Page 1 of 2 12 LastLast
Results 1 to 20 of 24

Thread: Battle Revival Rate

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Caelifer_1991's Avatar Vicarius
    Join Date
    Feb 2008
    Location
    Bristol, United Kingdom, European Union
    Posts
    2,924

    Default

    I'd like to know how you change the amount of soldiers recovered after the battle, as it is, like half the army's casualties are recovered, i think it's too much >.> and wanna change it, anyone know? ^^

    Anyone? At all? and i dont mean changing the difficulty, everything else that comes with VH i like, i just want this one thing changed
    Last edited by Empress Meg; May 06, 2008 at 01:04 PM.

  2. #2
    kelvintyk's Avatar Primicerius
    Join Date
    Mar 2007
    Location
    Singapore
    Posts
    3,140

    Default Re: Battle Revival Rate

    I think its pretty much hardcoded no?
    Baird: "Hey! Stop shooting it, you're pissing it off!"

    Cole: "You're telling me what not to shoot in here? Look at this ****!"
    _____________
    Carmine: "Landown? I heard there's a ****load of grubs down there..."

    Marcus: "More like 10 ****loads"
    _____________
    Dom: "Marcus, ya ever seen them feed on imulsion?"

    Marcus: "Hmph, they can eat **** and die for all I care..."

  3. #3
    Indefinitely Banned
    Join Date
    May 2006
    Location
    My Web.
    Posts
    17,514

    Default Re: Battle Revival Rate

    I think maybe you are referring to the "prisoners" captured after a battle and not the casualties. Compared with Rome, relatively few casualties actually "recover" from their injuries.

    After a battle, you have the option of ransoming, releasing or executing your prisoners. If you want to ensure half your enemy don't live to fight another day - execute them - as long as you don't mind the hit on your "chivalry" rating and increase in your "dread".

  4. #4

    Default Re: Battle Revival Rate

    Byg had changed this value for AI in his BGR mod. You could ask him by PM.

  5. #5
    Caesar Clivus's Avatar SS Forum Moderator
    Join Date
    May 2007
    Location
    Australia
    Posts
    12,693

    Default Re: Battle Revival Rate

    Quote Originally Posted by Caelifer_1991 View Post
    I'd like to know how you change the amount of soldiers recovered after the battle, as it is, like half the army's casualties are recovered, i think it's too much >.> and wanna change it, anyone know? ^^
    In the battles I've played today, in a unit of 150 men that suffered around 60 casualties, a maximum of 9 recovered so I'm not sure what's going on in your game...:hmmm:

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  6. #6
    Willowmound's Avatar Semisalis
    Join Date
    Dec 2007
    Location
    London
    Posts
    452

    Default Re: Battle Revival Rate

    I lost 30 of 60 svenner yesterday. After the battle, I had a full compliment again (60). Maybe they all just fell off their horses, I don't know...

  7. #7

    Default Re: Battle Revival Rate

    Quote Originally Posted by Willowmound View Post
    I lost 30 of 60 svenner yesterday. After the battle, I had a full compliment again (60). Maybe they all just fell off their horses, I don't know...


    Svenner have the benefit of being cowards. When the unit takes lots of casualties, it prefers to route than to fight. I too have lost 30+ svenner only to find them all sitting in a circle after the fight, 'captured' they tell me. Funny how 30 men got themselves captured while we won the fight.

  8. #8
    Caelifer_1991's Avatar Vicarius
    Join Date
    Feb 2008
    Location
    Bristol, United Kingdom, European Union
    Posts
    2,924

    Default Re: Battle Revival Rate

    Well for a start im not refering to prisoners, i played against an army of like 570, lost but got them down to about 320, and @ the end they were back up to 460... somehow 140 of the 250 casualties they took came back up again, and not more than about 20 of 'em were prisoners. If anyone finds the files for it tell me, and im almost certain (although not sure) that it's not hardcoded since broken crescent had far fewer returning to combat after battles than this.
    Last edited by Caelifer_1991; May 06, 2008 at 10:58 AM.

  9. #9

    Default Re: Battle Revival Rate

    Caelifer_1991
    Oh dear this is one of those conversations, on the one hand people ask, how can you make it so that the Ai recovers troops and retrains then like we can, and then on the other, oh no the Ai is recovering troops. You can never please people it seems.

    To err is human, but to really foul things up you need a computer.
    Paul Ehrlich

  10. #10
    CtrlAltDe1337's Avatar Praepositus
    Join Date
    Dec 2006
    Location
    Tennessee
    Posts
    5,424

    Default Re: Battle Revival Rate

    Units who are shot by arrows recover more than those who die in melee btw.


  11. #11
    Willowmound's Avatar Semisalis
    Join Date
    Dec 2007
    Location
    London
    Posts
    452

    Default Re: Battle Revival Rate

    Funny

  12. #12
    Caelifer_1991's Avatar Vicarius
    Join Date
    Feb 2008
    Location
    Bristol, United Kingdom, European Union
    Posts
    2,924

    Default Re: Battle Revival Rate

    Quark no you cant please people, not all at once anyway, and although some ppl may enjoy half the enemy armies casualties miraculously returning from the dead, i personally would like to change it, so rather than some pointless critism towards my preferances, a useful answer would be appreciated.

    Oh and @ crucifix, like 90% of the casualties were from melee.

  13. #13

    Default Re: Battle Revival Rate

    Caelifer_1991
    It was not a criticism as to your preference, just a generally frustrated response to the fact that KK seems to get posts asking him to do one thing, and then another asking him to do the exact opposite, so he is never going to win. As to your issue, its in the traits file, just look for Ai_boost and reduce the Battle Surgery value slightly. Its there to make the game harder and reduce the player having to face armies of 8-15 units, or whatever value due to increasing unit size.

    To err is human, but to really foul things up you need a computer.
    Paul Ehrlich

  14. #14
    Erlinggra's Avatar Campidoctor
    Join Date
    Feb 2008
    Location
    Oslo
    Posts
    1,791

    Default Re: Battle Revival Rate

    Remember any prisoner the loosing side had captured counts as a casualty healed for the victor. This is why it can sometimes seem as thought the healing is a bit high.

  15. #15
    Player8's Avatar Libertus
    Join Date
    Apr 2007
    Location
    Littleton, CO
    Posts
    66

    Default Re: Battle Revival Rate

    Actually the fatality rate among medieval battles was surprisingly low. The chivalric code and quest for prisoners that could be traded for ransoms took precedence. Having a high 'recovery' rate and large numbers of people to be ransomed are both accurate.


    http://eprints.soton.ac.uk/42107/
    This is an abstract of an article, which appeared in the Journal of Medieval History. It agrees with the above statements.

  16. #16
    Caelifer_1991's Avatar Vicarius
    Join Date
    Feb 2008
    Location
    Bristol, United Kingdom, European Union
    Posts
    2,924

    Default Re: Battle Revival Rate

    Ah thx for the answer, hehe couldnt find the thread again and thought it was deleted or something, but yeah, ty for the link to the thread again and the answer ^^ appreciations

  17. #17
    shenryyr's Avatar Semisalis
    Join Date
    Jan 2008
    Location
    San Francisco, USA
    Posts
    473

    Default Re: Battle Revival Rate

    Quote Originally Posted by Caelifer_1991 View Post
    Ah thx for the answer, hehe couldnt find the thread again and thought it was deleted or something, but yeah, ty for the link to the thread again and the answer ^^ appreciations
    there is a SEARCH feature you can utilize to find anything on the message board.

    also, if you go to Quick Links (it's right next to Search), then My Profile, you can navigate to every single post or thread you've ever written.
    my other horse is a space ship

  18. #18

    Default Re: Battle Revival Rate

    I think a good way to have it is that recovery rates are based on the unit's armor. For example, someone in full plate is much more likely to recover from being slashed by a sword than a peasant wearing only cloth.

  19. #19
    Caesar Clivus's Avatar SS Forum Moderator
    Join Date
    May 2007
    Location
    Australia
    Posts
    12,693

    Default Re: Battle Revival Rate

    Quote Originally Posted by Westermeyer View Post
    I think a good way to have it is that recovery rates are based on the unit's armor. For example, someone in full plate is much more likely to recover from being slashed by a sword than a peasant wearing only cloth.
    Unfortunately the good way and the possible way are often two completely different things in this game

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  20. #20
    Gorrrrrn's Avatar Citizen
    Join Date
    Jan 2007
    Location
    here
    Posts
    5,546

    Default Re: Battle Revival Rate

    casualties varied depending on what type of units were fighting and what armour they had. But it would appear that many casualties occurred during the rout that followed one army deciding it had had enough and ran.

    For example:

    the battle of shrewsbury started off with an exchange between two sets of longbowmen (thousands of them.) Casualties were heavy, then the men-at-arms engaged. During the melee many more were killed and injured but the rout saw many more casualties (estimated at 3000):

    King Henry raised his mace. The battle opened with a massive archery barrage, arrows killing or wounding many of the men before they could meet hand to hand in the field. Of the two forces, the Percys's Cheshire bowmen proved generally superior. Thomas Walsingham recorded how the King's men "fell like leaves in Autumn, every one [arrow] struck a mortal man". Prince Henry was reputedly struck by an arrow early in the battle, sustaining a facial wound and a scar he bore for life. However when the two armies finally met, the greater numbers of the Royal army generally prevailed. The Percys attempted to address this imbalance with a charge, the Royal Standard was overthrown and Sir Walter Blount, its carrier, hacked down. Edmund Stafford, 5th Earl of Stafford, the Lord High Constable of England lay dead as a result but it was premature and Henry Percy was killed. The story goes that he had raised his visor to ascertain whether it was actually the King who opposed him or an imposter; an archer, recognising Hotspur's plume and arms, fired one very decisive arrow hitting him in the face and killing him, lodging deep in his brain. At this point some of the rebel forces fled the field, and a rout began. The battle had apparently lasted three hours. It was claimed that over 300 knights and another 20,000 men-at-arms fell on the field, 4,600 of King Henry's force were killed and thousands more on both sides died of wounds, broken limbs and injuries over the next few weeks.
    http://en.wikipedia.org/wiki/Battle_of_shrewsbury

    (allowing for literary conventions, hyberbole etc (the figures seem inflated by x10) it seems pretty obvious that much slaughter took place at shrewsbury, and many died of wounds subsequently. chivalry be damned.)

    as for recovery rates - I suspect they're too high, a few may recover from injuries but many more would be invalided out of further fighting.

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •