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  1. #1

    Default Army losses

    I'm concerned about the army losses one of the creator mentioned in some other topic. He said that the losses for the winning army was about 10% while the losers were losing about 30% of men so you decided to tweak morale in a way allowing this thing to happen in battles. My concern is: will this feature not defeat the idea of having battles in open fields? What I mean is - sometimes you can't just take the city without luring the CPU army away from reinforcements range of a settlement and defeating it in an open field to make sieging city possible. But now, when people rout so quickly, most of them will still be there after battle to aid the city (because most of them will run away pretty much after losing 30 out of 100 men).

  2. #2
    GRANTO's Avatar Domesticus
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    Default Re: Army losses

    Submods will appear pretty quickly , probably do one my self, dont worry about it.

  3. #3

    Default Re: Army losses

    You can still chase units down to cause a lot more casualties.

    Despite the aim of the losing side taking only 30% casualties, usually the losses are a lot higher because routing units die incredibly quickly. The game has been hard-coded to make routing units incredibly weak and die essentially immediately and there's no way around that AFAIK.

    Attila and Rome 2 suffers from a lot of unfortunate limitations there. I think the battle mechanics are actually really quite impressive in AE especially given the unfortunate limitations it must work around.
    Last edited by Causeless; September 02, 2016 at 04:55 AM.
    modificateurs sans frontières

    Developer for Ancient Empires
    (scripter, developed tools for music modding, tools to import custom battle maps into campaign)

    Lead developer of Attila Citizenship Population Mod
    (joint 1st place for Gameplay Mods in 2016 Modding Awards)

    Assisted with RMV2 Converter
    (2nd place for Warscape Engine Resources in 2016 Modding Awards)

  4. #4
    Willhelm123's Avatar Decanus
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    Default Re: Army losses

    Actually a lot of the routing units escape because you're still dealing with the strongest troops who break last. It's unusual for the entire army to break at once, usually the weaker troops leave the field first. You can have your cavalry chase them, or you might need them still in battle, it's a choice. Either way, for the vast majority of victories the enemy usually has at least 50% of their force left, but this isn't difficult to defeat in a 2nd battle if you won well. If they do retreat to a city i don't see much problem with that, we want cities to be hard to take, and battle survivors would be likely to flee there.
    AE Dev, mainly units

  5. #5

    Default Re: Army losses

    Yeah we plan to make the campaign less steamroller ish this way, but its still pretty easy to crush the AI if you really want to, just ruins the fun of it a bit.
    Vespasian's own: Up the Augusta! For Cato!

    AE: Battle Balancing and BAI.

  6. #6
    Commissar Caligula_'s Avatar The Ecstasy of Potatoes
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    Default Re: Army losses

    I've found in my own mods (using vanilla stats) that war dogs are INCREDIBLY overpowered against routing units, or against units that are engaged in a front and the dogs are attacking them from behind.
    Apart from this, they're fairly useless since you can't control the dogs after you've let them off the lead and they get slaughtered if they attack anything front on.

    Reckon any nerfs will be necessary to war dogs?



  7. #7

    Default Re: Army losses

    possibly but not sure what I can do
    Vespasian's own: Up the Augusta! For Cato!

    AE: Battle Balancing and BAI.

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