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  1. #1

    Default stat_pri description

    Hi people
    I'd like to ask you about stat_pri attribute in EDU file.
    What we have in stat_pri parameters?

    ; stat_pri From left to right
    ; attack factor
    ; attack bonus factor if charging
    ; missile type fired (no if not a missile weapon type)
    ; range of missile
    ; amount of missile ammunition per man
    ; Weapon type = melee, thrown, missile, or siege_missile
    ; Tech type = simple, other, blade, archery or siege
    ; Damage type = piercing, blunt, slashing or fire. (I don't think this is used anymore)
    ; Sound type when weapon hits = none, knife, mace, axe, sword, or spear
    ; Min delay between attacks (in 1/10th of a second)
    Sum total we have 10 parameters. Am i right?

    Now let's look at any unit's description:

    type seleucid gold shield pikemen
    dictionary rtr_seleucid_gold_shields
    category infantry
    class spearmen
    voice_type Heavy_1
    soldier seleucid_gold, 60, 0, 1
    attributes sea_faring,hide_forest,can_sap,hardy
    formation 0.9, 1, 2, 2, 8,square,phalanx
    stat_health 1, 0
    stat_pri 10, 4, no, 0, 0, melee, simple, piercing, spear, 1 , 0.4
    stat_pri_attr spear,long_pike, spear_bonus_8
    stat_sec 5, 3, no, 0, 0, melee, simple, piercing, sword, 0 , 0.3
    stat_sec_attr no
    stat_pri_armour 8, 14, 6, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 4
    stat_ground -8, 0, -16, 0
    stat_mental 15, disciplined, highly_trained
    stat_charge_dist 0
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 607, 331, 104, 112, 528
    ownership seleucid
    There we can see already 11 parameters!

    And what the last parameter does mean?

    P.S. 0.1-second delay between sarissa's strikes... cool

    P.P.S. what the light_spear parameter does mean?

  2. #2

    Default Re: stat_pri description

    So, nobody knows? Interesting...

  3. #3

    Default Re: stat_pri description

    I'm not sure about the numbers (I recall something about there being a "kill rate" or somesuch there as well, ie how often a successful hit would kill an enemy; that may be what the 1 value is), maybe one of the EDU balancers will be able to help you out there. I'm fairly sure that the last value, the 0.4, is the "min delay between attacks" that the description mentions.

    Light_spear refers to the unit's bonuses vs cavalry when they are in the "Ready" stance. Changing it to "spear" makes the unit have a higher bonus against cavalry when they're ready for it, but in earlier versions we found this to be one of the primary causes for what was known as the spear push bug. Basically, spearmen were able to push through enemy lines very easily; for example, I had one unit of Italian spearmen in my first test campaign manage to push through the spears of a Spartan phalanx that was on top of a hill. Changing this value to "light spear" partially rectified this.

    As such, it's best to keep light_spear as it is.
    Last edited by Cheexsta; August 26, 2006 at 09:42 PM.

  4. #4

    Default Re: stat_pri description

    Quote Originally Posted by Cheexsta
    I'm not sure about the numbers (I recall something about there being a "kill rate" or somesuch there as well, ie how often a successful hit would kill an enemy; that may be what the 1 value is), maybe one of the EDU balancers will be able to help you out there. I'm fairly sure that the last value, the 0.4, is the "min delay between attacks" that the description mentions.
    I disagree. Most of EDU units have 25 or 20 or 15 at 10-th place. It seems like 10-th place is exactly "min delay between attacks". How can you explain 0.04-second pause between strikes? But if 0.4 is kill rate then why we need attack, defence etc? That's all simple - 40% of hits are instant kills... non-dependently of all? I doubt.

    Light_spear refers to the unit's bonuses vs cavalry when they are in the "Ready" stance. Changing it to "spear" makes the unit have a higher bonus against cavalry when they're ready for it, but in earlier versions we found this to be one of the primary causes for what was known as the spear push bug. Basically, spearmen were able to push through enemy lines very easily; for example, I had one unit of Italian spearmen in my first test campaign manage to push through the spears of a Spartan phalanx that was on top of a hill. Changing this value to "light spear" partially rectified this.

    As such, it's best to keep light_spear as it is.
    Hmmmmm... light_spear gives bonuses vs cavalry just as spear does?

    And what about penalties against infantry for light_spear?

    EDU says that
    Code:
    spear & light_spear = The unit when braced has various protecting mechanisms versus cavalry charges from the front

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