davidlallen
Deity
I would like some starting point suggestions for a mechanic I am trying to implement for a fantasy mod. The idea is to have single powerful monster units, like a dragon. The dragon has a high regular combat strength and can, in fact destroy armies singlehandedly. Say, a 24 strength for the midgame, when a knight has 14. A big stack of knights might kill it, but probably not.
The counter to the dragon is the hero, which is also a single (human) unit, which by itself cannot destroy armies. Say, a 4-6 strength, so it can take out primitive warrior armies, but not a fortified city defense archer. But still, the point of the hero is that it can slay the single monster unit. So, I want a "slayer" combat mechanic.
One traditional way to do this is with a promotion that gives +300% combat vs a "dragon" unitcombat. This is hard to balance, especially when it interacts with other promotions. I would like several levels of hero, and several levels of monster, with more or less predictable outcomes: a Hero I unit can take on a Monster I unit with a significant risk, a Hero II unit can predictably slay a Monster I unit but would be slaughtered by a Monster III unit. Specifically, equal levels have an outcome which is 10% hero dies, 50% draw with both injured, 40% slay monster, while +1 level has 1% hero dies, 9% draw, 90% slay, and +2 level is automatic slay.
So, I was thinking of a "prepass" somehow in the stack combat code, which looks for slayer type promotions in the attacking stack and matches with monster type promotions in the defending stack. These matchups are resolved with specific combat odds unrelated to their normal combat strength. If this can be done in a way that the combat odds hover help and animations work correctly, that would be great.
I'm not familiar enough with the sdk code to know where to start. But, frequent readers may know, I can probably figure it out with a few clues on the starting point and direction.
Any suggestions?
The counter to the dragon is the hero, which is also a single (human) unit, which by itself cannot destroy armies. Say, a 4-6 strength, so it can take out primitive warrior armies, but not a fortified city defense archer. But still, the point of the hero is that it can slay the single monster unit. So, I want a "slayer" combat mechanic.
One traditional way to do this is with a promotion that gives +300% combat vs a "dragon" unitcombat. This is hard to balance, especially when it interacts with other promotions. I would like several levels of hero, and several levels of monster, with more or less predictable outcomes: a Hero I unit can take on a Monster I unit with a significant risk, a Hero II unit can predictably slay a Monster I unit but would be slaughtered by a Monster III unit. Specifically, equal levels have an outcome which is 10% hero dies, 50% draw with both injured, 40% slay monster, while +1 level has 1% hero dies, 9% draw, 90% slay, and +2 level is automatic slay.
So, I was thinking of a "prepass" somehow in the stack combat code, which looks for slayer type promotions in the attacking stack and matches with monster type promotions in the defending stack. These matchups are resolved with specific combat odds unrelated to their normal combat strength. If this can be done in a way that the combat odds hover help and animations work correctly, that would be great.
I'm not familiar enough with the sdk code to know where to start. But, frequent readers may know, I can probably figure it out with a few clues on the starting point and direction.
Any suggestions?