since we'll be doing the stat balancing ourselves (actually mainly Tone...), i thought we should have a thread that gathers all the info about unit behaviors and battle outcomes during testing.
so, these are my first tests:
variables:
- stat_pri (or p)
- stat_sec (or s)
- morale (or m)
- lethality (or l)
units:
samnite pedites extraordinarii (or unit A, player )
lucani pedites extraordinarii (or unit B, AI)
EDU stats:
in red the values i've been modifying to test battle outcomes.Code:type samnite pedites extraordinarii dictionary samnite_pedites_extraordinarii category infantry class light voice_type Heavy_1 soldier roman_samnite_warrior, 40, 0, 2.3 officer greek_standard attributes sea_faring, hide_forest, can_sap, very_hardy formation 1, 1, 2, 2, 4, square stat_health 1, 0 stat_pri 30, 15, no, 0, 0, melee, blade, piercing, spear, 0 ,2 stat_pri_attr spear, spear_bonus_8 stat_sec 30, 15, no, 0, 0, melee, simple, piercing, sword, 0 ,1 stat_sec_attr no stat_pri_armour 8, 35, 8, metal stat_sec_armour 0, 0, flesh stat_heat 1 stat_ground 2, 0, 3, 0 stat_mental 30, normal, trained stat_charge_dist 30 stat_fire_delay 0 stat_food 60, 300 stat_cost 0, 650, 200, 50, 70, 200 ownership all ;;;;all-area6-r6 type lucani pedites extraordinarii dictionary lucani_pedites_extraordinarii category infantry class light voice_type Heavy_1 soldier roman_samnite_warrior, 40, 0, 2.3 officer greek_standard attributes sea_faring, hide_forest, can_sap, very_hardy, mercenary_unit formation 1, 1, 2, 2, 4, square stat_health 1, 0 stat_pri 30, 15, no, 0, 0, melee, blade, piercing, spear, 0 ,1 stat_pri_attr spear, spear_bonus_8 stat_sec 30, 15, no, 0, 0, melee, simple, piercing, sword, 0 ,0.5 stat_sec_attr no stat_pri_armour 8, 35, 8, metal stat_sec_armour 0, 0, flesh stat_heat 1 stat_ground 2, 0, 3, 0 stat_mental 30, normal, trained stat_charge_dist 30 stat_fire_delay 0 stat_food 60, 300 stat_cost 0, 650, 200, 50, 70, 200 ownership romans_brutii, slave, carthage
what i looked for was:
- battle duration (short, medium, long)
- casualties
results:
test 1:
Ap = Bp
As = Bs
Al = Bl
Am = Bm
battle duration long
casualties (average in %) 86 vs 96 (2 victories) and 96.5 vs 59.5 (2 defeats)
test 2:
Ap > Bp (2:1)
As > Bs (2:1)
Al = Bl
Am > Bm (2:1)
battle duration very short
casualties 19.4 vs 58.6
test 3:
Ap > Bp (2:1)
As > Bs (2:1)
Al = Bl
Am = Bm
battle duration medium
casualties 36.2 vs 86.5
test 4:
Ap = Bp
As = Bs
Al = Bl
Am > Bm (2:1)
battle duration long
casualties 74 vs 88
test 5:
Ap = Bp
As = Bs
Al > Bl (2:1)
Am = Bm
battle duration long
casualties 63 vs 95.66
test 6:
Ap = Bp
As = Bs
Al > Bl (4:1)
Am = Bm
battle duration short to medium
casualties 43.66 vs 93
test 7:
Ap = Bp
As = Bs
Al > Bl (2:1)
Am > Bm (2:1)
battle duration short
casualties 50.66 vs 82.66
discussion:
when i tried smaller differences in stats, for instance less than 10-20% difference, the results were not very significant as far as duration and casualties are concerned.
if you look at test 1, the battle was quite long and A won half the time, so it seems like when the stats are identical, it's more of a toss-up. the AI didn't cut and run despite heavy losses.
even when B had half the morale of A, the AI didn't rout despite heavy losses (see test 4). in both tests, the battle was long. however, when A's stats were higher (double) than B's (same lethality though), the AI was routed quite early in the battle with casualties in the upper 50's low 60's (see test 2).
so, i feel lower morale alone is not enough to make a unit rout.
test 3 seems to indicate that higher attack but similar morale seems to shorten the duration, lowers A's casualties, but B still doesn't rout until it has taken a significant loss.
doubling the lethality (test 5) doesn't seem to shorten the duration, but does lower A's casualties from the 90's to 60's and an even higher lethality (quadruple as in test 6) lowers A's casualties even more, in the 40's, it also shortens the duration!
test 7 shows that higher morale and lethality, lowers both duration and casualties.
Skeleton Lethal Values:
fs_dagger 0.60
fs_spearman 0.50
fs_o_s_spearman 0.50
fs_slow_spearman 0.50
fs_semi_fast_spearman 0.50
fs_fast_spearman 0.50
fs_thp_f_spearman_p 0.45
fs_s1_hoplite 0.53
fs_s1_gladius 0.53
fs_s1_slow_gladius 0.53
fs_Prome_Gladiusman 0.60
fs_swordsman 0.53
fs_s1_swordsman 0.53
fs_fast_swordsman 0.53
fs_s1_semi_fast_swordsman 0.53
fs_s1_slow_swordsman 0.53
fs_s1_barbswordsman 0.50
fs_s1_semi_fast_barbswordsman 0.53
fs_2h_swordsman 0.375
fs_2h_swordsman_big 0.35
next tests:
radius/heights
morale (breaking point)




Reply With Quote











