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Thread: Attack Values.

  1. #1

    Default Attack Values.

    OK any no how the attack system works in this game.

    I took 1 unit of spear militia and made their attack 1
    I took 1 unit of zweihander as their armor was 8

    thats attack of 1 against armor of 8
    technicaly NO zweihander should be injured due to the fact that their armor has 7 more points than the attack.

    When i took each group in a custom battle i marched my zweihanders up to the spearmen. the spearmen charged. Alot of clinging and banging going on, not 1 zweihander died. i tried to move them as much as possible to stop them from attacking!! after a minute or so 30% of the zweihanders were bloody and about 5 of them died.

    i thought NONE should die cuz the attack value of 1 couldnt penatrate the 8 armor????

    Any thoughts on the attack mechanics of this game.


    and no the spearmen didnt have ap!!

  2. #2
    Clan Takiyama Senior Member CBR's Avatar
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    Default Re: Attack Values.

    The chance to hit is based on attack v defense stats. Although we dont know the precise formula for the RTW/M2TW engine it does appear that is still something similar to the STW/MTW engine and might be something like : constant X 1.1^(attack-defense)

    It doesnt matter if armour or defense in general is much higher than the attack but it will reduce the chance of getting hit.

    Shield(if attack doesnt come rear), armour and defense skill all gets added together to form the defense value and for the calculation it doesnt matter where the values comes from.

    Of course the RTW/M2TW engine is more advanced than this as weapon length also matters. Pikes is a good example of that. And there is also the question of fast a soldier strikes with his weapon.

    All that complicates matters but if everything is equal then it should just be the stats and the formula that matter.


    CBR

  3. #3
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Attack Values.

    Actually the hit is calculated using real collision data with the animations, and what is calculated afterwards is whether a hit actually injured the enemy.

  4. #4

    Default Re: Attack Values.

    Actually the hit is calculated using real collision data with the animations
    waht do you mean?

    if the weapon meet the enemy?

    like if i make the pkie longer, as the pike literally pass thrtoug alle the rankfs of an front chargin enemy, it mean that every time the enemy is passing "trhgough" the piks he get hit?

  5. #5

    Default Re: Attack Values.

    woops.. too many mistakes... sorry :D

    (i cannot edit the post, si it normal?)

  6. #6

    Default Re: Attack Values.

    Quote Originally Posted by Trotski12
    what do you mean? if the weapon meet the enemy?

    like if i make the pike longer, as the pike literally pass through all the ranks of a front charging enemy, it mean that every time the enemy is passing "through" the pikes he get hit?
    It looks like an attempt to model the length of the weapons, but it's not entirely successful. That's why the new battle engine is not as robust as the old battle engine. The combat result of two engaged units is now partially dependent upon what the graphic artist decides looks good in terms of an animation, and upon the limited capability of the 3D animations to simulate combat. In the old engine, the combat result was based entirely on the combat algorithm, and that allowed much better control over the combat result and the statistical uncertainty of that result.

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

  7. #7

    Default Re: Attack Values.

    i just think they should have a better system to give more control over armor
    i mean 2 units have full plated knights wouldn't be kill by a sword unless he got stabbed in the eye..

    i dont think a simple spear could take done full plated knights either
    just my opinion thou

  8. #8
    Clan Takiyama Senior Member CBR's Avatar
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    Default Re: Attack Values.

    Quote Originally Posted by Puzz3D
    In the old engine, the combat result was based entirely on the combat algorithm, and that allowed much better control over the combat result and the statistical uncertainty of that result.
    Yes M2TW appears to me like a mess compared to the older games. Even RTW paled in comparison to the issues we see in M2TW


    CBR

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