It sure is. Both fixes have the disadvantage of borking other aspects of the unit left/right/rear defense as I mentioned in a previous post. As dumping shield into the armour stat keeps the game's impression of the unit's defense value the same, it should end up being the fix that maintains the current functionality of auto-calc, where skill-fixing the units presumably will make auto-calc heavily favor units that have high-valued shields. This is due to the game calculating defense as Armour+Skill+Shield, arriving at a value that has 2 times the shield added into it with the skill fix. You can tell that for the purposes of figuring out balance the game uses the shield stat correctly... because when you boost the shield stat of a unit and nothing else in a 1v1 mirror match (like the DFK v DNK I've been testing), that unit will be noticeably favored in the blue and red bar at the bottom of the screen at the start of the battle.Originally Posted by Revenant
I may do so tomorrow if I'm really motivated... but I sorta doubt it. I might actually want to play the game one of these days, lol. It'd be really cool if someone else could do it. If not then I'll probably get to it soonish.Originally Posted by Sapi
As for the "add shield to skill" thing I hear everyone mention, I don't call that a fix at all. There is clearly some detriment associated with shield usage. Adding shield to skill will give the unit the defense it should already be getting from the shield, but does nothing to account for the extra detriment of the shield stat. So while it is better than vanilla, this will still leave your shield units underpowered in combat. The skill fix I've mentioned is to add TWICE the shield into the skill field, and IMO it makes the units behave how you expect based on their stats. No more of this town militia being stomped by peasants garbage, or cavalry just plowing through spear units like they're not even there. It makes things act intuitively how the stat sheet says they should, which is one main reason I am set on thinking I've assessed the situation correctly.
The other has nothing to do with testing, and everything to do with my experience writing code. The sum of that experience tells me that in cases like this, the thing that almost always is at fault is that the programmer put the wrong sign somewhere in the code or omitted one that was needed, and so something gets subtracted instead of added or vice versa. So in my estimation there is a relatively small chance that, having noticed that the shield has some sort of negative effect instead of a positive one, it would be in any amount other than the amount of the shield field.
In any case, I am satisfied enough with the various results to stick by my assessment of the situation until evidence appears to the contrary.
Also since some of you are undoubtedly wondering how the heck I found the time to mod my entire EDU file with the armour fix, I'll just say that... I didn't. I wrote a program to do so. I'll see if I can find time to get it posted sometime tomorrow in case other people would like to apply it. Should I post a fixed EDU file, or the exe that fixes the file?
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