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Thread: Game mechanics questions

  1. #31

    Default Re: Game mechanics questions

    Yes, the rebellion rate can be rised as you wish. I kept around a ridiculously rebellious 6-7 on average campaign once. The idea was that the computer would expand more slowly and surely (instead of spreading and collapsing) and it had been done successfully by other people with rebellion rates of three-four. My stat proved too much for the AI to handle, and the smaller factions were massacred very early by their own peasants :p
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  2. #32
    Camel Lord Senior Member Capture The Flag Champion Martok's Avatar
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    Default Re: Game mechanics questions

    Quote Originally Posted by The Unknown Guy
    Yes, the rebellion rate can be rised as you wish. I kept around a ridiculously rebellious 6-7 on average campaign once. The idea was that the computer would expand more slowly and surely (instead of spreading and collapsing) and it had been done successfully by other people with rebellion rates of three-four. My stat proved too much for the AI to handle, and the smaller factions were massacred very early by their own peasants :p
    Caravel set the rebellion rate to 2-3 (I forget which) in the Pocket Mod, and it seems to work pretty well. Haven't had much of a chance to play it a whole lot, though, so don't quote me on that yet.
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  3. #33
    Needs more flowers Moderator drone's Avatar
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    Default Re: Game mechanics questions

    Quote Originally Posted by drone
    18. What determines if a ship can enter a particular sea region?
    Never mind on this one, I think I figured it out while searching the library. The ship's range value is the number of "steps" to touch land. A coastal sea region touches land, and is open to any ship with a range of 1. A sea region that doesn't touch land, but does touch a coastal sea region, requires a range of 2 to enter. And so on. I assume range also determining sinkability by storms, but wouldn't be surprised if it doesn't.

    19. Morale on the field of battle. There are morale penalties assessed to units when nearby friendly units rout. Any idea what "nearby" means, distance-wise? The penalties assessed for unit casualties, are those applied based on the full-strength size of the unit, or what they go into battle with?
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  4. #34
    Second-hand chariot salesman Senior Member macsen rufus's Avatar
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    Default Re: Game mechanics questions

    19. Morale on the field of battle. There are morale penalties assessed to units when nearby friendly units rout. Any idea what "nearby" means, distance-wise? The penalties assessed for unit casualties, are those applied based on the full-strength size of the unit, or what they go into battle with?
    Hmmm, "nearby" I'm not sure on, I've never really got to grips with distance conversions, but I expect it would be similar in range to the general-proximity morale bonus, but that's just a guess....

    I believe the unit-casualty morale loss is based on full-size units, but I could be wrong. There are complicating factors eg smaller (diminished) units -- statistically speaking -- are more likely to have higher valour which slightly offsets morale effects, and I expect it also skews the "outnumbered by enemy" morale hit as well, as a smaller unit is more outnumbered.
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  5. #35
    Needs more flowers Moderator drone's Avatar
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    Default Re: Game mechanics questions

    It might be based on the number at the battle start. I was perusing the Historical Battles files last night after I asked this. There are units with all kinds of weird starting numbers there, that don't really match the unit size conventions from the campaign, things like 60 Longbowmen and 120 Chivalric Sergeants in the same fight. I would imagine then that the morale penalty gets based on the starting number of men, since the engine can't assume a unit size.
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  6. #36
    Needs more flowers Moderator drone's Avatar
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    Default Re: Game mechanics questions

    20. UNIT_PROD.TXT unit costs and support costs. The unit cost is for an unscaled unit with men = Number of Men column. Pretty straightforward. How does the support cost value become an actual cost per turn? It's not making much sense when I try to figure out the formula. Not seeing how a unit of 60 Clansmen (original cost 100 florins), with a support cost of 2, equals 22 florins per turn.

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  7. #37
    Clan Takiyama Senior Member CBR's Avatar
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    Default Re: Game mechanics questions

    That would be support cost * #men in unit / 8 rounded down.


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  8. #38
    Needs more flowers Moderator drone's Avatar
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    Default Re: Game mechanics questions



    21. Has there been any in-depth analysis done on what causes unit fatigue levels to change? Not necessarily high armour levels in deserts, but overall effects of fighting, running, resting, shooting, etc. on the units fatigue level?

    22. Somewhere around here, either a dev or member posted a list of dates for the MTW events. Does anyone recall where that might be? They aren't in the numerology thread, and I can't find it in the modding forums.

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  9. #39

    Default Re: Game mechanics questions

    Quote Originally Posted by drone View Post




    22. Somewhere around here, either a dev or member posted a list of dates for the MTW events. Does anyone recall where that might be? They aren't in the numerology thread, and I can't find it in the modding forums.

    This list? Section 2.11

  10. #40
    Needs more flowers Moderator drone's Avatar
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    Default Re: Game mechanics questions

    Quote Originally Posted by Timsup2nothin View Post
    This list? Section 2.11
    No, there was an expanded list that had all of the other minor events (Peasant Crusade, Domesday Book, True Cross stuff, etc.) with their dates. The events and their descriptions are in events.txt, but not the years they occur on. I saw it not too long ago, but my memory sucks these days and I can't remember where I found it.
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  11. #41
    Needs more flowers Moderator drone's Avatar
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    Default Re: Game mechanics questions



    23. Is there an easy way to determine the hit points of walls/towers/gates of fortifications, and the number and type of missile defenses they have?

    24. More of an observation than a question. It looks like both the Master Foundry and the Marshal's Palace are both available after building the Demiculverin Towers addon to the Citadel, instead of requiring the Fortress. Probably just a typo in the build_prod file.
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  12. #42
    Senior Member Senior Member naut's Avatar
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    Default Re: Game mechanics questions

    Quote Originally Posted by drone
    24. More of an observation than a question. It looks like both the Master Foundry and the Marshal's Palace are both available after building the Demiculverin Towers addon to the Citadel, instead of requiring the Fortress. Probably just a typo in the build_prod file.
    Yeh, I'd say so.
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