Originally posted by EPW
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Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
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My opinion is the fortified and fort defence bonuses should be removed. But the terrain bonus should stay, except it should add to attack rather than defence.
Also, I think the changes you have made should be the default combat option, with the old rules being an option."
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Originally posted by EPW View PostI don't think the attacker should have any bonuses, but this is a good compromise.
BTW I decided to remove the building attack bonus for the attacking army. If you're coming out of the city to fight then you should lose those bonuses.
Also, I think the changes you have made should be the default combat option, with the old rules being an option.Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
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Originally posted by Maquiladora View PostBut shouldn't it engage in combat throughout the battle? And that's basically the effect it gives, with an attack bonus to all front line units. I see what you're saying though, to make it less abstract, and just make more sense."
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BTW I decided to remove the building attack bonus for the attacking army. If you're coming out of the city to fight then you should lose those bonuses."
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Originally posted by EPW View PostI know, its rather a big change. It would be cool if there was a ballista tower behind the units firing though.You also have to find a free image of a ballista tower, flak tower, and battlement too.
BTW I decided to remove the building attack bonus for the attacking army. If you're coming out of the city to fight then you should lose those bonuses.
Also, does the defending army keep all of its bonuses when counterattacking?
Also if the defending unit is inside a city, all attacking building's will be added to the defence+defence bonuses when it counter-attacks.
Hope that is all clear.Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
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I suppose another way to do it would be to take out the defensive counterattack all together. The defender would still get all his defense value + bonuses and the attacker would always use his attack value (and I would definitely take away the terrain bonus in this case). It would still give the edge to the defender in an otherwise equal battle.Battle animations for both sides would trigger at the same time so the defensive guys aren't frozen.Whoops, ctp1 on the brainLast edited by EPW; March 6, 2009, 02:08."
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Originally posted by EPW View PostI suppose another way to do it would be to take out the defensive counterattack all together. The defender would still get all his defense value + bonuses and the attacker would always use his attack value (and I would definitely take away the terrain bonus in this case).
Actually the first version I made had the front line attackers losing HP if they missed the defender, which is a similar thing. I just thought it best to keep the same format of the battle, I don't want to create an even bigger job for myself.Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
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Hmmm, I guess I don't completely understand how combat works. Do the attackers and defenders attack once per unit animation? I was thinking it was:
attackers attack, show animation
defenders attack, show animation
etc.
and I assumed the defenders could damage the attackers.
Actually the first version I made had the front line attackers losing HP if they missed the defender, which is a similar thing. I just thought it best to keep the same format of the battle, I don't want to create an even bigger job for myself."
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Originally posted by EPW View PostHmmm, I guess I don't completely understand how combat works. Do the attackers and defenders attack once per unit animation? I was thinking it was:
attackers attack, show animation
defenders attack, show animation
etc.
and I assumed the defenders could damage the attackers.
Defending army = def1
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Ranged of att1 attack front line of def1
Ranged of def1 attack front line of att1
Chance of hitting is ranged / (ranged + defence of front line unit)
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Front line of att1 attack front line of def1
Front line of def1 attack front line of att1 (using defence using new system)
For att1 chance of hitting def1 is attack / (attack + defence of def1).
For def1 chance of hitting att1 is defence of def1 / (defence of def1 + defence of att1).
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Hitpoint damage on a successful hit is firepower of attacking unit / armour of defender.
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... and on it goes from the beginning again, unless someone died or retreated or whatever.
To me, this is more intuitive than the current system.
The new system works essentially the same way anyway. You just have more control over elements of the battle, not just attackers chance of hitting, and the damage done.Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
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These three attackers were charging down/range attacking from a mountain and won, with 3hp of a catapult left. I think the additional firepower of the catapult and samurai did it though. They were doing -2 hp on a successful hit, and the hoplites only 1. The samurai was a veteran too, so seems about right to me.
Perhaps if the hoplites were flanking though...Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
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Thankyou, I remember reading that a long time ago in the strategy guide.
Hmm, I guess the only thing I disagree on is that the attackers use their defensive value
when the defenders counterattack them. If the defenders get to use their defensive stat while attacking I think the attackers should get to use their attack stat when defending.Of course, to help out the defenders, you could take away the attackers terrain bonus too.
"
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Originally posted by Maquiladora View PostThese three attackers were charging down/range attacking from a mountain and won, with 3hp of a catapult left. I think the additional firepower of the catapult and samurai did it though. They were doing -2 hp on a successful hit, and the hoplites only 1. The samurai was a veteran too, so seems about right to me.
Perhaps if the hoplites were flanking though..."
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Originally posted by EPW View PostA perfect example of why you should take away that +100% terrain bonus.(it would have been 60 had it been elite too)
Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
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