*MAJOR UPDATE: It has been known that the second value of the stat_health attribute is not taken into account during battle for non-animal units, hence it was set to 0. However it has been discovered that this value *IS* taken into account during auto-resolve, despite making no difference on battle-map mode. This applies to ALL units (bar elephants, chariots, wardogs and pigs of course, that already make use of it) and essentially means that units can be given specific bonuses or penalties during auto-calc that will not affect their behaviour on battle-map at all; which means we may have at last found a way to partially balance (or unbalance ;) ) auto-resolve. Research and community feedback has shown that certain unit types are overpowered / underpowered, so here are some rough suggestions on how to make things more even for everybody:
- Animal units stay as they are.
- All other units are given 5 secondary hps.
- If a unit has 2 or more prim hps, it gets -1 sec hp for each extra prim hp.
- If a unit is ranged with low-medium missile attack, it gets 1 extra sec hp.
- If a unit is ranged with medium-high missile attack, it gets 2 extra sec hps.
- If a unit is mounted with low-medium charge, it gets 1 extra sec hp.
- If a unit is mounted with medium-strong charge, it gets 2 extra sec hps.
So a horse archer with 1 primary hp, strong charge and strong missile attack gets 9 sec hps, while a foot archer with 1 hp and low missile attack gets 6 hps and an infantry unit with 2 hps gets 4 sec hps and so on…
Thx to DimeBagHo for spurring me to look in that direction and to Lgk for making the first step.
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