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New experimental version

Thanks. This seems to be a good time to speak about strategic combat, as you have the procedure fresh in your mind, I hope you'll bear with me.

I tested some attacks against water elementals and sprites with earth elementals, as a fun extreme example. Victory without losses and minimal damage! Woop! In strategic combat of course. So I already suspected the answer but I wanted to double check with you first. Having some difference between strategic and tactical results is acceptable but the ranged mechanics difference exacerbates the problem.

Both forcing quicker or flying ranged troops to fight in melee and spreading their damage are big issues. The forcing melee is quite obvious, it makes it possible for swordsmen to win against sprites or horse archers. But also the spreading damage is a big problem. There's some logic for why damage would split in melee: the troops can't all reach the same target. But in ranged that's not true, and logic apart, that makes ranged attackers super ineffective: they should reduce the number of attackers, reducing the number of attacks received by the defenders, but if they spread damage this doesn't happen.

With the number of ranged attackers in nodes and lairs currently in the game, this is a big part of why there's such a huge difference between tactical and strategic. In strategic currently ranged troops are basically useless, compared with high defence units. The water elementals in tactical would kill half of the EEs before melee even started, and possibly run around for 25 turns afterwards, while the sprites wouldn't ever fight in melee.

I understand why you've made strategic spread damage, I'm not suggesting to roll that back; I'm however convinced that the ranged phase should be treated differently than the melee phase. Making strategic combat closer to tactical is good because it reduces the great disparity of troops needed for one or the other style. For example, it'd reduce the overpoweredness of berserkers which, at its core, is the fact that they're great in both types of combat. As a result, the enormous difference of strategic value of the human and AI cities, because obviously in defence ranged troops have a sense - when it's not strategic.

There may be ways that keep it simple. For example, ranged losses could reduce the opponent's attack even more to simulate the concentrated damage, and then not spread. Maybe, you could use the old procedure (if I got it right, the old one kept damage concentrated?) in the ranged phase before using the new procedure for the melee part?

For forcing ranged troops in melee, I wonder whether having flyers or high speed shouldn't add to the strategic combat value, preventing the fights could achieve the same results. Otherwise, if possible, I'd set the damage to zero once one side has higher speed, or flyers and the other doesn't. This gets of course complicated with web, but well...

Anyhow, big kudos for the work done, finding that allocated memory treasure trove was the proverbial needle in the haystack.
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Quote:they should reduce the number of attackers, reducing the number of attacks received by the defenders,

They do EXACTLY that.
Remember, the units themselves don't participate in the combat as units. Only the army total sums do, so reducing those sums is the same as killing units - whether that translates to a dead unit or not after the battle is over and the army damage has to be assigned to the real units, is irrelevant to the combat itself.

Flying, movement, etc can't add to strategic combat value for the same reason as resistance or missile immunity. This system uses generic stats and those are situational stats.
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Perhaps ranged should have a stronger effect then? To overcome the disparity that I brought some examples of. Making it affect combat more than its strategic strength normally would could be a partial solution to these issues, and if that's strong enough maybe even dampen the effect of the flyers and fast troops forced in melee.
For what multiplier to use, honestly I have no idea, we'd have to run some simulations with common node and lair ranged setups - giants, sprites, water elems...
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I believe this was already discussed, calculated and done but anyway...


$7F83B in wizards.exe contains $0A, this is the number of ranged turns to do before melee. Increasing this number makes ranged units deal more damage, reducing it makes them deal less.
Feel free to experiment and suggest a new number based on hundreds of tests (preferably documented so we'll know how you came to that conclusion)
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Yup. Ranged were originally at 4 turns before melee ever happens. This was too low. They're currently at 10, although I'm not convinced this is a great number, I haven't been able to come up with either proof or a theory as to why its not, and what is better. Last time I tried, turns out I screwed up the math.

One big thing to remember is that strategic is to the death. There is no option to flee like there is in tactical, nor is there an exhaustion limit. And since neither movement or flight matters in strategic (they really are too situational. We can't deal with anything with conditionals, no matter how obvious the condition seems), units like sprites that are designed around hit and run, or fly and let fortress lightning kill, simply become much less effective.
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Someone reported a werewolf losing their mithril weapon when regenerating. I tried reproducing that but couldn't, so I'll need a save file for it.
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any reason one of my heroes is undead? mystic surge maybe?
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vàqqqgqq
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Yes, Mystic Surge can do that if you get "Blood Lust" among the buffs.
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Ugh, found a bug that can potentially cause data corruption in the EXP9 new AI overland casting procedure. Happens only on high difficulty if there is an AI with 250+ skill and Stasis known.
Guess I never let Sorcery wizards live that long...

Good this it's still in experimental....and I really hope this is the only thing crashing this turn and not the new features.

no, it's still crashing frown
Guess the release has to wait for tomorrow.
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