What does it do, you reckon? Allows a unit to withdraw?! It's been a while since I last looked at M2 code, and I can't recall what the attribute does there...
What does it do, you reckon? Allows a unit to withdraw?! It's been a while since I last looked at M2 code, and I can't recall what the attribute does there...
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so far havent seen any sort of impact in custom battles with the attribute present ..
wild speculation ... I'd say it sort of dictates wich units can withdraw after a battle when the army had no more movement points, like in M2, so an army is no longer totally lost after a battle (sort of balancing the game a bit for the loser, at least having some sort of beaten up army that could be retrained after losing a battle)
will try and do some tests later tonight ..
G
The Guide has received a major update with info on how to imrpove the balance of auto-resolve.
Norman Invasion - The fate of England lies in your hands...
Viking Invasion II - Unite Britain in the best TW campaign ever!
Gods and Fighting Men: Total War - Enter the Mists of Myth in Ancient Ireland
hi Aradan, can I ask a question about your formula,
You give these:
Useful Formulae:
Chance_to_kill (melee):
Code:
DLF * const1 * lethality * 1.1 ^ ( ATK - DEF + MDF )
Chance_to_kill (missile): [not 100% thoroughly tested, but a very good approximation]
Code:
const2 * (ATK - DEF - RNG/10 + MDF + DLF*10)
Well... these 2 formulae operate in radically different ways, what with the melee formula having a "power" and missile formula being pretty much straight adding and mulitiplying.
It also seems to me that the results given by these formulae are of a very different order - i know there is an unspecificed "constant" in the equation that might help here, but still the melee results are rather neatly bound within a reasonable range, wheras the missile results can easily be negative, or massively positive.
So my question is, is the missile formula right? Am I doing something worng?
It's just that I am trying to get some idea of relative power of different units that we have created for our LoM:TW mod, but with these results it seems to be impossible to compare melee with missile
thanks
Well, you pointed out the one thing I've been thinking the last few days... The missile formula is actually meant to emphasize on the way missile damage increases (as in ppoint out that range affects it, that attack and defense are subtracted etc) rather than accurately calculate how much that damage is. Therefore the title I've used there is misleading and I should change it (or try to come up with a better, which however requires some serious testing and some serious time which I currently don't have)
If you happen to do any tests and come up with interesting results, please share. Missile tests are a nightmare, because results can differ so greatly from one volley to another that you need hours upon hours to get something tangible.
Norman Invasion - The fate of England lies in your hands...
Viking Invasion II - Unite Britain in the best TW campaign ever!
Gods and Fighting Men: Total War - Enter the Mists of Myth in Ancient Ireland
thanks for the reply Aradan
well, not sure i've got the patience for hours of missile tests - that's why i was hoping the formula would help ;)
but if i do get around to it then i promise to let you know the results
This is a very interesting post.
However can someone please elaborate a little on the AUTO-RESOLVE section, as I'm having some really strange results with certain ai factions battles,one being virtually invincible. If anyone has already adjusted their EDU file for the suggested auto-calc values could they put it up for download?
Sorry, but if you don't ask you don't get, right? Cheers
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