davane
Warlord
Thanks!
Regarding Catapults, I am referring to the damage cap for collateral damage that has been present since Vanilla. Units that cause collateral damage attacked in combat normally, dealing up to 100% damage (which was the combat limit that was later reduced in BtS for catapults). In addition, it dealt additional damage to a number of additional units (up to 6 units for Catapults, for example). It is the limit for this additional collateral damage that has been removed (or more accurately, increased to 100%). Previously this additional damage was capped to prevent collateral damage from killing units (such as 50% for the catapult). Collateral damage is determined independantly of the actual combat results between the catapult and the defending unit, and applies whether the catapult wins or loses, as long as their are additional units to be affected by the collateral damage.
What my mod has done to catapults has increased (removed) the limit on collateral damage, so that it can kill units affected by collateral damage if their combat strength is low enough before collateral damage is applied. I have also reduced the amount of units affected by collateral damage from 6 to 3, all of which are in addition to the defending unit of the stack. The actual mechanics for determining collateral damage themselves have remain unchanged. Thus, the catapult can actually kill up to four units per turn. However, bear in mind that just as the strongest unit is chosen as the defender, the next three strongest units are chosen to recieve collateral damage, so unless the stack consists of only weak units or units weakened by combat, collateral damage is not likely to kill these units on their own. Of course, multiple catapults causing collateral damage to the same stack could easily wipe out that stack completely. This forces players to either consolidate their forces into larger stacks so more catapults are required to wipe them out, or to spread their forces out so they are unaffected by collateral damage - simply using a single archer or spearman to defend a stack of attacking units has reduced effect defensively. This tactic is often used to defend cities and to defend Siege units - and the Catapult and other Siege units were designed to counter this strategy.
Regarding Catapults, I am referring to the damage cap for collateral damage that has been present since Vanilla. Units that cause collateral damage attacked in combat normally, dealing up to 100% damage (which was the combat limit that was later reduced in BtS for catapults). In addition, it dealt additional damage to a number of additional units (up to 6 units for Catapults, for example). It is the limit for this additional collateral damage that has been removed (or more accurately, increased to 100%). Previously this additional damage was capped to prevent collateral damage from killing units (such as 50% for the catapult). Collateral damage is determined independantly of the actual combat results between the catapult and the defending unit, and applies whether the catapult wins or loses, as long as their are additional units to be affected by the collateral damage.
What my mod has done to catapults has increased (removed) the limit on collateral damage, so that it can kill units affected by collateral damage if their combat strength is low enough before collateral damage is applied. I have also reduced the amount of units affected by collateral damage from 6 to 3, all of which are in addition to the defending unit of the stack. The actual mechanics for determining collateral damage themselves have remain unchanged. Thus, the catapult can actually kill up to four units per turn. However, bear in mind that just as the strongest unit is chosen as the defender, the next three strongest units are chosen to recieve collateral damage, so unless the stack consists of only weak units or units weakened by combat, collateral damage is not likely to kill these units on their own. Of course, multiple catapults causing collateral damage to the same stack could easily wipe out that stack completely. This forces players to either consolidate their forces into larger stacks so more catapults are required to wipe them out, or to spread their forces out so they are unaffected by collateral damage - simply using a single archer or spearman to defend a stack of attacking units has reduced effect defensively. This tactic is often used to defend cities and to defend Siege units - and the Catapult and other Siege units were designed to counter this strategy.