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  1. #1
    NobleNick's Avatar Artifex
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    Default Deconstructing the RTW Battle Engine: A Starting Equation

    To the moderators: This is a post concerned with the internal workings of the RTW battle engine. If you think there is a better place for this post to be, please put it there (because I would like to find that place, if it exists).

    Most of the below is lifted or adapted from posts by longjohn2, Puzz3D, therother, Crandaeolon, and others in the "Ludus Magna," and in forums on the same site about MTW. I have absolutely no interest in MTW; but I have also learned the heart of the RTW battle engine is very similar to the one used in MTW. Thus, we have a starting point for understanding the RTW battle engine. Everything below applies to the MTW engine, unless specifically stated otherwise.

    Many thanks to therother and Puzz3D for getting me pointed in the right direction.

    Each man has an attack value and defend value used in calculating the chance to kill his opponent on each "strike" in a combat cycle. Each man who is fighting gets one "strike" within a combat cycle, but can parry many times.

    chance = weapon_rating * (base ^ df)
    where chance = chance of one attacker to kill a target in one combat cycle
    where weapon_rating = 1.9% for MTW.
    base is 1.2 for MTW and is rumored to be about 1.1 for RTW
    difference factor = df = attack - defend + bonus.
    df is capped at +/-20 for MTW.
    df is rumored to be capped at +/-64 for RTW.
    attack is the attack value of the striker
    defend is the defend value of the opponent
    bonus is any combat modifier that applies
    (e.g., charge, flanking and morale bonuses are combat modifiers)

    So, A starting form for RTW melee combat, that might get close if terrain, weather and other effects are not counted, is:

    chance = weapon_rating * (1.1 ^ (attack + bonus - defense) )

    Hopefully, the core equation for missile attacks is similar; except that I would not expect the length of a combat cycle to be the same (a swordsman should be able to get in several blows, for each shot by an archer).

    ANY one with ANY experience, hard data, or even theories; feel free to chime in.

    *
    *****************************************
    *
    ***** Supporting Data (MTW)
    *
    *****************************************
    *

    MTW Charge (from the Strategy Guide):

    Clicking on an enemy unit causes your unit to go to charge speed once it gets close to the enemy unit. It takes 2 or 3 seconds to reach maximum charge speed (presumably from walking speed). A charging soldier makes immediate strikes against all opponents he contacts. Each time he fights a little momentum is lost. When sufficient momentum is lost, the charge ends and the soldier looses the charge bonus. (Note: we know now that running speed is above the momentum threshold for charge bonus. So, men moving at full running speed get the charge bonus if they contact enemy men.)

    Pushback:

    In an attack, the striker has a chance of pushing back his opponent which gives him a strong combat bonus on the next strike. Factors affecting the chance of pushback are: kill chance, advantage in supporting ranks, mounted vs foot. Charging cavalry always pushes back any foot soldier who is not facing him with a spear, pike or polearm. (Note: v1.1 patch altered spear, pike and polearm pushback so that charging cavalry has a chance to pushback these men even when they are facing the charging cavalryman.)

    Combat modifiers:

    Formations

    +3 atk, -3 def for wedge formation
    -2 atk, +2 def for hold formation

    Spear/pikes

    +1 def per rank (up to 2 for spear, 4 for pike)
    +1 atk per 2 ranks when not charging
    +1 atk per rank when charging
    No rank bonuses in trees

    Terrain

    +1 atk for camels in sandy desert
    -1 atk for camels in lush or temperate
    -2 atk, -2 def for cavalry or camel in trees
    Bonus to atk for being uphill (amount depends on height difference)
    Penalty to atk for being downhill (amount depends on height difference)

    Fear of camels

    +4 def for camels against horses
    +2 atk for camels against horses

    Positional

    +5 atk for flank attack
    +7 atk for rear attack
    +2 atk for charging into flank/rear
    +6 atk on the following combat cycle after 'pushing back' the enemy
    +5 atk when target squeezed too tight (example: bridge or castle gate)

    Exhaustion

    -2 atk when quite tired
    -3 atk, -1 def very tired
    -4 atk, -2 def exhausted
    -6 atk, -3 def totally exhausted

    Routing

    +4 atk against routing enemies
    -8 def if routing

    Armor Piercing

    atk bonus = (target armor - 1)/2
    (remove the contribution of the shield and horse to target's armor before making this calculation)

    Shield

    If striker hits target from the rear:
    +2 atk if target is footman with large shield
    +1 atk if target is mounted or footman with small shield


    **********************************************

    Here's Crandaeolon's post on morale with some corrections and additions:

    MORALE

    States

    Impetuous: 10 and above
    Steady: 2 to 14
    Uncertain: -5 to 5
    Wavering: -14 to -5
    Routing: Less than -6

    Rout point is -16 in MTW v1.1, and probably moved to -18 in VI for MP. Routed units will keep routing until their morale rises to -6 or above.
    Hitting the rally key pumps +8 morale into the unit.

    Impetuous units will pursue enemies for longer, and may disregard orders to hold position. #Some troop types may charge without orders.

    Uncertain or wavering units which are not fighting are less likely to charge, and those who are fighting are more likely to fall back.


    Negative

    Loose or disordered formation: -2
    Outnumbered 2 to 1: up to -4 (range = about 75 meters)
    Outnumbered 10 to 1: up to -12 (range = about 75 meters)
    Outclassed in quality and speed: modifies the outnumbered penalty.
    One flank threatened: -2 (range = about 60 meters)
    Two flanks threatened: -6 (range = about 60 meters
    Charged in flank: -4
    Infantry charged by cavalry in flank or while disordered: -6
    Charged in flank by unit hidden in forest: -8
    General's death (for first few seconds): -8 to all his units except highly disciplined units
    General's death (after first few seconds): -2 to all his units except highly disciplined units
    Routing Friends: up to -12 for seeing 2 equal or higher level friendly units routing. #Elite and disciplined units consider lesser types as 1/2 a unit for this calculation.
    10% of unit is dead: -2
    50% of unit is dead: -8
    80% of unit is dead: -12
    Taking casualties from enemy missle fire: -2 for a duration less than the reload of the firing unit (additional -4 for gunpowder weapons)
    Unit is very tired: -2
    Unit is exhausted: -6
    Unit is totally exhausted: -8
    Losing: Up to -8 (up to -14 if losing to cavalry)
    Skirmishing without ammo: -6
    Skirmisher pursued for a long distance by equal speed unit: -6

    Positive

    Two flanks protected: +4
    No retreat possible (usually castle sieges): +8
    No enemies around: +4
    Two enemies routing: up to +8
    Uphill Position: +2
    Winning: up to +6
    Unordered charge: +4 (such as when impetuous knights charge automatically)
    Outnumber Enemy 3 to 1: +4
    General's unit: +2
    Within 50 meters of general: +1 morale per command star
    Beyond 50 meters from general: +1 morale per 2 command stars

    Archer and xbow open fire range = 100 meters (2.5 tiles)
    Normal infantry marching speed is 1.68 m/s (speed 6)

    The v1.1 also gives sword infantry a +1 atk when fighting spears.
    Last edited by NobleNick; July 28, 2006 at 02:47 PM.

  2. #2
    Zuwxiv's Avatar Bear Claus
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    Default Re: Deconstructing the RTW Battle Engine: A Starting Equation

    Wow, very interesting info. Thanks to all who helped figure that out.

    Currently worshipping Necrobrit *********** Thought is Quick
    I'm back for the TWCrack

  3. #3
    Aemilianus's Avatar Imperial Legate
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    Default Re: Deconstructing the RTW Battle Engine: A Starting Equation

    Wow, I agree. Very good work, and very informative. That may help me fight my battles.
    Under the honorable patronage of Kscott
    University of Maryland Class of 2007
    "Who would have known of Hector, if Troy had been happy? The road to valor is built by adversity." -Ovid




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