Those who consider the BC 2.02 implementation of elephants to be unbalanced generally point out that the elephants are far too effective against units without javelins and too ineffective against javelins (which utterly decimate the elephants). This bothered me too so I tried some export_descr_unit.txt changes.
Reducing the stat_health of the elephant units made them somewhat easier for surrounding infantry and cavalry to kill but the elephants became only more vulnerable to javelins. Removing the spear_bonus_4 attribute that some javelin units had helps somewhat but not enough.
The problem lies in the stat_sec_armour value, which corresponds to the elephant itself (the rider's values are irrelevant). This field has three values: the first corresponds to the 'armour factor', the second to the 'defensive skill factor', and the third to the armor sound. Elephants prove especially vulnerable to javelins because the defensive skill factor is "not used when shot at," which automatically gives javelins (and other projectiles) a bonus over melee infantry. Arrows still do not usually devastate elephants because they tend not to have the high damage value that javelins have; good archers' arrows have damage of 5 or 6, whereas javelins tend to value at 11. If the difference between the attack value of the attacker and the defense value of the defender determines the chance of a kill (according to some formula), then the removal of the defense value from the elephant when defending against these powerful javelins greatly increases the kill chance. On top of this, some javelin units have spear_bonus_4 (a bonus against cavalry such as elephants), and some javelin units are armor piercing ('ap'), which makes only half of the defender's armor value count. These factors, considered together, explain the extreme sensitivity of elephants to javelins.
I'm not exactly sure how to balance this situation. Increasing the armor factor at the expense of the defensive skill factor reduces javelin sensitivity noticeably but increases the 'armor piercing' bonus drastically. This makes for strange behavior; armor piercing melee and javelinmen suddenly seem unusually effective relative to spearmen and basic infantry. The effectiveness of melee infantry against elephants is overall reduced by the change because the 'armor factor' provides all-around protection while the 'defensive skill factor' does not protect the flanks. It would be nice to have a basic armor value that is not affected by armor piercing or restrictions associated with the defensive skill factor, but no such thing exists.
Changing javelin units might solve the problem. Removal of the armor piercing characteristic or even reduction of typical javelin damage would make the interaction with elephants less unbalanced, but this would affect the balance of javelinmen against other units in the game. Javelins should remain effective against infantry; moreover, the 'elite' javelin units that certain factions rely upon should remain powerful.
Goals:
*Elephants should be made less sturdy; in particular, they should be vulnerable when surrounded.
*Javelins should be made much less effective against elephants.
Possible measures:
*Overall elephant sturdiness can be reduced by reducing stat_health, armor factor, and/or defensive factor.
*Javelin effectiveness against elephants can be reduced by increasing elephant armor factor, removing special javelin attributes, and/or reducing javelin damage.
Do any of you have thoughts on these ideas or other possible balancing changes?