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Thread: combat formula?

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  1. #1

    Default Re: combat formula?

    thx for the info,

    I will double check my result of 1.2 when I get home. There is a lot of randomness in the mock battles, so it is difficult to tell when you have the right multiplier to counter the increased attack strength.

    I am still not clear on the missile weapon mechanics though...

    does range affect accuracy/lethality?

    so there are 3 calculations?

    to hit?
    to penetrate?
    to kill?

    but what attributes are used in which calculations?

    I looked at the projectiles file and the damage value is for wall damage. There is no other "damage" or power factor that I can see, so I only see 5 parameters that can be involved in the 3 calculations, attack strength, lethality, velocity, range, and enemy armor/shield. I imagine the units attack strength and range are involved in the to hit calculation, and I imagine lethality or velocity and enemy armor/shield would be involved in the other two, but in what way? just a flat to penetrate=C/(armor+shield+C)? to kill = lethality?

    what about to hit? to hit=D^(-range/max_range)*attack_power/F ?

    C,D, and F are just number i don't know. If I at least knew the form of the formula that is hard coded in, I could figure out the rest.

    or do they calculate individual arrow trajectories and determine which ones intersect soldiers? with attack power somehow determining a random deltaV added to the V which would strike the intended target?

    Why can't they just tell us these formula instead of making us sit there and run custom battles all day.

  2. #2

    Default Re: combat formula?

    Quote Originally Posted by xerex
    or do they calculate individual arrow trajectories and determine which ones intersect soldiers? with attack power somehow determining a random deltaV added to the V which would strike the intended target?
    They calculated individual arrow trajectories in the old engine, but they apparently don't do that in the new engine. Accuracy (small angular error added to the trajectory) affected the chance to hit based on the target size and distance to the target, power determined chance to penetrate the armor = C * power/(armor+shield) and there was no lethality. In MTW, lethality was added to determine the chance that a hit would kill (raw percentage 0% to 100%), and power was changed to, ""The number of hits points damage done to a man or structure.". You no longer had control over a parameter that represented the kinetic energy and therefore the penetrating capability of the projectile.

    I've haven't done any tests on RTW to determine how kills vary with the parameters available. It's not worth the effort involved. Such tests are extremely tedious to perform, and you need two machines on a LAN to do them properly or else a friend who has a lot of spare time to help you run the tests online.
    Last edited by Puzz3D; 02-24-2007 at 13:17.

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