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  1. #1

    Default Re: The Complete EDU Guide - Discussion

    Quote Originally Posted by Makanyane
    I was wondering if anyone has managed to come up with any conclusive information about how unit sizes and stats affect auto-calc (other than just auto-calc sucks!) - is there anything you can do within EDU to help an AI faction with smaller unit sizes?
    With regular cavalry units you can use the second value on the stat_health line to improve auto-calc performance. It has no effect on performance in a normal battle, it might have some effect on AI recruiting preference (it looked that way to me but I didn't test it rigorously), but it definitely has an effect on auto-calc. I have used this to improve the performance of horse archer factions in XGM with great success.

  2. #2
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: The Complete EDU Guide - Discussion

    That's very interesting, Dime. Thank you. Something for Aradan to check out and update ;)
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  3. #3
    Notepad user Member Red Spot's Avatar
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    Default Re: The Complete EDU Guide - Discussion

    you may also have noticed that even though they dont use it, vanilla does set secondary armour stats for cavalry as well ...

    Code:
    stat_sec_armour  0, 1, flesh
    Though I dont know if it may influence anything, I just use it everywhere or nowhere at all ...


    G

  4. #4
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: The Complete EDU Guide - Discussion

    Yes, I have noticed that. This is definitely something for Aradan and his army of reliable, committed beta testers to look into
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  5. #5

    Default Re: The Complete EDU Guide - Discussion

    Here are the results of some of my recent tests. I give only the average percentages (fought some sixty-sth battles), because formatting the entire table would take a good while...
    Difficulty is set to Medium-Medium, and there are no generals involved. The first row is using stat_health increase only, the second using stat-sec_armour increase only and the third is normal (both values are 0).
    The first column is using 4 units of riders (2 groups of 2 couples of the same unit-type), the 2nd using just the first group, the third the other one, and the 4th and 5th using 1 unit of each troop-type.
    The "*" sign means that I think the result here was so out of the 'acceptable range" that it shouldn't be taken into account as it is.






    Increasing stat_sec_armour's second value from 0 to 2 didn't seem to have any significant result, that cannot be explained by the randomness of the results.
    Increasing the second value stat_health from 0 to 2 might have some effect, but given the range of results I am not yet 100% certain. It might well be a fluke of luck, as auto-resolve seems to be very random; using the exact same armies I got results ranging from Clear Defeat to Clear Victory. Still, there is a decrease to enemy kills in most occasions that is significant and needs further research.

    Other than that, the results *suggest* (though the number of tests is still quite small) that the auto-calc is using some sort of logarithmic function, that lacks balance when armies are very small of very big.

    Dime, what values do u use for your horse-archers stat_health? 1,2 or way bigger?


    EDIT: I tested some more using stat_health 1,10 for one unit type and 1,20 for the other. Indeed now the units did much better. Whether using all four units together, or just a couple of them or even a single unit, they always inflicted sth like 53% casualties to the enemy. It seems the auto-resolve has a cap somewhere there for this particular combination of armies. The big deal is that now my cavalry was taking far less casualties than before.

    one unit 20 sec-hps: now 6% - 45% before
    one unit 10 sec-hps: now 8% - 39% before
    two units 20 sec-hps: now 9% - 35% before
    two units 10 sec-hps: now 10% - 21% before
    four units 15 sec-hps: now 5% - 15% before

    So it seems that indeed stat_sec is used in auto-calc and it can make quite a difference in the amount of sustained casualties. And it actually makes no difference in real-time battle!! Now we just got to make sure that it doesn't affect AI-recruitment... :) If it doesn't then this can be a great tool for campaign balance! Thx DimeBagHo for spotting that!

    EDIT 2: stat_sec_armour's second value seems to do nothing at all for horsemen and infantry. No idea why vanilla sets it as 1 for cavalry.
    Last edited by Aradan; 01-29-2008 at 12:24.

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  6. #6

    Default Re: The Complete EDU Guide - Discussion

    Previous post updated, it seems we're on a good road here.

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  7. #7
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: The Complete EDU Guide - Discussion

    Well done to DimeBagHo for pointing this out, Lgk for spotting it originally and for Aradan for the research/confirmation. At last, a way to have some control over that darn autoresolve!
    Last edited by Dol Guldur; 01-13-2008 at 15:03.
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  8. #8

    Default Re: The Complete EDU Guide - Discussion

    It would be interesting to see if infantry can be affected by this... I doubt it, but who knows. If anyone has any info on that, it could save lots of time.

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