Equilibrium SubmodI am working on changing the battle system and preparing DaC for multiplayer.
Each faction will have its own bonuses, and in some cases, handicaps.
The system is around this, tho there are some differences.
Battle Book: http://www.twcenter.net/forums/showt...s-and-Tactics)
Faction Bonuses
Humans (Good)
Cavalry Charge (when using spears): +5
Cavalry Morale: +5
Cavalry Movement Speed: +0.1 (10%)
Minimum General Armor: +1 (if it is not 0)
Minimum Attack for Units that have Swords/Spears/Axes: +1
Bree Land
Hobbits Walk Speed -0.1 (10%)
Hobbits One-handed Weapons Damage -2
Dunedain Steelbowmen Ranged Attack +2
Dunedain Steelbowmen Morale +5
Vale of Dorwinion
No bonuses or handicaps.
Vale of Anduin
Hobbits Walk Speed: -0.1 (10%)
Hobbits attack with Bow -6
Infantry with Armor < Medium Armor: Walk Speed +0.35 (35%)
Infantry with Medium Armor< Heavy Armor: Melee Attack +2
Infantry with Heavy Armor and better: Default Shield Armor: 2
Two-handed melee units Attack Speed +0.1
Beorning Warriors HP +1 and Morale +5 and Cost increased a bit.
Dale
Spearmen (not phalanx) walk speed: 1.2 (120%)
Dale Swordmasters walk speed: 1.4 (140%)
Athala Rangers walk speed: 1.3 (130%)
Phalanx Helmet Armor: +3
Minimum Attack for Spear Infantry: +2
Units with Heavy Armor or better, attack: +2 (stacks with other bonuses)
Haradrim Tribes
Melee Infantry Attack Speed: +0.1 (10%)
Archer Infantry Ranged Attack Speed: +0.1 (10%)
Minimum Attack for units that have Two-Handed Sword: +5
Melee (Chest) Armor: +3
Assassins and Muhad Tribesmen Walk Speed: +0.35 (35%)
Dunlendings
Minimum Attack for Units that have Spears: +4
Minimum Attack for Units that have Axes: +2
Infantry Charge Bonus: +2
Javelin ammo +1 (4=>5)
Walk Speed for Melee Infantry and Hybrids: +0.35 (35%)
Helmet Armor is transferred to Shield Armor
Unit Cost -25% (in Campaign only)
Easterlings of Rhun
No bonuses or handicaps.
Rohan
Minimum Melee Attack for Cavalry: +5
Minimum Charge for Cavalry with Spears: +10 (30 => 40)
Cavalry Archers Ammo: +5
Cavalry Walk Speed: +0.3 (30%)
Melee Infantry: Maximum 2 points from Melee (Chest) Armor will go to Helmet Armor.
Dwarves
Minimum Helmet Armor +4
(2) Points of Melee (Chest) Armor will be transferred to Shield Armor
Melee Infantry Attack Speed -0.1 (10%)
Minimum Attack for Units that have Two-handed Axes +5
Minimum Attack for Units that have Spears +1
Melee Infantry Morale: +10
Bow Damage: -2
Crossbow Damage: +2
Walk Speed: -10% (does not affect mounted units)
Obsidian Guard Attack +2
Obsidian Guard All Melee (Chest) Armor is transferred to Shield Armor
Dwarves or Erebor
Attack Speed for Melee Infantry +0.1 (10%)
Charge for Melee Infantry +10
Walk Speed: -0.1 (10%)
Crossbow Damage +2
Dwarves or Khazad-Dum
Walk Speed: -0.1 (10%)
Zenith Guard attack +4
Elves
Minimum Bow Damage: +3
Attack Speed with Ranged Weapons: +0.25 (25%)
Minimum Bow Ammo Infantry: -5 (30 => 25)
Minimum Bow Ammo Cavalry: +5 (20 => 25)
Archer Cavalry Movement Speed: +0.1 (10%) (stacks with Walk Speed => total unit bonus: +0.35 (35%))
Attack With Dual-Wielding/Special Weapons: +3
Attack with Melee weapons: +2 (does not stack)
Minium Shield Armor +2
Infantry (melee and missile) morale: +5
Walk Speed: +0.25 (25%)
Realm of Imladris
Sword Damage +3
Melee Infantry Sword attack speed +0.1 (10%)
Melee Infantry Two-handed sword attack speed +0.25 (25%)
Melee Infantry Spear attack speed +0.25 (25%)
Bow attack speed +0.5 (50%)
Noldorin Guard Walk Speed +0.25 (25%)
Noldorin Guard Bow Damage +4
Noldorin Guard Missile Attribute: Armor Piercing
Grey Havens of Lindon
Sword Damage +3
Spear Damage +2
Axe Damage +1
Attack Speed +0.1 (10%)
Orcs
Minimum Damage with Two-Handed Weapons: +3
General and Melee Armor: -1
Shield Armor: -2
Unit Price: -50% (in campaign only)
Bow Damage: -2
Javelin Damage: +2
Cavalry Attack: +2
Remnants of Angmar
Infantry Move Speed +0.2 (20%)
Uruk-Hai
All Armor is transferred to Shield Armor (blocks front(100%) and flanks(50%))
Javelin Damage +2
Pilum Damage +5
Sword (One/Two-handed) Attack: +2
Important Information
All Missiles (beside siege) have perfect accuracy (0).
All Units have the same push, which gives an advantage to "Few but elite" when fighting "Weak but many", and to units in guard mode that hold.
Pilum-users cannot skirmish.
Minimum Range for Archers: 315 (Velocity: 50 240)
Minimum Ammo for Bowmen: 30
Minimum Ammo for Crossbowmen: 20
Minimum Ammo for Mounted Archers: 20
Minimum Ammo for Mounted Crossbows: 13
Minimum Ammo for Hybrids (Infantry): 15
Cavalry (that has 2 weapons) when using spear will have Minimum Charge: 30
Cavalry when using other melee weapons will have Minimum Charge and New Weapon Attack = Shop Weapon Attack x2
Cavalry with only one weapon, is Melee Cavalry and will have Minimum Charge and New Weapon Attack = Shop Weapon Attack x2
Cavalry Armor is transferred to Helmet (General) Armor.
Camels have melee attack (with prolong melee weapon): Shop Weapon Attack x 4 and Charge =0
Phalanx and Missile Infantry Charge: 0 (Auto-Adjusts to 1)
Unit with dual-wielding (e.g. 2 swords) melee attack speed +0.25 (25%) (stacks with other bonuses as a sum) & attack is weapon with greatest attack of them.
All units have very high stamina.
Trolls have a basic Shield Armor (10).
Trolls armor is transferred to Shield Armor.
Troll-Men have a basic Helmet Armor (5).
Berserker armor is transferred to Helmet Armor.
General Bodyguard is Standardised. Is not affected by faction perks, bonuses and handicaps.
General Bodyguard Armor: 25 (Helmet Armor), 0, 0
General Bodyguard has Armor Piercing on Melee and Ranged Weapon.
General Bodyguard has 10 Attack and 30 Charge with Melee Weapon.
General Bodyguard Infantry: 15 Soldiers
General Bodyguard Infantry Hybrid: 12 Soldiers
General Bodyguard Cavalry: 10 Soldiers
General Bodyguard has 2 officers.
Cavalry General has NO BONUS vs Mounted Units.
Cavalry General has a Charge of 60 when using Spear.
Upgrade Weapon Cost: 50
Upgrade Armor Cost: 100
Siege Equipment has 50 (Troll Catapult: 12) soldiers, each soldier has only a knife (1,0) and no armor (0,0,0).
Hybrids are only soldiers with 3 HP and that have bow (not pilum!).
Soldiers that have Pilum are Infantry (3HP).
Some units have more morale based on unit's description.
No unit will have "lock_morale" (infinite morale) !!!
Mumakil stats (faction cannot add bonus/handicaps to it): Walk Speed 0.5 (50%), Bonus vs Mounted (+60/+60/+60), HP (15,15), Helmet Armor (50,50), Basic Bow with 10 Ammo, Tusk (60 attack, 60 charge, area, launching, armor piercing), Attack Speed: 1.5 (melee), Costs 3500 (In Campaign).
Great Beast stats (faction cannot add bonus/handicaps to it): Walk Speed 0.5 (50%), Bonus vs Mounted (+60/+60/+60), HP (15,15), Helmet Armor (40,40), Javelins with 8 Ammo, Tusk (60 attack, 60 charge, area, launching, armor piercing), Attack Speed: 1.5 (melee), Costs 3000 (In Campaign).
Chariot stats (faction cannot add bonus/handicaps to it): Walk Speed 1.5 (150%), Attack Speed 1.5 , Arrow Damage: 14 (AP), 25 Melee Damage, 25 Charge, AP, 15, 15 Helmet Armor, 4 HP, Costs 2500 (In Campaign).
Bonuses/Handicaps
Missile Units (Not Hybrids, Not Cavalry, Not Pilum throwers) will have handicap vs mounted units: -45/-45/-45
Trolls and Phalanx and Infantry Spearmen have a bonus against mounted units: +20/+20/+45
Berserkers have a bonus against mounted units: +20/+20/+45
General Bodyguard Infantry: horse +20, camel +20, elephant +45
General Bodyguard Infantry: spear_bonus_12, spear
General Bodyguard Missile Infantry: spear_bonus_12, spear
Siege Engines Crew has a handicap against mounted units: -60/-60/-60
Walk Speed(Minimum)
General Bodyguard(Cavalry): 1.0
General Bodyguard (Infantry/Hybrid): 1.25
Phalanx: 0.9
Crossbowmen: 0.9
Siege Equipment: 1.0
Berserker: 1.35 (Does not stack!)
Troll-men: 1.35 (Does not stack!)
Everyone Else: 1.0
Attack Speed
Infantry Spears: 1.0
Infantry Melee (not spears/phalanx): 1.25
Infantry Archers (missile and melee): 1.0
Infantry Pilum (missile): 1.0
Infantry Pilum (melee): 1.25
Infantry javelin (missile and melee): 1.0
Cavalry Spears: 1.0
Cavalry Melee (not spears): 1.0
Cavalry Archers (using missile): 1.5
Cavalry Archers (using melee): 1.0
Crossbowmen (missile): 1.0
Crossbowmen (melee): 1.0
Hybrids (missile and melee): 1.25
General Bodyguard (melee & missile, min and max): 1.5 (does not stack)
Troll: 1.5 (does not stack)
Beast: 1.5 (does not stack)
Siege Weapons: 1.0 (does not stack)
Berserker: 1.5 (does not stack)
Hobbit (thrown): 1.5
Hobbit (melee): 1.0
Hit Points
Infantry (Pilum-throwing Units as well): 3HP
Hybrids (Infantry Archers that excel at melee combat): 3HP
Javelin-throwing units (4 ammo): 2 HP
Cavalry: 2 HP
Archers: 2 HP
Chanters: +1 HP
General Bodyguard: 4 HP
Trolls: 15,15 HP
Siege Equipment: 2,2 HP
Berserker: 4 HP
Troll-Men: 4 HP
Morale
Infantry: 25
Hybrid: 25
Pilum: 25
Javelins: 15
Foot Archers: 15
Cavalry: 25
Cataphract: 30
General Bodyguard: 60
Trolls and Beasts: 40
Siege Equipment: 30
Berserkers: 35
Troll-men (melee): 30
Troll-men (missiles): 20
Mumakil: 60
Chariot: 30
Melee Units with full Epic Armor (in most cases): 30
Melee Units with full Treasure Armor (in most cases): 35
Melee Units with full Mithril Armor (in most cases): 40
Special Abilities (Prices)
Chanter: +10% cost.
Shield Wall/Sheltron: 3 gold
Spear Wall (Phalanx): 4 gold
Armor Piercing (melee infantry and melee cavalry): 5 gold
Horse: 15 gold
Cataphract: 45 gold (+10 Shield Armor)
Nazgul Horse: 45 gold (+1 HP)
Warg: 20 gold (+3 melee attack)
Troll: 25 gold
Berserker: 10 gold
Troll-men: 15 gold (+2 attack)
Armors (Prices)
Helmet
(protects from all damage)
Light: 4 gold/ 2 armor
Medium: 8 gold/ 4 armor
Heavy: 12 gold/ 6 armor
Epic: 16 gold/ 8 armor
Treasure: 20 gold/ 10 armor
Mithril: 30 gold/ 12 armor
Melee (Chest)
(protects only from melee attacks and charges)
Cloth: 1 gold/1 armor
Light: 3 gold/ 3 armor
Medium: 5 gold/ 5 armor
Heavy: 7 gold/ 7 armor
Epic: 10 gold/ 10 armor
Treasure: 13 gold/ 13 armor
Mithril: 20 gold/ 16 armor
Shield
(protects from frontal (with 1/1 armor) and flank (with 1/2 armor) damage)
Light: 3 gold/ 3 armor
Medium: 6 gold/ 6 armor
Heavy: 10 gold/ 10 armor
Epic: 12 gold/ 12 armor
Treasure: 14 gold/ 14 armor
Mithril: 21 gold/17 armor
Weapons(Princes)
Knife (1 gold/ 1 attack)
Sword (3 gold/ 5 attack)
Spear (3 gold/ 3 attack)
Light Axe (3 gold/ 4 attack)
Club/Mace (3 gold/ 4 attack)
Nazgul Sword (15 gold/ 5 attack) (armor piercing)
Two-handed Sword (7 gold/ 8 attack)
Two-handed Axe (7 gold/ 8 attack)
Two-handed Club (9 gold/ 10 attack)
Berserker Weapon (7 gold/ 20 attack/ 20 charge, ap)
Troll Weapon (10 gold/ 60 attack/ 60 charge/ area, launching, ap)
Phalanx Long Spear/Halbert (9 gold/ 7 attack)
Rock (2 gold/ 2 attack) (armor piercing, range: 100, ammo: 20) (velocity: 75)
Javelin (6 gold/ 15 attack) (armor piercing, range: 100, ammo: 4) (velocity: 75)
Pilum (6 gold/ 30 attack) (armor piercing, range: 100, ammo: 2) (velocity: 75)
Hybrid Bow (10 gold/10 attack) (range: 315) (velocity: 50 240)
Basic Bow (10 gold/ 12 attack) (range: 315) (velocity: 50 240)
Superior Bow (15 gold/ 14 attack) (range: 315) (velocity: 50 240)
Black Bow (30 gold /10 attack) (armor piercing) (range: 315) (velocity: 50 240)
Hybrid Crossbow (10 gold/ 4 attack) (armor piercing, range: 315) (velocity: 50 240)
Crossbow (13 gold/ 6 attack) (armor piercing, range: 315) (velocity: 50 240)
Bomb (24 gold/ 25 attack) (range: 100) (velocity: 75) (ammo: 6) (armor piercing, area effect)
Formulas
Applied in Campaign Only:
Unit Cost= Number of Soldiers in the Unit x (equipment cost+Animal Cost)x Faction Bonus.
Trolls Cost: Unit Cost= Number of Soldiers in the Unit x (equipment cost+Troll Cost) x 10 x Faction Bonus.
Upkeep=Unit Cost / 20
Training Turns are the same as in Dac.
(The Result will be more expensive soldiers with lower upkeep)
In General:
Attack= Basic_Weapon_Attack + Mount_Bonus + Faction Bonus
Foot Units: Charge= Attack x 2
Mounted: New_Attack=Charge=Attack x2
Velocity =75% of weapon range.
Unit Cost in Multiplayer/Custom
General's Bodyguard: turns needed to recruit, 2000, 100, 50, 100, 100, 1, 10000
Missile Infantry (& archer hybrid (infantry with bow) and javelins (4 ammo)): After 2 units, Cost increases with 20%
Melee Infantry (&pilum infantry (2 ammo)): After 3 units, Cost increases with 10%
Cavalry: After 1 units, Cost increases with 10%
Trolls: After 2 units, Cost increases with 100%
Beasts: After 1 units, Cost increases with 100%
Ballistas: 350. After 1 unit, Cost increases with 150
Catapult: 750. After 1 unit, Cost increases with 150
Trebuchet: 750. After 1 unit, Cost increases with 150
Mumakil: 3500. After 1 unit, Cost increases with 1750
Great Beasts: 3000. After 1 unit, Cost increases with 1500
Chariot: 2000. After 1 unit, Cost increases with 25%
Bomber: 1000. After 1 unit, Cost increases with 25%