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Thread: Bosses vs Arrows: Battle_Config to the rescue

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  1. #1
    Apani's Avatar Senator
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    Default Bosses vs Arrows: Battle_Config to the rescue

    I think I have found a way to make arrows less lethal on Boss Units, without affecting their stats or those of other units.
    But first, you need a Battle_Config file; I think this mod doesn't even have one, but after its implementation, it should be given these parameters:

    Code:
        <combat-balancing>
            <missile-target-accuracy>
                <infantry>1.0</infantry>
                <cavalry>1.5</cavalry>
                <elephants>0.4</elephants>
            </missile-target-accuracy>
            <melee-hit-rate>1.50</melee-hit-rate>
        </combat-balancing>
    "Missile-Target-Accuracy" is a deceiving name: it doesn't influence hitting or missing, but it could rather symbolize the likeliness of hitting vital spots of each category; explained, this is a projectile's probability to remove a Hit Point from the hit soldier if said projectile has pierced the unit's defence value. Giving a lower value to "Elephants" (=Bosses) makes them way more impervious to arrows; 0.4 is not a definitive value, but it's the best I could pick from what I tested.

  2. #2
    UndyingNephalim's Avatar Primicerius
    Patrician Artifex

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    Default Re: Bosses vs Arrows: Battle_Config to the rescue

    This mod uses the default values for M2's battle config. The elephant hit rate in M2 is 0.39 so the value should probably be much lower if it even has an effect at all.

  3. #3
    Apani's Avatar Senator
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    Default Re: Bosses vs Arrows: Battle_Config to the rescue

    Weren't arrows showers the bane of boss units? Anyways, Battle Config also allows to remove the condition of capturing plazas, that might turn out to be helpful for the Great Sea. I registered an increase of defenders aggressiveness.
    Last edited by Apani; January 17, 2014 at 03:12 PM.

  4. #4
    Avatar of the Ice Wolf's Avatar Praeses
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    Default Re: Bosses vs Arrows: Battle_Config to the rescue

    The only concern I'd have with this would be how it would affect the Gohma -- more specifically Tank Gohma and Armogohma. These beasts already take a hellfire of arrows to bring down and are considered elephant units. Unless I am misunderstanding, this would theoretically decrease missile effectiveness against all elephant units, therefore making it substantially harder for missile units to bring down the infamous Armogohma.

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  5. #5

    Default Re: Bosses vs Arrows: Battle_Config to the rescue

    Concerning boss units, there seems to be a problem with at least Stallord where melee units seem completely incapable of doing anything other than running face first into him and milling about in his ribcage. I believe someone else reported the same problem with the Deku Tree, and there might be others afflicted. Here's a video demonstrating this (as well as Stallord's weakness to arrows, though the sheer number of Zuna firing at him probably helped speed his death along):



    Just something worth considering for this change.

  6. #6

    Default Re: Bosses vs Arrows: Battle_Config to the rescue

    We're aware of the issue and waiting for Neph to fix it.

  7. #7
    Apani's Avatar Senator
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    Default Re: Bosses vs Arrows: Battle_Config to the rescue

    Decreasing its defense value but lowering elephant accuracy should make him impervious to arrows, but eventually killable in melee. But that would only work if those are the primary causes of the problem in first place.

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