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Thread: "Effective Against Armor"

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  1. #1
    Clan Takiyama Senior Member CBR's Avatar
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    Default Re: "Effective Against Armor"

    libra683 already provided the formula for calculating the AP bonus. You can convert that into a simple table

    For infantry:

    Armour/AP bonus
    1-2/0
    3-4/+1
    5-6/+2
    etc

    For cavalry it is:
    2-3/0
    4-5/+1
    6-7/+2
    8-9/+3
    etc

    There is no cavalry with armour 1 as both horse and soldier has minimum armour 1 and both values are added together.

    In general most armoured infantry has a base armour value of 3 or 4 so they belong in the +1 catagory. Only against the real heavy types of infantry as dismounted chivalric knights, Halberdiers or gothic sergeants will you get a +2 attack.

    A units base defense value is based on the armour, troop quality, and weapon and all these have been added together in a spreadsheet and then exported into the crusader_unit_prod file.

    The game engine then adds any defense/armour from a shield (either 1 or 2) to provide the defense/armour value you see when checking out unit stats in F1. Pavs are special as they provide +3 armour but nothing for defense. Some cavalry only receive a +0.5 to armour value.

    Then of course comes all upgrades and valor that adds more.

    AP for missile weapons works in a different way and depends on weapon too. It simply reduces the effect that armour has against missiles. Longbows have an AP multiplier of 0.5, crossbows 0.4 and arbalesters 0.3. We dont know the exact formulas for it, but the smaller the multiplier the better it is. I think Yuuki did some testing on how much armour reduced missile fire... maybe it was something like a doubling of armour cut it down by 50% but Im not sure.

    So when doing battle all you really are interested in knowing (and that info is in F1) is the attack and defense values as that tells you how powerful the unit is in melee. The armour value tells you how well protected it is versus missile fire.


    CBR

  2. #2
    Senior Member Senior Member gaijinalways's Avatar
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    Default Re: "Effective Against Armor"

    Thanks guys, a lot to look at, and some ideas for battle alignment of the troops when readying for attack or defense.

  3. #3
    Member Member Caerfanan's Avatar
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    Default Re: "Effective Against Armor"

    Whoa guys!!!

    That's bloody great. Thank you very much for all those very interesting explanations!!!


  4. #4

    Default Re: "Effective Against Armor"

    Quote Originally Posted by CBR

    AP for missile weapons works in a different way and depends on weapon too. It simply reduces the effect that armour has against missiles.
    Longbows have an AP multiplier of 0.5, crossbows 0.4 and arbalesters 0.3. We dont know the exact formulas for it, but the smaller the multiplier
    the better it is. I think Yuuki did some testing on how much armour reduced missile fire... maybe it was something like a doubling of armour cut
    it down by 50% but Im not sure.

    CBR
    I've always supposed that multiplier for projectile units stands for percentage of armour not penetrated by the hit.
    Reading the projectile stats file, my own idea is that a shot kills if :
    accuracy x lethality x power > Armour mod x armour.
    And that accuracy increases with unit valour.

    So, for example, arquebusiers have a multiplier (0.015) that negates 85% armour of the target.
    Except the shield; ex. Almohad Urban Militia, armour 4, shield 1, are hit by Spanish
    Javelinmen (armour mod 0.3 ) as they were a unit with 1.2 of armour (70% of 4=2.8).

    With the above formula
    Accuracy 0.15 x Lethality 2 x Power 2 = 0.6

    0.6 means that one Javelinman needs to hit two times an Almohad militiaman to kill him
    or that two Javelinmen hit the same militiaman.
    Anyway, matter is so uncertain and everyone who could give more help is welcome.

    Greetings

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