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    Default How the Combat System Works

    Combat System:
    ---------------

    Each man has an attack value and defend value used in calculating the chance to kill his opponent on each "strike" in a combat cycle. Each man who is fighting gets one "strike" within a combat cycle, but can parry many times.

    chance to kill = 1.9% * 1.2 ^ df
    difference factor df = attack - defend + bonus
    attack is the attack value of the striker
    defend is the defend value of the opponent
    bonus is any combat modifier that applies
    charge is added in as a combat modifier

    Charge (from the Strategy Guide):

    Clicking on an enemy unit causes your unit to go to charge speed once it gets close to the enemy unit. It takes 2 or 3 seconds to reach maximum charge speed (presumably from walking speed). A charging soldier makes immediate strikes against all opponents he contacts. Each time he fights a little momentum is lost. When sufficient momentum is lost, the charge ends and the soldier looses the charge bonus. (Note: we know now that running speed is above the momentum threshold for charge bonus. So, men moving at full running speed get the charge bonus if they contact enemy men.)

    Pushback:

    In an attack, the striker has a chance of pushing back his opponent which gives him a strong combat bonus on the next strike. Factors affecting the chance of pushback are: kill chance, advantage in supporting ranks, mounted vs foot. Charging cavalry always pushes back any foot soldier who is not facing him with a spear, pike or polearm. (Note: v1.1 patch altered spear, pike and polearm pushback so that charging cavalry has a chance to pushback these men even when they are facing the charging cavalryman.)


    Combat Modifiers:
    -----------------

    Formations

    +3 atk, -3 def for wedge formation
    -2 atk, +2 def for hold formation

    Spear/pikes

    +1 def per rank (up to 2 for spear, 4 for pike)
    +1 atk per 2 ranks when not charging
    +1 atk per rank when charging
    No rank bonuses in trees

    Terrain

    +1 atk for camels in sandy desert
    -1 atk for camels in lush or temperate
    -2 atk, -2 def for cavalry or camel in trees
    Bonus to atk for being uphill (amount depends on height difference)
    Penalty to atk for being downhill (amount depends on height difference)

    Fear of camels

    +4 def for camels against horses
    +2 atk for camels against horses

    Positional

    +5 atk for flank attack
    +7 atk for rear attack
    +2 atk for charging into flank/rear
    +6 atk on the following combat cycle after 'pushing back' the enemy
    +5 atk when target squeezed too tight (examples: bridge, castle gate, overlapping units)

    Exhaustion

    -2 atk when quite tired
    -3 atk, -1 def very tired
    -4 atk, -2 def exhausted
    -6 atk, -3 def totally exhausted

    Routing

    +4 atk against routing enemies
    -8 def if routing

    Armor Piercing

    atk bonus = (target armor - 1)/2
    (remove the contribution of the shield and horse to target's armor before making this calculation)

    Shield

    If striker hits target from the rear:
    +2 atk if target is footman with large shield
    +1 atk if target is mounted or footman with small shield


    Distance and Speed

    Archer and teppo open fire range = 100 meters (2.5 tiles)
    Normal infantry marching speed is 1.68 m/s (speed 6)
    Last edited by Puzz3D; 12-16-2006 at 17:31.

    _________Designed to match Original STW gameplay.


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

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