited by Mr Frost; 10-03-2005 at 10:12.
    7 out of 10 people like me ,
    I'm not going to change for the other three .

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO