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  1. #1
    Member Member Apostrophe's Avatar
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    Default Armour

    A couple of questions:

    - Pike militia can be upgraded from no armor to mail but with each upgrade
    they get +1 armor. So they end with 2 armor, instead of five which is the
    base value of mail armor. Is this a bug?

    - Does armor upgrade affect speed (example upgrading Arab calvary to heavy
    mail).

    - Are desert penalties (or any other armor penalty) based on type of armor
    or numerical value.

    - Javelin armed horseman have in their unit description that they are excellent
    against armored units but that they are less useful against lightly armored
    troops because they are more agile and can evade javelins. I haven`t seen
    any major difference in kill ratio when using them against lightly or heavily
    armored units but i don`t use javelins that much to really know the difference.

    - And based on this how does armor piercing work? Does AP just divide armor
    numerical value by 2 and works on all units, or attacked unit has to be heavily
    armored for AP units to receive any bonus in combat? I remember that in
    Medieval 1 dismounted chilvaric knights killed other knights or heavy infantry
    much faster than light infantry, which made sense because when you are hit
    with giant halberd you are dead no matter what armor you are wearing and it
    is easier to evade it when you are not in 30 kg of metal.

    - Is unit with 5 armor and 5 shield better in defending against arrows than
    unit with 10 armor and 0 shield? Does type of armor (plate, mail..) affect
    missile defense?

    Well this is all.
    I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones.

  2. #2
    Ranting madman of the .org Senior Member Fly Shoot Champion, Helicopter Champion, Pedestrian Killer Champion, Sharpshooter Champion, NFS Underground Champion Rhyfelwyr's Avatar
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    Default Re: Armour

    It appears that CA intended armour upgrades to work correctly. For example, an unarmoured unit with an armour value of 0 should get +4 armour when upgrading to leather armour. However, each level of armour upgrade only gives +1 armour, regardless of the upgrade type. Based on the research of several people here at the Guild, it seems that although the armour values from upgrades are not displayed correctly, they do in fact work correctly. So a unit with 0 armour upgrading to leather amour would in fact have an armour value of 4 in combat.

    Armour upgrades do not affect speed and do not give heat penalties as far as I know.

    The reasons javelin units are better against armoured units is that the armoured units are slower than lighter units and so will not be able to catch the javelinmen.

    The AP attribute means that when a unit attacks an enemy, only half of that enemies armour bonus applies.

    Types of armour have no specific effects other than the value they give. The current system is something along the lines of:

    Code:
    Unarmoured        0 armour
    Leather armour    4 armour
    Light Mail        5 armour
    Heavy Mail        7 armour
    Partial Plate     8 armour
    Full Plate        9 armour
    Advanced Plate   10 armour
    Armour gives a unit total protection from any angle for both melee and missile attacks. Shield gives a unit protection from the front and left side for both melee and missile attacks, although the shield value in melee only applies when a unit uses the shield blocking animation. Defense skill protects a unit from its front and right hand side, although it only applies during melee and I think only when a unit is using a blocking animation.

    Therefore, armour is generally the best of the values to have, although its weakness is AP enemies.

    This table shows a units total protection against missiles from each side:

    Code:
          UNIT             FRONT   REAR   LEFT   RIGHT
    5 armour, 5 shield       10      5     10      5    
    10 armour, 0 shield      10     10     10     10
    Last edited by Rhyfelwyr; 08-10-2007 at 12:25.
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  3. #3
    Member Member Ragnor_Lodbrok's Avatar
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    Default Re: Armour

    I think it's around 2 to 2.5 for each armour upgrade, regardless of the level.
    Last edited by Ragnor_Lodbrok; 08-10-2007 at 13:14.

  4. #4
    Master Guar Herder Member Guru's Avatar
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    Default Re: Armour

    Quote Originally Posted by Caledonian Rhyfelwyr
    The reasons javelin units are better against armoured units is that the armoured units are slower than lighter units and so will not be able to catch the javelinmen.
    Can light troops actually "evade" javelins? I remember in Rome the game told me that some light javelin-armed skirmishers are not good against other light troops as their javelins can be evaded.

    Quote Originally Posted by Caledonian Rhyfelwyr
    Types of armour have no specific effects other than the value they give.
    I think the starting armour sets/affects the speed of most infantry. The slowest infantry unit, as far as I know, is dismounted gothic knights and they are the only ones who start with advanced plate. Anyone confirm or evert?

    Quote Originally Posted by Caledonian Rhyfelwyr
    Armour gives a unit total protection from any angle for both melee and missile attacks. Shield gives a unit protection from the front and left side for both melee and missile attacks, although the shield value in melee only applies when a unit uses the shield blocking animation. Defense skill protects a unit from its front and right hand side, although it only applies during melee and I think only when a unit is using a blocking animation.
    Shield gives full protection from the front and half from BOTH right AND left. Gunpowder weapons ignore shields. I dont think the blocking animation affects the shield protection in melee. I think it's the other way; the protection values affect animations. For example they affect the possibility if the man blocks the attack or not. I'm not sure about this but it would seem logical... Defence skill protects from the front, left and right with its full value. In melee that is. Missiles and gunpowder ignore defence skill. It's a bit different to Rome for example. I'm sure some of our modders know better than me so feel free to correct if I got something wrong here.

    Good topic...
    Cheers, Guru
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  5. #5
    Ranting madman of the .org Senior Member Fly Shoot Champion, Helicopter Champion, Pedestrian Killer Champion, Sharpshooter Champion, NFS Underground Champion Rhyfelwyr's Avatar
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    Default Re: Armour

    I'm not fully up to date on how much things have changed since RTW, so I guess Guru you will be right.
    At the end of the day politics is just trash compared to the Gospel.

  6. #6

    Default Re: Armour

    Infantry running speed is affected by weapon, starting armour, and shield:
    Running Speeds:
    • Very Slow - 2.63 m/s
      - Dismounted Gothic Knights
    • Slow - 2.99 m/s
      - All infantry units with partial or full plate armour except Obudshaer
      - All 2H Sword units except DGK
    • Normal - 3.59 m/s
      - Most infantry units
      - Most mid to upper-tier missile infantry units
      - All spearwall polearm units
    • Fast - 4.27 m/s
      - All unarmoured missile infantry
      - All missile infantry with padded armour except Norse Archers
      - All crossbow infantry without shields
      - All gunpowder infantry except Hand Gunners
      - Naffatun
      - Sudanese Tribesmen and Highlanders
      - Most Aztec infantry
    Environmental modifiers including heat penalty are assigned individually to each unit, but heavily armoured units correlate heavily with high heat penalties.

  7. #7

    Default Re: Armour

    As a matter of fact, the unit speed depends on the animation set which the soldiers use.
    If you unpack the animation data and open a movement file in whatever is the the correct 3d editing program in this case you´ll see that any movement is an animation cycle during which the model moves a certain distance from its starting position.

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