I was looking for a way to represent ambushes, like Varus in Germany,
Lake Traismine, where one side was caught unprepared for combat either
through poor deplyment, surprise attack whilst crossing a river etc, their
are many examles of this type of event in history.
This is what i come up with so far.
So, there are two special terrain types not used in a regular game see
terrain.txt, reuse bottom one for a new terrain type,call it low hills
with same stats as normal hills,possibly lower movement rate,change its
combat modifier to a negative.Easy i thought,and tested out some sample
combat,matched some units up from a number of different terrain types.
The battle screen its reporting +-100%, but the actual combats are not
coming out as you would excpect them to.Any thoughts??
As a bonus if you use special 2 for your terrain you get to fight
a coastal battle screen.
Its not to do with the reuse of the terrain tiles as i have been using
them for some time with no problems in regular combat were all bonuses
were positive.
Here is the data, all units were 30Attack 20 defence sat adjacent prior
to combat.7 units vs 7 units.Mountain have only 3 combats as their very
one sided and dont need to big a sample.
Attcking fromGrass to defending on AmbushTerrain +-100%
Attacker has 1,2,3,5,1,2 units left after 6 combats
Attcking fromAmbushTerrain to defending on AmbushTerrain +-100%
Attacker has 5,1,2 defender has 3,4,2
Attcking fromAmbushTerrain to defending on Grass 0%
Attacker has 4,4,1 defender has 1,3,2
Attcking fromMountain to defending on Grass 0%
Attacker has 7,6,7 (very healthy)
Attcking fromGrass to defending MonMountain +100%
defender has 7,7,7 (very healthy)
Attcking fromMountain to defending fromMountain +100%
Attacker has 2,3 units left defender has 2,2,2,1, units left
This highlights the importance of the terrain you attack from.You may
think this irrelevant or boring but without proper documentation i see
no other way to fully understand the combat mechanics of this game. So
why does the top example which has the same 100% modifier not produce
a similiar set of results as the bottom example?
Lake Traismine, where one side was caught unprepared for combat either
through poor deplyment, surprise attack whilst crossing a river etc, their
are many examles of this type of event in history.
This is what i come up with so far.
So, there are two special terrain types not used in a regular game see
terrain.txt, reuse bottom one for a new terrain type,call it low hills
with same stats as normal hills,possibly lower movement rate,change its
combat modifier to a negative.Easy i thought,and tested out some sample
combat,matched some units up from a number of different terrain types.
The battle screen its reporting +-100%, but the actual combats are not
coming out as you would excpect them to.Any thoughts??
As a bonus if you use special 2 for your terrain you get to fight
a coastal battle screen.
Its not to do with the reuse of the terrain tiles as i have been using
them for some time with no problems in regular combat were all bonuses
were positive.
Here is the data, all units were 30Attack 20 defence sat adjacent prior
to combat.7 units vs 7 units.Mountain have only 3 combats as their very
one sided and dont need to big a sample.
Attcking fromGrass to defending on AmbushTerrain +-100%
Attacker has 1,2,3,5,1,2 units left after 6 combats
Attcking fromAmbushTerrain to defending on AmbushTerrain +-100%
Attacker has 5,1,2 defender has 3,4,2
Attcking fromAmbushTerrain to defending on Grass 0%
Attacker has 4,4,1 defender has 1,3,2
Attcking fromMountain to defending on Grass 0%
Attacker has 7,6,7 (very healthy)
Attcking fromGrass to defending MonMountain +100%
defender has 7,7,7 (very healthy)
Attcking fromMountain to defending fromMountain +100%
Attacker has 2,3 units left defender has 2,2,2,1, units left
This highlights the importance of the terrain you attack from.You may
think this irrelevant or boring but without proper documentation i see
no other way to fully understand the combat mechanics of this game. So
why does the top example which has the same 100% modifier not produce
a similiar set of results as the bottom example?
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