Davey- That makes a lot of sense.
But then I'm confused about the archer-on-battlement situation. Does the computer make adjustments to archer hit rates based on such graphical issues as battlement wall height, and required angle of trajectory??? This obviously COULD be done, but it seems a pretty fine-tooth approach, especially considering other calcs, like giving spears depth of rank bonuses, have apparently been removed from the game.
I'd imagine that the computer does something for archers like (base unit type probability) +(adjustments for: topographical height differential, target armor, forests, nighttime)= probability. This would work for 95% of all situations, and avoids complications from attempting excessive situational precision. I thought the game would obviously include such "zero" factors as no shooting through castle walls, and would adjust animations to be internally consistent, but otherwise that's that.
Given the original poster's comments, this doesn't seem to be the situation. Rather, there's another adjustment for "angle of fire", which sounds simple enough on the face, but this would require the game to do a lot of fundamental geometry based on elevations, intervening obstacles (battlements) and maintain a much more sophisticated 3D locational database than I'd have ever imagined. Wow.
I should note that: (1) I agree that archers should in general do more damage to troops approaching the walls (or in the courtyard directly beneath them) than they do; and (2) I'm not a modder, and clearly don't really know how the game calculates anything!
cheers!
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