EDIT: Ninja'd
The defense vs. resistance thing was a problem back in MoM and really needs some kind of tutorial or extended explanation to cover. All ranged magical attacks roll against shields, including attacks from spells, which do not benefit from any To Hit bonuses, unlike normal ranged magical attacks on units. Any spell which says "Strength X attack" is this type. The other class of offensive spells with special effects use "Spell Save" against Resistance Rolls. But depending on the specific effect involved, they use different formulas.
Resist Elements gives +4 against all ranged magical attacks and spells of the ranged magical attack variety, including Ice Bolt. It gives +4 resistance to Nature magic effects such as Stoning Gaze/Touch, Petrify, etc.
City Production and other city resource output are calculated based on a base output including all base value modifiers which is then modified by the sum of all percentage modifiers. This means that your base production in your example is
10 Workers
2 Farmers
6 Sawmill
2 Stables
2 Smithy
for a total of 22 base value, which is then modified by the percentage modifiers. Those modifiers are additive, which means that regardless of what other percentage modifiers you have, the 10% from Foresters' Guild adds 2.2 extra hammers rounded down to 2.
(May 18th, 2020, 14:06)WhiteMage Wrote: “It's 4 resistance vs Nature and 4 Defense against everything. Is the word "defense" missing from somewhere?”
In the current CoM version I can’t find case where word “defense” is missing. But a confusion I still have after 26 years of playing MoM is how certain spells work/fail on opponent targets. For example Nature spell Ice Bolt in current CoM is stated to be 35 strength magical cold attack. Resist Elements gives +4 defense against spells. I interpret this to work against Ice Bolt, since it is a spell. Resist Elements also stated +4 resistance against nature magic. I interpret this to work against Ice Bolt, since it is nature magic. 4+4=8. Alternatively, Ice Bolt hits Defense (Shields) or Resistance (crosses), but not both. But which one does it hit and why? Most importantly, how would other players know? I imagine I am not the only one who is confused. (Note that I am also a game designer and game developer, so I am looking at this from Usability and Human Factors point of view.)
“This is unfixable, same for mountaineer.”
Sorry to hear. Pathfinding works fine though. Berserkers had no problem climbing hill in battle. Nagas have no problem swimming on river in battle.
“Production = the hammer icons.”
Confusing. For example my city displays:
10 hammer icons for Workers
2 for Farmers
5 for terrain
6 for Sawmill
2 for Forester’s Guild
5 for Miner’s Guild
2 for Stables
5 for Omniscent
2 for Smithy
Forester’ Guild text says increasing production by 10%. I could guess that it is only applied to hammers from Workers, Farmers, and terrain, which is 17. 10% is 1.7 which is rounded up (and not down as you say below) to 2. Is this it?
“No, the game uses only integer variables so rounding down is done on every calculation step.”
OK. This may explain the Fortress overproducing mana. But in that instance, it is rounding 0.5 mana up to 1 for each magic realm. Not down. 0.5+0.5+0.5=3
The defense vs. resistance thing was a problem back in MoM and really needs some kind of tutorial or extended explanation to cover. All ranged magical attacks roll against shields, including attacks from spells, which do not benefit from any To Hit bonuses, unlike normal ranged magical attacks on units. Any spell which says "Strength X attack" is this type. The other class of offensive spells with special effects use "Spell Save" against Resistance Rolls. But depending on the specific effect involved, they use different formulas.
Resist Elements gives +4 against all ranged magical attacks and spells of the ranged magical attack variety, including Ice Bolt. It gives +4 resistance to Nature magic effects such as Stoning Gaze/Touch, Petrify, etc.
City Production and other city resource output are calculated based on a base output including all base value modifiers which is then modified by the sum of all percentage modifiers. This means that your base production in your example is
10 Workers
2 Farmers
6 Sawmill
2 Stables
2 Smithy
for a total of 22 base value, which is then modified by the percentage modifiers. Those modifiers are additive, which means that regardless of what other percentage modifiers you have, the 10% from Foresters' Guild adds 2.2 extra hammers rounded down to 2.