Topic 1: Morale -
I implemented the morale stuff and it definitely changes the results. An outnumbered phalanx now resists more than before.
I think I am too much of a berserker to have thought of the impact of morale before...
Anyway, I have one question on the model: The morale formula is quite absolute, i.e. it is always the same whatever your orders may be. In demo4, Mark provided a figure you could twitch so that your TF would be more or less inclined to attack the opponent. I think this same factor could be used in the morale computation, like a bonus given the orders:
Orders like "you can yield terrain" could give -10 morale (break off earlier), while "fight to death" would give a bonus. Additionnally, I didn't see in the formula something to do with being outnumbered. The (perceived?) ratio of firepower could be used, but which way? A multiplier to morale seems a little extreme, how much of a bonus/malus would a +50% firepower yield? A +100%?
Topic 2: Training and experience -
I changed my experience code to be consistent with the model. I suppose the scale of experience is 0-5, and progress is sqrt(number of fights done), maxed to 5.
About training, I can add it easily, but how do we integrate training with the econ model? It clearly wants services, but what UI/orders would be given? In particular, you will want to send untrained troops to fight when in a crisis, but train them later, so training can occur at a time different from building unit. How does the econ handle that? As for figures, given the model, I suppose 0-5 would do (training and experience are very similar in the model).
I implemented the morale stuff and it definitely changes the results. An outnumbered phalanx now resists more than before.
I think I am too much of a berserker to have thought of the impact of morale before...
Anyway, I have one question on the model: The morale formula is quite absolute, i.e. it is always the same whatever your orders may be. In demo4, Mark provided a figure you could twitch so that your TF would be more or less inclined to attack the opponent. I think this same factor could be used in the morale computation, like a bonus given the orders:
Orders like "you can yield terrain" could give -10 morale (break off earlier), while "fight to death" would give a bonus. Additionnally, I didn't see in the formula something to do with being outnumbered. The (perceived?) ratio of firepower could be used, but which way? A multiplier to morale seems a little extreme, how much of a bonus/malus would a +50% firepower yield? A +100%?
Topic 2: Training and experience -
I changed my experience code to be consistent with the model. I suppose the scale of experience is 0-5, and progress is sqrt(number of fights done), maxed to 5.
About training, I can add it easily, but how do we integrate training with the econ model? It clearly wants services, but what UI/orders would be given? In particular, you will want to send untrained troops to fight when in a crisis, but train them later, so training can occur at a time different from building unit. How does the econ handle that? As for figures, given the model, I suppose 0-5 would do (training and experience are very similar in the model).
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