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Thread: Research: Numerical investigation of Unit Stats & Attributes

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  1. #1

    Default Re: Research: Numerical investigation of Unit Stats & Attributes

    I will start off with some of the basics that you probably all know already, but people new to modding may not. I am pretty new myself, so I may have some of these wrong.

    melee to kill formula=a*lethality*(1.1)^(attack-defense)

    attack is the units attack power including any possible charge bonus.

    defense is the sum of all applicable defenses of the target. defense skill applies against all melee. Shields only apply against attacks from front and left and armor applies only half (I haven't tested this myself, but everyone says it is half, so I am believing them until I get a chance to do it myself)against an armor-piercing attack.

    lethality is the last entry on the stat_pri line in the edu file. It is a hidden attribute (in that it doesn't show up on unit cards unless you mod them) and can be used to balance hidden bonuses such as those from the short_pike attribute.

    I don't know what "a" is but I heard it was .019. That is what it was in MTW1, so its a reasonable guess.

    light_spear and spear attribute appear to give a 4 point combat penalty vs. infantry and a 8 point bonus vs. cavalry. I don't know if the bonus is to defense or attack or half to each.

    spear attribute also gives some pushing power.

    1 experience point gives 1 attack point, 1 defense point, and 1 morale point to a unit. The morale point is hard to test, but I am reasonably confident of it. Let me know if you get contradictory results.

    Attributes I want to understand more fully are powerful charge attribute and short_pike. It seems that short_pike gives the multiple rank bonus of MTW1, but it is difficult to tell.

    How does a unit with two melee weapons decide which weapon to use?

    Thats all for now, let the sharing of knowledge begin!
    Last edited by xerex; 04-28-2007 at 20:36.

  2. #2

    Default Re: Research: Numerical investigation of Unit Stats & Attributes

    Quote Originally Posted by xerex
    defense is the sum of all applicable defenses of the target. defense skill applies against all melee. Shields only apply against attacks from front and left and armor applies only half (I haven't tested this myself, but everyone says it is half, so I am believing them until I get a chance to do it myself)against an armor-piercing attack.
    Shield, ds, and armor do not have a simple point to point relationship. I think that shield points only count as about 75-80% as an armor point and I'm not sure exactly how much a defensive skill point counts compared to armor and shield.

    light_spear and spear attribute appear to give a 4 point combat penalty vs. infantry and a 4 point bonus vs. cavalry. I don't know if the bonus is to defense or attack or half to each.
    That sounds about right, I've often thought that it might like 4 1/2 or something though.

    spear attribute also gives some pushing power.

    1 experience point gives 1 attack point, 1 defense point, and 1 morale point to a unit. The morale point is hard to test, but I am reasonably confident of it. Let me know if you get contradictory results.
    I'm pretty sure that it does give morale, but like you said, its hard to test.


    How does a unit with two melee weapons decide which weapon to use?
    I'm not sure if this is always the case, but I've noticed with EB Hypaspists, Massilian Hoplites and other infantry units with two melee weapons that they march with their primary weapon, charge with their secondary, revert to the primary, and often return to the secondary weapon if they are knocked down and get back up.

    As for cavalry with two melee weapons (in EB usually a lance or spear short sword) they pretty much always use the primary weapon unless told by the player to do otherwise. Occasionally they will pull out the secondary weapon, but I have seen this so few times that I have no idea why they do.
    Last edited by tk-421; 03-07-2007 at 04:53.

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  3. #3
    Now sporting a classic avatar! Member fallen851's Avatar
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    Default Re: Research: Numerical investigation of Unit Stats & Attributes

    Quote Originally Posted by tk-421
    Also, shield, ds, and armor do not have a simple point to point relationship.
    Actually they do in melee, where all are equal. Defensive skill does nothing vs missiles, and shields are about 7/8ths as effective as armor vs missiles.

    This is easy to test of course.

    Here is an old test of mine:

    "Test #2 - Is all armor created equal?

    This battery of tests was to see whether or not armor acted different, in other words, does one point in armor equal one point in shield factor and defensive skill? The results are in melee conclusively yes. Against missiles, shields only provide less than 7/8 as much defense (probably less) than normal armor factor.

    For melee I did 4 tests for each comparing them to each other, as well as a baseline test, to see whether or not the differences I was noticing were significant.

    Here are the tests:

    Control Tests

    British Swordsmen
    stat_pri 9, 1, no, 0, 0, melee, simple, piercing, sword, 25 ,0.55
    stat_pri_armour 5, 0, 0, flesh

    vs

    Gallic Swordmen
    stat_pri 9, 1, no, 0, 0, melee, simple, piercing, sword, 25 ,0.55
    stat_pri_armour 5, 0, 0, flesh

    (yes all other stats were equal)

    Run #1: British = 93 kills, Gauls = 86 kills
    Run #2: British = 86 kills, Gauls = 75 kills
    Run #3: British = 95 kills, Gauls = 91 kills
    Run #4: British = 64 kills, Gauls = 88 kills

    This give us an idea of what to expect in terms of variance.

    Armor vs Shield Test

    British Swordsmen
    stat_pri 9, 1, no, 0, 0, melee, simple, piercing, sword, 25 ,0.55
    stat_pri_armour 0, 0, 5, flesh

    vs

    Gallic Swordmen
    stat_pri 9, 1, no, 0, 0, melee, simple, piercing, sword, 25 ,0.55
    stat_pri_armour 5, 0, 0, flesh

    Run #1: British 85 kills, Gauls 58 kills
    Run #2: British 55 kills, Gauls 85 kills
    Run #3: British 92 kills, Gauls 54 kills
    Run #4: British 76 kills, Gauls 87 kills

    I have no idea why for three straight battles one side spanked the other, but I think the results show there is no significant advantage to shield factor over armor factor or vice versa. Last battle was quite close, could have gone either way.

    Armor vs Flesh Test

    German Axeman
    stat_pri 9, 1, no, 0, 0, melee, simple, piercing, sword, 25 ,0.55
    stat_pri_armour 0, 5, 0, flesh

    vs

    Gallic Swordmen
    stat_pri 9, 1, no, 0, 0, melee, simple, piercing, sword, 25 ,0.55
    stat_pri_armour 5, 0, 0, flesh

    Run #1: Germans 81 kills, Gauls 85 kills
    Run #2: Germans 75 kills, Gauls 88 kills
    Run #3: Germans 66 kills, Gauls 86 kills
    Run #4: Germans 85 kills, Gauls 81 kills

    Basically no difference.

    Shield vs Flesh Test

    German Axeman
    stat_pri 9, 1, no, 0, 0, melee, simple, piercing, sword, 25 ,0.55
    stat_pri_armour 0, 5, 0, flesh

    vs

    British Swordmen
    stat_pri 9, 1, no, 0, 0, melee, simple, piercing, sword, 25 ,0.55
    stat_pri_armour 0, 0, 5, flesh

    Run #1: British 89 kills, Germans 63 kills
    Run #2: British 81 kills, Germans 71 kills
    Run #3: British 89 kills, Germans 41 kills
    Run #4: British 62 kills, Germans 88 kills

    #3 had strange results, but I think variance accounts for the difference.

    Range vs Armor and Shield Test

    German Chosen Archer
    soldier warband_archer, 25, 0, 1.2
    stat_pri 20, 0, arrow, 170, 5, missile, archery, piercing, none, 25 ,1

    vs

    Gallic Swordmen
    stat_pri_armour 5, 0, 0, flesh

    and

    British Swordmen
    stat_pri_armour 0, 0, 5, flesh

    Human Controlled Archers:(units moved toward archers)
    Run #1: 78 Gauls remaining after 5 volleys
    Run #2: 73 Gauls remaining after 5 volleys
    Run #3: 66 Gauls remaining after 5 volleys
    Average: 72.333 repeating

    Run #1: 62 British remaining after 5 volleys
    Run #2: 64 British remaining after 5 volleys
    Run #3: 51 British remaining after 5 volleys
    Average: 59

    Computer Controlled Archers:(units stood still)
    Run #1: 81 Gauls remaining after 5 volleys
    Run #2: 78 Gauls remaining after 5 volleys
    Run #3: 78 Gauls remaining after 5 volleys
    Run #4: 80 Gauls remaining after 5 volleys
    Run #5: 82 Gauls remaining after 5 volleys
    Run #6: 80 Gauls remaining after 5 volleys
    Average: 79.833 repeating

    Run #1: 71 British remaining after 5 volleys
    Run #2: 66 British remaining after 5 volleys
    Run #3: 68 British remaining after 5 volleys
    Run #4: 69 British remaining after 5 volleys
    Run #5: 73 British remaining after 5 volleys
    Run #6: 61 British remaining after 5 volleys
    Average: 68

    I feel the computer controlling the archers gave better results, as when the computer controlled the swordsmen, they marched at varying speeds. Furthermore, I feel those results are significant, that shields do not give as much protection as armor vs arrows, and no matter how many times I kept repeating this, more British died than Gauls."
    Last edited by fallen851; 03-10-2007 at 01:47.
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  4. #4

    Default Re: Research: Numerical investigation of Unit Stats & Attributes

    See...now thats the kind of info we need in this thread..fallen, you the man!

    If you have others like that collected in one place, throw us a link..or if they are scattered about...gather them in one place here.

    I haven't gotten to balancing missile units yet. There are so many more factors in missile weapons that its nearly impossible to test, so I am glad someone took the time to do it!

    P.S. how many men in each unit at the start of the fight? 120?
    Last edited by xerex; 03-08-2007 at 22:50.

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  5. #5
    Now sporting a classic avatar! Member fallen851's Avatar
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    Default Re: Research: Numerical investigation of Unit Stats & Attributes

    Here is another old test:

    "Test #4 - Is armor and attack equal point for point?

    The point of this test was to find out whether it was better to add +1 to armor, or +1 to attack. The result was that one point of armor is indeed equal to one point of attack in melee fighting.

    Extreme Armor vs Extreme Attack Test

    British Swordsmen
    stat_pri 1, 1, no, 0, 0, melee, simple, piercing, sword, 25 ,0.55
    stat_pri_armour 10, 0, 0, flesh

    vs

    Gallic Swordmen
    stat_pri 10, 1, no, 0, 0, melee, simple, piercing, sword, 25 ,0.55
    stat_pri_armour 1, 0, 0, flesh


    Run #1: British 86 kills, Gauls 88 kills
    Run #2: British 85 kills. Gauls 88 kills

    Two very close battles, could have gone either way.

    Armor vs Attack Test

    British Swordsmen
    stat_pri 9, 1, no, 0, 0, melee, simple, piercing, sword, 25 ,0.55
    stat_pri_armour 8, 0, 0, flesh

    vs

    Gallic Swordmen
    stat_pri 11, 1, no, 0, 0, melee, simple, piercing, sword, 25 ,0.55
    stat_pri_armour 6, 0, 0, flesh


    Test #1: British 85 kills, Gauls 81 kills
    Test #2: British 79 kills, Gauls 87 kills

    Again, two close battles, I don't see a difference."


    That is all I got for the moment.
    "It's true that when it's looked at isolated, Rome II is a good game... but every time I sit down to play it, every battle, through every turn, I see how Rome I was better. Not unanimously, but ultimately." - Dr. Sane

    http://www.youtube.com/watch?v=L6eaBtzqqFA#t=1h15m33s

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  6. #6
    Now sporting a classic avatar! Member fallen851's Avatar
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    Default Re: Research: Numerical investigation of Unit Stats & Attributes

    If you would like a way to balance units realistically, try this: http://www.axifile.com?1249431

    Using the key, type in stuff in the top section, and it should fill out everything under the results section. The unbolded section under the results section should be ignored. If the unit does not have something (such as greaves or armor), simply leave it blank. At the bottom of the page, you'll see another sheet labeled cavalry, to be used for cavalry. This does not balance chariots or elephants.

    Please note that unit level is artibrary, and basically means how good is the unit. For instance Spartans might be level 10, while peasants level 1, hastati level 5 ect. It was designed for a 1-10 system.
    Last edited by fallen851; 03-10-2007 at 02:10.
    "It's true that when it's looked at isolated, Rome II is a good game... but every time I sit down to play it, every battle, through every turn, I see how Rome I was better. Not unanimously, but ultimately." - Dr. Sane

    http://www.youtube.com/watch?v=L6eaBtzqqFA#t=1h15m33s

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  7. #7
    Speaker of Truth Senior Member Moros's Avatar
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    Default Re: Research: Numerical investigation of Unit Stats & Attributes

    a little tool I made for unit costs (note these are higher than with vanilla, low end unit about 500, a middle level unit between 1000-2000, higher level unit 2000-2500 and elite:>2500. Cavalry get's a 30% cost bonus. It saves all the unit costs in a .txt file. It's a WIP, but if you think it might be usefull for you:
    http://files-upload.com/152754/unitcosts.exe.html (2.19MB)
    Deleting of corresponding unit costs, changing,... isn't included but can easily be done manually in the .txt.
    Yes and no questions need to be awnsered with 1 or 0. specialty bonus can range from 0 to infinite. But I'd keep it between 0-4.
    Last edited by Moros; 04-06-2007 at 09:44.

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