Wanted to clarify this point, and relate it to the problems of the bugged unit animations for 2-handers. Basically, from the behavior of archers shooting at cav (noting that it varies in effect based on the horse's cross-section at any given moment) and the fact that 2-handers with bugged animations are completely ineffective in combat, we can surmise something about the game engine: that it is in fact modeling the entire battle in a physics engine, and determining hits based on battlefield objects intersecting. To clarify, this means the game actively tracks the flights of arrows, the swords of swordsmen, and various other in-game weapons, and determines when to check for hits by figuring out when a damage-dealing object has intersected a man or horse.Originally Posted by Doug-Thompson
Various observations can be made to back up this theory:
1. Missiles can impact men other than they are intended for, even in units that are not being targeted.
2. Archers are more effective shooting into the broad side of a horse.
3. Various bugged units are made worthless by the animation bugs.
#3 immediately tells us that something more complicated than unit-to-unit or even man-to-man calculations must be going on. If either of those were the case, animations could not affect combat at all, and the animation-bugged units would perform perfectly normally while only looking wrong. In short, this point means the animations are actually USED in determining combat results.
#2 Could be explained away by modeling cross-sections from maybe 8 directions, and approximating incoming fire as from one of those 8 directions. However, it's actually just as easy to determine weapons intersecting targets, since in order to depict the battle graphically at all, the game already must be utilizing various elements that represent the arrows and men involved in combat. With that framework already in place (i.e. the battle already exists on a coordinate grid for the purposes of graphics) it's a logical step to use it to determine battle results.
#1 solidifies the point even more. There's no reasonable way to determine who (if anyone) has been hit by a flying arrow except to actively calculate if it intersects anyone. The fact that a stray arrow is capable of killing anyone at all that it contacts indicates that the mechanic is again not stat driven, but modeled as realistically as possible via the actual arrow flight path. Archers even adjust their fire to avoid walls and other blocking terrain elements, further suggesting that the game is treating the arrows as if they are physical projectiles which can be obstructed by anything and everything that might get in their way.
So what does this mean to all of us? Well, primarily, it means that what you see on the battlefield, and what makes sense to you intuitively, is what you get. If you move a unit into your archer's line of fire, the archers adjust the fire over them, or your unit gets shot if the friendly fire is unavoidable. It means that a whole lot of work that we never see has gone into the battle system for this game, and as a result the underlying battle mechanics are a step above the simpler systems usually employed in this genre. In short, it means we have a more natural and realistic field in which to wage medieval wars than games so far have typically been able to deliver![]()
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