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Thread: melee-hit-rate: how to calculate

  1. #1

    Default melee-hit-rate: how to calculate

    Code:
     <combat-balancing>    <missile-target-accuracy>
          <infantry>0.75</infantry>
          <cavalry>0.5</cavalry>
          <elephants>0.25</elephants>
        </missile-target-accuracy>
        <melee-hit-rate>
    		1
    		<cavalry>0.75</cavalry>
    		<elephants>0.5</elephants>
    		<melee-infantry>1</melee-infantry>
    		<cavalry-vs-phalanx>1.25</cavalry-vs-phalanx>
    		<phalanx>0.25</phalanx>
    	</melee-hit-rate>
      </combat-balancing>
    How do we calculate these values? Are these percentages, percentiles, or what?

  2. #2

    Default Re: melee-hit-rate: how to calculate

    Good question, hope someone comes to clarify.

  3. #3
    bitterhowl's Avatar Centenarius
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    Default Re: melee-hit-rate: how to calculate

    Quote Originally Posted by The Great Khan of Rome View Post
    Code:
     <combat-balancing>    <missile-target-accuracy>
          <infantry>0.75</infantry>
          <cavalry>0.5</cavalry>
          <elephants>0.25</elephants>
        </missile-target-accuracy>
        <melee-hit-rate>
            1
            <cavalry>0.75</cavalry>
            <elephants>0.5</elephants>
            <melee-infantry>1</melee-infantry>
            <cavalry-vs-phalanx>1.25</cavalry-vs-phalanx>
            <phalanx>0.25</phalanx>
        </melee-hit-rate>
      </combat-balancing>
    Seems that numder highlighted red set the "mortality" of each melee hit in combat. If you set 0.1 then battles will go much more longer, with many knockdowns before death strike. If you set it to 2 - then battle goes wery fast and each hit is deadly, no knockdowns and even "fatalities" at all.

    Numders highlighted green are special cases of interaction between particular types of soldiers.

    For example this setting seems to be strange - <cavalry-vs-phalanx>1.25</cavalry-vs-phalanx> it means that cavalry is more effective against phalanx than normally, which is wrong. Making it <cavalry-vs-phalanx>0.25</cavalry-vs-phalanx> does cavalry 1/4 effectiveness of normal. I use it in my battle balance system in mod.

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    Because AI is dumb and full of errors.

  4. #4
    z3n's Avatar State of Mind
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    Default Re: melee-hit-rate: how to calculate

    Only one part of the hit rate works in that. <melee-hit-rate>1</melee-hit-rate> You can adjust that to a smaller value if you want like 0.5 etc.



    The rest dont work, those were just test values, the exe didnt parse them.
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  5. #5
    Titus le Chmakus's Avatar Biarchus
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    Default Re: melee-hit-rate: how to calculate

    Yeah all these values are modifyers. It is counted in the success for all the calculations the CPU makes for fighting. These values are multipliers. You take the normal value and muliply it with the above. The closer to 1, the higher are the chances. If you multiply 5 with 0.3, then you get 1.5. So it reduces the chances for all the same action. For example, you want all the cavalry to be less effectiv against elephants, you add a 0.1 multiplier. You want to raise chances of pikemen against cavalry, you raise it above 1.

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