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  1. #22
    Village special needs person Member Kobal2fr's Avatar
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    Default Re: Effects of Attack Value

    Mwaaahahaha. I love prodding ignorance's fat buttocks. I did another round of tests with billmen vs. noble swords (just in case you wondered why those two : because England vs Scotland is the default custom battle).

    This time, I gave the billmen exactly the same attack values as swords, and also exactly the same defense (including shield value, on a lark, wanted to know wether the unit model mattered with it. It doesn't). Fired a couple battles, the billmen got owned. Severely.

    I was about to mumble the usual "aaah well, back to the drawing board, swords really *are* overpowered by nature", when I realized I had missed something : their collision mass wasn't equal. Oooh, and I had missed delay and "skeletal compensation factor", whatever this is. And heat values. So, not wanting to completely bork my EDU, I copy/pasted the swordsmen entry, renamed it billmen, gave them billmen models and anims, and commented the original billmen out of the file. And this time around, lo and behold, both units were *exactly* the same in the field. Did 8 tests. Each battle took a *long* time to complete (hey, high morale, high armor, no ap, weakish attack...), there were a lot of parries, dodges and whatnot, but in the end both units were down to single digits when one or the other eventually ran.


    So... in short : neener neener ! I was right ! Animations are not really factored in combat ! It's all pure, mathematical and statistical goodness using factors the effect or meaning of which I have ABSOLUTELY no idea and didn't even know existed .. The numbers control the animations, not the other way round !
    So, who's buying me the first beer ?
    Last edited by Kobal2fr; 06-29-2007 at 05:07.
    Anything wrong ? Blame it on me. I'm the French.

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