C2C Combat Mod Introduction - Step III (The New Face of Combat)

Thunderbrd

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Introduction to the C2C Combat Mod
Step III - The New Face of Combat


I know it's taken me a while to get to this part but I've been wanting to get some things smoothed out first. I still have a bit of work to do to get things running up to optimum and Koshling has been a HUGE, no, beyond GIGANTIC help in this effort. Thanks Koshling!

But I feel its time to continue.


Retraining and Ongoing Training:

One thing we've been hammering out is some adjustments to promotion mechanisms. I'd like to take a brief moment to explain what that's all about.

As a unit updates and promotes, as the march of technological progress makes certain old benefits no longer meaningful, and as the leaders choose new religions to follow, often, promotions may go obsolete. When this happens, they will no longer remain on as useless bonuses retained by somewhat outdated units. Instead, they will be officially removed.

If the promotions removed from obsoletion are free promotions, they will simply vanish. However, if they were well earned selections by leveling your unit, you will now have the ability to re-train those promotions lost and take new selections in their place.

Eventually, this will tie in to a building ability being developed as an addendum to the initial Combat Mod release that will allow units of defined combat classes to access, while in the city with the enabling building, a mission that grants the option to Retrain. When this option is selected, you'll be able to then select one of your skill earned promos for removal and will thereafter be able to replace it with a new one of your current liking. This will most likely be a Bug Option available in what will soon be a Combat Mod page in the Bug Option pages.

Additionally, units will soon have the ability to undergo ongoing training. Probably also under the directive of a similar option, it will enable military training facilities to periodically release a free experience point to the most deserving local (stationed in the city) unit of the combat class defined. The tags work to define not only the combat class receiving the occasional xp benefit, but also how long it takes for the cycle to pump out another experience point.

This option will enable city defenses and garrisoned attack stacks to slowly gain some experience to help counteract the 'attackers always have more experience' element that helps the ultra-aggressive always remain indomitable.

Between both options, you won't have to constantly rebuild your defensive forces just to keep them on the cutting edge. It makes upgrading a useful alternative to completely regenerating a whole new force.

The tags are developed for all effects mentioned, with the exception of completion of the retraining building tags and the mission associated with it. Additionally, we should wait a bit for me to define the Bug Combat Mod options before really enabling these systems.

For now, you'll notice if you lose a chosen promo, you will be able to retrain it. Recent improvements have made that system a bit more apparent what's taking place.


Fundamental Combat Mechanics Changes:

How things were:
  • Every round, the system would make a combat roll which would award the round to either the defender or the attacker. The base odds you see when looking at a possible attack was the split in chance between the two, thus if the Attacker Odds (the odds you see when you look at the combat help popup) are 70%, for the entire combat, every round would be won by the Attacker if the roll was less than 70 (simplification) or the Defender if the roll was greater than 70.

  • Damage was based entirely on a ratio between their power, as were the odds. (resulting in a predefined number between 6 and 60 (would be different for the attacker or the defender) that would be inflicted on the loser of every round. HP is always 100 on a fully healthy unit so it's really a measure of % damage which correlates later into the same % power reduction. During battle, however, any damage suffered would not influence the strength of the injured unit.

  • Withdrawal would take place if the Attacker was taking a hit that would finish it off and instead succeeded on a withdrawal check (the percent chance you normally see on withdrawals). This could happen for the defender if on the Defensive Withdrawal game option, but only if the defender could retreat to a location where there was no threat from another enemy unit.


How things are now:
  • Every round, both attacker and defender make independent to-hit rolls. This means both may hit, only one or the other may hit, or neither may hit.

  • The odds still define the likelihood of a hit landing, but you'll see odds reflective of an overall victory or defeat on the popup. Your hit chances are modified by your Precision - your opponent's Dodge (can only be a penalty as precision modifier cannot exceed your opponent's dodge.) Right now, all units have the same value dodge and precision (base 100% on both) but as units and their equipments and skill promotions become further developed, you'll see a lot of variation here and it can mean a lot in whether you succeed or fail in battle. (odds will consider them when you look at the combat help popup panel.)

  • On scoring a hit, you deal damage. The base calculation for figuring out how much damage you deal is the same as it was before, but it can be reduced by your opponent's Armor value which is reduced by your Puncture value. Thus the amount of Armor your opponent has that exceeds your Puncture will be the percentage less damage you deal when you land a hit.

  • Rather than damage amounts being static and never changing throughout a battle, now the system recalculates the basic combat values on a unit every round of battle. You should already be able to notice, upon opening up the combat log after a conflict, that every hit you land weakens the enemy and thus increases the damage you deal on successive hits thereafter and vice versa when the enemy strikes you.

  • We'll now have the ability to add effects that make a Unit strengthen or weaken over the course of a battle. More on this in a moment when I go through the new tags and the abilities they represent.

  • Withdrawal hasn't really changed but a new ability, Early Withdrawal may now allow units to start attempting withdrawal before they've taken their last possible hit. Again, this works for both attackers and defenders (if you have defensive withdrawal on.) You've been informed now that HP is a percentage of the unit's health. Early Withdrawal is the adjustment to the amount of HP that the unit will begin withdrawing at (if hurt to less than the percentage represented by the unit's Early Withdrawal value it will try to withdraw every round until successful or dead.)

  • Now there's new ways to end a battle non-lethally, whereas Withdrawal was previously the only way. We can now have Repel or Knockback end a battle without the destruction of one or the other troop. Repel represents a defender wearing out the will of the attacker to continue to press on with the fight, while Knockback represents a unit being 'smoked out of its defensive position' usually by a fire wielding unit. Knockback will appear fairly similar to Defensive Withdraw but is initiated by an attacker just before it would have otherwise died. Repel will appear fairly similar to Withdrawal except that its initiated by the defender just before it would have otherwise died.

  • For both of these new non-lethal combat skills, we now also have Early features, such as Early Knockback, and Early Repel, which work just like Early Withdrawal by getting the unit that can Knockback or Repel to start trying these attempts every round after passing the newly defined health threshold. (20% Early Knockback means the unit starts trying to knockback once it has only 20 hp or less remaining etc...)


And there's more new unit abilities to take into consideration as well. So here's the full list:
  • Pursuit:
    UnitInfos tag: iPursuit - sets the base value for the unit
    PromotionInfos tag: iPursuitChange - sets the change in value to the unit's Pursuit when Promotion is possessed by unit.

    Pursuit is a direct counteraction to your opponent's withdrawal chances. If a unit with Withdrawal attacks a unit with Pursuit, its chance of Withdraw is directly reduced by the Defender's Pursuit and vice versa on Defender Withdrawal if that option is on, thus an Attacker's Pursuit reduces the Defender's Withdrawal chance. Pursuit does not counteract the Early Withdraw value of the opponent unit however, just its odds of successful withdrawal any round it attempts one.

    This is generally reserved for Canines (who should be the best at this), other Trained Animals with some speed such as Felines, and Light (fast) Mounted units who will charge off after their retreating foes.

    Pursuit also makes it possible to entrap units like Siege weapons that have a 'Combat Limit' that limits how much damage they can deal to the opponent after which they would normally make an automatic withdrawal. Their chances of success (100%) are also reduced by Pursuit values of the defender.

    Additionally, in some rare cases, a unit can Pursue a foe only to be dispatched in the continued enforced battle, not so rare when you start pursuing a fairly strong unit that has Early Withdrawal...

  • Early Withdrawal:
    UnitInfos tag: iEarlyWithdrawal - sets the base value for the unit
    PromotionInfos tag: iEarlyWithdrawalChange - sets the change in value to the unit's Early Withdrawal when Promotion is possessed by unit.

    This was extensively discussed above, but to review:
    If I have Early Withdrawal of 50, I start trying to withdraw at 50% of my HP being lost and will keep trying every round until I either succeed or am defeated. It does not mean I'm not getting an attack in those rounds where I'm attempting withdrawal either.

    While Early Withdrawal has no connection to the success odds of a given chance of Withdrawal, it can vastly impact the overall ability to successfully withdraw over the course of a given combat as it may mean a lot more attempts to do so than just the usual one try allowed.

    I had meant for it to mainly be reserved for Light Mounted units but ls612 cunningly advanced the idea that it could be used for skirmishing foot units as well (who would have much lower chances of withdrawal success nevertheless) that go in to make attacks with thrown weapons like Javelins and turn to flee the battle immediately thereafter.

    It's also an extremely effective method for a poisoner, who can step in, deal a touch of damage, leave a poison affliction behind on the attacked unit, and get out of battle before much damage has been taken in return.

    Take care not to allow it to get tooooo high or you will be attempting withdrawal as soon as the fight begins (after first strikes are resolved.) This would make your attacks less than meaningful, though with Power Strikes (below) it could still be a good strategy for wearing down your opponent.

    This should also be useful for scout units, wanting no trouble, just the opportunity to watch and report, trying to get away from hostilities with Defensive Withdrawal.

  • VSBarbs:
    UnitInfos tag: iVSBarbs - sets the base value for the unit
    PromotionInfos tag: iVSBarbsChange - sets the change in value to the unit's VSBarbs when Promotion is possessed by unit.

    This is a combat modifier vs NON-Animal barbarians. Pretty simple but a nice parallel to anti-animal hunting promos. Aside from using it to parallel where those bonuses are available, I'll leave it to you guys to decide how to utilize this.

    I do, however, suggest to use it liberally on those Tribal Defenders so that it protects early civs from barb elimination while not crushing the applicability of early warfare tactics some game strategies find useful.

  • Armor:
    UnitInfos tag: iArmor - sets the base value for the unit
    PromotionInfos tag: iArmorChange - sets the change in value to the unit's Armor when Promotion is possessed by unit.

    Again, this has already been basically explained above.

    Armor is basically damage resistance. Thick animal hides and tough Neanderthal skin should run around 5-10% armors naturally but I'm not thinking many Human units would naturally have Armor values. This would come, rather, from the Armor Equipments they've accessed.

    Armor and Puncture are values meant to increase drastically over the course of the game and are fully capable of going well beyond 100 as Puncture can only counter as much Armor bonus exists on the opponent unit.

    They are intended to assist us in showing deeper elements of the history of weapons and armor development. More on this in a bit.

    Armor can never completely eliminate damage from a hit (max reduction amounts to 95% less damage per hit) and thus is never an effective means to avoid Poisoning. In fact, heavier armors should probably reduce a unit's Precision values, making it harder for a unit in heavy armor to land a blow on the opponent. It would also most commonly reduce a unit's ability to dodge. Armor puts a combatant in the field ready to take the hits coming and draw out a battle as long as necessary to come out victorious.

  • Puncture:
    UnitInfos tag: iPuncture - sets the base value for the unit
    PromotionInfos tag: iPunctureChange - sets the change in value to the unit's Puncture when Promotion is possessed by unit.

    Even more was said about this under the Armor description. I could have made Puncture a Damage value, but that's relegated to Power mostly and I wanted Puncture to only go as far as potentially negating armor so we could really show what happened when Gunpowder completely obsoleted use of advanced armor developments until the modern era started showing a return to some useful armors such as Kevlar and such.

    Again, while natural weaponry on animals will tend to give them innate puncture ability, for humans, it should mostly be a matter of the quality of their weapons, and a lot on the materials of the weapons used. (Thus both Armor and Puncture should mostly be contained in the values given to the equipment promos.)

  • Dig In:
    UnitInfos tag: iDigIn - sets the base value for the unit
    PromotionInfos tag: iDigInChange - sets the change in value to the unit's Dig In when Promotion is possessed by unit.

    This potent value is the increased defense percentage bonus for every round the unit is fortified (caps out of course with the max 5 rounds benefit from fortification.) Thus, 5% Dig In will mean doubling the amount of defensive bonus possible on the unit from Fortifying (another +25% total possible modifier).

    Powerful huh? But it does have its drawbacks. Units with Dig In must be used with great planning to get the most out of their benefits. They are not highly mobile in application by any means and are mostly good for pointed territory and city defense.

    And while each promo on the Dig In line should add another 5% Dig In benefit (3 promos on the line) with some few units naturally having this ability due to innate training, for Human troops, mostly just mere access to the Dig In promo line should be more often employed than innate Dig In bonus. An animal that tends to really create effective natural defenses in its lair would be a worthy innate Dig In situation. Some highly advanced techs may generate some units with a natural Dig In ability as well.

    And while powerful, Dig In does have a weakness/counter. A few actually - this is one huge reason to have some attackers with Knockback! Even if you can't get a successful Knockback to kick the defender out of its plot (on cities it does not), it will still force that defender to lose all fortification bonuses, including any derived from Dig In! But this isn't the most direct way to counter units in your path that have this ability...

  • Fortified Collateral Defense:
    UnitInfos tag: iFortCollatDef- sets the base value for the unit
    PromotionInfos tag: iFortCollatDefChange- sets the change in value to the unit's Fortified Collateral Defense when Promotion is possessed by unit.

    The intention of this tag, along with Dig In, is primarily to help us better represent the devastating defensive effectiveness of Trench Warfare and Castles (buildings can add this to combat classes in the city too!) So primarily, Dig In and Fortified Collateral Defense should become the main fare for our Trench Warfare promotion line.

    We already have Collateral Defense, and this works similar, except that the unit's collateral defense value will increase by this value for every round the unit is fortified (still max 5 rnd benefit.)

    This, too, is counterable by the same methods that may counter Dig In and general Fortification bonuses.

    And the primary method of so doing is:

  • Overrun:
    UnitInfos tag: iOverrun- sets the base value for the unit
    PromotionInfos tag: iOverrunChange- sets the change in value to the unit's Overrun when Promotion is possessed by unit.

    Overrun directly reduces the defender's fortification bonuses (all forms since there's now multiple sources) by a percentage equal to the Overrun value on the attacker. Thus if I have 50% Overrun, 50% of your total defensive bonus from fortification is negated, and 50% of your Fortified Collateral Defense is negated.

    This is to represent the power of Mounted and Tracked units to blast through defensive fortifications. In particular, the Tank. It was historically put to development and use in a frantic effort to end the stalemate that trench warfare had established on the battle fronts of WWI. Tanks effectively drove over the trenches, through the barbed wire, and plowed past all fortifications to break holes in the ranks, allowing units that followed to pour through and take the desired strategic positions beyond.

    Hydro also noted, in a recent conversation, that Elephants would be great recipients of an ability to smash through barriers... here it is!

  • Repel:
    UnitInfos tag: iRepel- sets the base value for the unit
    PromotionInfos tag: iRepel- sets the change in value to the unit's Repel when Promotion is possessed by unit.

    A tortoise hides in its shell until the hunter gives up. An aardvark rolls up in a ball and goes still to frustrate its predators. A wounded archer may hide among the rubble until the invader gives up trying to find them. A skunk blasts those who dare encroach on its personal space with a horrifying stench spray eliminating the will of its foe to approach any closer.

    All of these are valid reflections of the ability represented by Repel.

    While this may seem like it can lead to a situation where the attacker simply cannot take the city (100% Repel on the defender), there are ways to overcome a Repelling opponent.

    Additionally, there is a building tag that allows the defensive building to provide a level of Repel value (should be a fairly minor amount) to particular combat classes defending the city. This is intended for walls, Castles and castle derivative buildings. Until I enable the targeted destruction of buildings themselves by bombarding units, this will be a hugely powerful defensive measure as this effect will remain even if the city's cultural defensive bonus has been knocked down to 0%.

  • Fortified Repel:
    UnitInfos tag: iFortRepel- sets the base value for the unit
    PromotionInfos tag: iFortRepelChange- sets the change in value to the unit's Fortified Repel when Promotion is possessed by unit.

    These units get themselves into positions and familiarity with their defensive terrain that makes them next to impossible to completely eliminate. Their Repel value grows while fortified at the rate indicated by the value of their Fortified Repel (again max 5 rnd benefit). Thus a 5% Fortified Repel will mean a total +25% Repel value for a capped out fortified Defender.

    Again, another way to enhance the value of Trench Warfare! This is its primary application and I have yet to fully envision other causes for differentiation between applying this tag and a basic Repel value.

    Note: An attacker with Overrun will reduce any built up Repel Value from Fortified Repel on the defender just as it does other Fortification values!

  • Early Repel:
    UnitInfos tag: iEarlyRepel- sets the base value for the unit
    PromotionInfos tag: iEarlyRepelChange- sets the change in value to the unit's Early Repel when Promotion is possessed by unit.

    Rather than waiting until near-death, Early Repel prompts the Repelling unit to begin Repel attempts every round after their damage threshold has been crossed.

    But the cause to have Early Repel vs any other type is a matter of how soon the defender will retreat to nearly impenetrable ground, or how quickly it would begin attempting to use a special method (such as the Skunk might spray immediately) to repel.

    Surely, where Human units are concerned, this would mostly be a developed ability on a promotion chain available to select defensive combat classes. It could also be readily available to extremely high tech units that start throwing tear gas sprays or other repellent gasses at nearly the onset of battle.

  • Unyielding:
    UnitInfos tag: iUnyielding - sets the base value for the unit
    PromotionInfos tag: iUnyieldingChange - sets the change in value to the unit's Unyielding when Promotion is possessed by unit.

    To counteract Repel and Knockback, a unit with extreme determination or blind ignorance of obvious threats and irritants may develop an ability to become Unyielding. A unit's unyielding value is a direct counter to Repel and Knockback values and operates in an almost identical fashion to Pursuit in relation to Withdrawal values.

    Extreme honor and valor can provide the impetus for developing Unyielding values on a unit and it will probably play in heavily with the soon to be designed Emotional promotions. But for now, access to the ability to develop this and/or assignment of base innate Unyielding ability can be guided on the basis of higher principles or base bloodlust existing in the nature of a given unit.

  • Knockback:
    UnitInfos tag: iKnockback - sets the base value for the unit
    PromotionInfos tag: iKnockbackChange - sets the change in value to the unit's Knockback when Promotion is possessed by unit.


    Knockback, the mechanics described in brief above, allows an attacker to have a chance (% odds of success represented by the value of the unit's Knockback ability) to force a defending unit out of its defensive positions if the attacker would otherwise normally die. In the open field, this means you force the defender to flee rather than you perishing.

    Unless there's an outcry of desire to use this to represent massive brute force to push a unit back, lets not get confused with the current intention of this ability (and the messages its use flashes will currently support). It really represents the ability of flame wielding units to set defenses on fire around the defender, forcing them to evacuate. It's also good for explosive hurling units like grenadiers and for chemical weapons flingers like some promotions allow Siege weapons to become. It makes holding their ground potentially impossible for defenders.

    But it is countered by Unyielding values on the defenders.

  • Early Knockback:
    UnitInfos tag: iEarlyKnockback - sets the base value for the unit
    PromotionInfos tag: iEarlyKnockbackChange - sets the change in value to the unit's Early Knockback when Promotion is possessed by unit.


    As usual with non-lethal combat abilities, Knockback is normally only given one opportunity, when the unit with the ability would normally otherwise die. And again, Early Knockback gets the unit to attempt knockback at a lower health loss threshold.

    In general, this is a reflection of how quickly the unit can get their flames/gas to force the defender to evacuate. Thus, this would be more commonly high for many units than other forms of Early. An Arsonist may not have any Early Knockback as it takes some time for them to go around setting fires to get the defender to leave, but a Flamethrower might be able to get in close with an inferno much earlier. A thermobaric tank, for example, might be able to get its flames in close at a much greater range, thus having a very high Early Knockback. Range is a big feature to consider for these values. Skill at getting the defender to evacuate faster is another (and thus applied via a line of promos for fire wielders etc...)

  • Dodge Modifier:
    UnitInfos tag: iDodgeModifier- sets the base value for the unit
    PromotionInfos tag: iDodgeModifierChange- sets the change in value to the unit's Dodge Modifier when Promotion is possessed by unit.

    As noted above, Dodge is set at a base 100% (won't show on the unit if its unmodified.) It can only penalize the opponent's chance to score a hit on your unit. Therefore a low Dodge value isn't going to hurt you much. It's only effective if your Dodge is higher than your opponent's Precision Modifier. So the higher, the better of course!

    Positive Dodge modifiers would mostly be earned by skill (promotions) or assigned
    by great innate ability rare to find on Human units (although some extremely agile sorts such as Rogues and Jaguar Warriors may have increased innate dodge abilities.)

    But most Armors will penalize dodge values. For most units, until the invention of Gunpowder, which at first comes with heavy Precision Penalties but massive Puncture values, Dodge is a lesser need in comparison with Armor, and less freely accessible. Some mounts may increase dodge but I wouldn't go too far with this as even a fast horse is still a big and thus easy target to hit.

    Size modifiers should include Dodge penalties for increased size and bonuses for decreased size. Thus Dog units should have somewhat higher dodge values than the standard Human sized unit. And we have another reason to fear pigeons - (just kidding, sorta)

    But if you can greatly penalize your opponent by having much higher dodge than your opponent's precision, you may easily make it out of a fight without taking hardly a scratch!

    Odds reflect dodge and precision but as a result, what you see is not exactly the to hit odds anymore but a mathematical approximation of overall battle odds. Take note of your combat logs to see how often your unit hits or misses in a given round. Hopefully I can figure out how to generate messages in the combat log to make this even more obvious when you look there but I never could figure out the python necessary to make that work :( so for now you'll have to track by the round markers (where it re-expresses the current odds).

  • Precision Modifier:
    UnitInfos tag: iPrecisionModifier - sets the base value for the unit
    PromotionInfos tag: iPrecisionModifierChange - sets the change in value to the unit's Precision Modifier when Promotion is possessed by unit.


    I've explained most of this above already.

    But lets keep in mind the standard that this is mostly a skill development region (common promotion line). Equipments, particular weapons, can influence Precision based on the ease of use. A sword, for example, should have a rather nice Precision modifier, while a Flail might... erm... flail about a bit thus having a bit of a penalty. Early Gunpowder weapons would suffer greatly as hitting the broad side of a barn was actually a bit of a trick for those early handheld projectiles.

    A poisoner would do well to develop precision as anything that can help to ensure at least doing damage before end of battle can mean the difference between ending with the opponent poisoned or not.

    It may seem as if I've divided basic Combat Strength into two counteractive sets, Dodge vs Precision and Armor vs Puncture... you'd be right. The value of these should be roughly conceived as half the value of a combat adjustment (note: I may have not accurately portrayed this in my initial AI valuations). Overall Combat Strength will largely form the core of both damage output, ability to minimize damage, speed of attacks and likelihood of inflicting injury, making Combat modifiers overall more effective. But if Armor or Dodge is applied liberally while the opponent does not effectively counter with Puncture or Precision, it can make a 6 str unit fully capable of defeating a 12 str unit so don't underestimate the power of these new metrics either!


    Which is why there's also a tag for
  • Strength Modifier:
    Just for Promotions (strength is already firmly established on base unit stats): iStrengthChange

    Pretty much just gives us the ability to create a line just as effective but varying in effectiveness based on the situation as the Combat line. +1 Base Strength per promotion taken on the line.

    Applied as a negative, its also highly useful for establishing penalty values on Afflictions!

Ok, I've covered a full theme set of tags here but I do have a lot more to discuss under this overall Introduction header, so I'll return tomorrow to complete the list. For now, chew on and discuss these :D
 
I get headache when i think about all posibilities. I thonk we need to balance things. Make battles realistic but not too complicated to players

Ex: Repel i knockback for player should be attack withdrawal chance, defense withdrawal chance
 
I'm looking forward most of all to the retraining side of things, though everything else sounds great too.

Some events though (triremes, chariots, light swordsman, halberds, etc) grant free promotions to units, promotions that are also usually gained through experience. Oh, and Venetian Arsenal and a couple of other buildings. Will those promotions be replaced with promotions specific to those events/buildings? Otherwise, my pikemen will upgrade to musketeers, and i'll go retrain their shock I free event promotion to combat IV or whatever, gaining a bonus promotion over a newly trained unit at the same level. At the same time, it sucks that all my war ships gain combat I for free after I go through all this trouble with an event quest, when I already gave them combat I!

Anyway, finally all the AI's damn tanks with their medieval wootz steel they kept after being upgraded from cavalry will lose that broken 15%.

As for everything else, well, I can envisage armies of unyielding clone troops holding against a stack of doom consisting entirely of flame throwers and rocket artillery. It would flesh out the biopunk and even cyberpunk (emotional inhibitor cybernetics anyone?) alt timelines at the very least. All these extra values will expand units from being 2-dimensional in terms of stats and improve the intricacies of counter units. Presumably, water units would gain these abilities too? Currently, the only way the iron frigate's superiority is shown is by its bonus against wooden ships, when really it was its armour's resistance to cannon, as merely one example.
 
To be honest, I've been reading through all of this, and it sounds to me like making Everest out of a molehill. As long as it doesn't add to the overall time it takes to play the game, it should be fine, but I would advise REALLY testing out any major adjustments to make sure that it doesn't get boring. Given the amount of combat that happens in a long game, it could be really bad. I think what I really am asking is don't force more than one click per unit attack - it would drive me crazy.
 
One more thing; please try to keep your new game text as "telegraphic" as possible. Screen real estate is very valuable, and I think you should try to not use more of it than you need. (Also, other languages may have even more issues with space.)

Example: I just upgraded some Dromon to Caravel. The message "Your Dromon has lost its Assistance of Enki promotion and as a result, may now select a new promotion to take its place." appears.

I think the bolded sections are unnecessary. Compare this:

"Your Dromon has lost its Assistance of Enki promotion and may now select a new promotion."

I think that gets the point across in fewer words.
 
Pursuit: Good idea

Early Withdrawal: Is this something the player can set, or will this be hard-coded into unit stats?

VSBarbs: I don't see much use for this on anything else than the Tribal Guardian and even there it seems kinda redundant.

Armor+Puncture: YES!!! This is an excellent idea and I'd be happy to give my input on unit stats utilizing this once you get it working.

Dig In: Interesting ability, reminds me of Operation Spellcross (infantry was able to entrench better than tanks). Might be difficult to use properly though.

Fortified Collateral Defense: Not so sure about this one. This ability would effectively give units an ability to build fortresses (until they move).

Overrun: Interesting idea, but has a some problems (tanks can go through barbed wire, but not through tank traps/AT trenches and many other obstacles that pose no problems to infantry) that will need to be looked at.

Repel/Fortified Repel/Early Repel: A wounded archer hiding among the rubble until the invader gives up trying to find him is no longer a combat capable unit and is effectively destroyed. Not a fan of this idea.

Unyielding/Knockback/Early Knockback: Flamethrower units are perfectly happy to torch their enemies right in their defenses. The defenders have to Withdraw if they want to survive and Flamethrower troops don't go out of their way to make that happen.

Dodge/Precision: EXTREME care must be taken here as this can easily break the entire combat system. It will probably be quite confusing as well. Not sure how I feel about this.
BTW see Myth #4 http://www.thearma.org/essays/TopMyths.htm (and all the other ones as well while you're at it)
 
To be honest, I've been reading through all of this, and it sounds to me like making Everest out of a molehill. As long as it doesn't add to the overall time it takes to play the game, it should be fine, but I would advise REALLY testing out any major adjustments to make sure that it doesn't get boring. Given the amount of combat that happens in a long game, it could be really bad. I think what I really am asking is don't force more than one click per unit attack - it would drive me crazy.

+1

JosEPh
 
Yay. :crazyeye:
 
When do you anticipate that this will be implemented? What version?
 
You need to write AI to handle some of these new tags. Especially:
  • Overrun
  • Dig in
  • Repel
  • Fortified repel
  • Unyielding
I think the current AI will work fine with the others, provided the (simple) change of adding them to promotion valuation is done (which you already have I believe). However, the ones listed above will need significant work in the unitAIs to appropriately USE units that get them (e.g. - dig in units shouldn't be used in roles that have them moving around a lot, and if units need to be moved even in more static roles then it needs to actively consider which should move based on this promotion).

That sort of AI change is MUCH harder to get right, but without it units that have these tags will be far more useful to a human player than to an AI and will lead to imbalance.
 
To be honest, I've been reading through all of this, and it sounds to me like making Everest out of a molehill. As long as it doesn't add to the overall time it takes to play the game, it should be fine, but I would advise REALLY testing out any major adjustments to make sure that it doesn't get boring. Given the amount of combat that happens in a long game, it could be really bad. I think what I really am asking is don't force more than one click per unit attack - it would drive me crazy.

+1

JosEPh

I agree. This will be a major headache for me specifically, as I'm nominally in charge of units. The base BtS combat mechanisms worked perfectly fine, there was no real need to change them like this IMO.
 
I get headache when i think about all posibilities. I thonk we need to balance things. Make battles realistic but not too complicated to players

Ex: Repel i knockback for player should be attack withdrawal chance, defense withdrawal chance
Added complexity was one goal here because I don't know about others, but I figure most who come to pick up a mod are a bit tired of playing the game with all the same standard strategies only to consider. Plus, the purpose and cause of Knockback and Repel stem from entirely different reasons than Withdraw! Withdraw is running away and is very much the opposite of Knockback and Repel. No unit with Withdraw skill would likely also have either of those.

I'm looking forward most of all to the retraining side of things, though everything else sounds great too.

Some events though (triremes, chariots, light swordsman, halberds, etc) grant free promotions to units, promotions that are also usually gained through experience. Oh, and Venetian Arsenal and a couple of other buildings. Will those promotions be replaced with promotions specific to those events/buildings? Otherwise, my pikemen will upgrade to musketeers, and i'll go retrain their shock I free event promotion to combat IV or whatever, gaining a bonus promotion over a newly trained unit at the same level. At the same time, it sucks that all my war ships gain combat I for free after I go through all this trouble with an event quest, when I already gave them combat I!

Anyway, finally all the AI's damn tanks with their medieval wootz steel they kept after being upgraded from cavalry will lose that broken 15%.

As for everything else, well, I can envisage armies of unyielding clone troops holding against a stack of doom consisting entirely of flame throwers and rocket artillery. It would flesh out the biopunk and even cyberpunk (emotional inhibitor cybernetics anyone?) alt timelines at the very least. All these extra values will expand units from being 2-dimensional in terms of stats and improve the intricacies of counter units. Presumably, water units would gain these abilities too? Currently, the only way the iron frigate's superiority is shown is by its bonus against wooden ships, when really it was its armour's resistance to cannon, as merely one example.
Pretty much every promo that stems from anything but earning through level gain is a 'Free Promotion' and as such is not subject to triggering a retraining if its lost. This new structure will certainly point out a lot of current illogical prereq conditions and will enforce a need to streamline and rationally evaluate upgrade paths to maintain some consistency in Unit Combat defined access. But if a unit upgrades, it doesn't automatically mean it will lose all its free promos. If it could still qualify for that promotion as the unit it has just become, it keeps it, so your upgraded Jaguars will probably still keep their free Forester promo until they upgrade to a unit that can never earn that promo at all.

Thanks for the enthusiasm though... there's a bit of lacking in that dept here it seems.

To be honest, I've been reading through all of this, and it sounds to me like making Everest out of a molehill. As long as it doesn't add to the overall time it takes to play the game, it should be fine, but I would advise REALLY testing out any major adjustments to make sure that it doesn't get boring. Given the amount of combat that happens in a long game, it could be really bad. I think what I really am asking is don't force more than one click per unit attack - it would drive me crazy.
I think I may have misrepresented the Round mechanism of battle there somehow. Battles still fully resolve. Within the scope of one attack, there are already and will continue to be repeated rounds until resolution. The only new ways to have a battle end prematurely would be the new non-lethal combat abilities and possibly earlier if those units have the Early forms of them. But its still considered a resolved attack, just like a unit's withdrawal is now.

One more thing; please try to keep your new game text as "telegraphic" as possible. Screen real estate is very valuable, and I think you should try to not use more of it than you need. (Also, other languages may have even more issues with space.)

Example: I just upgraded some Dromon to Caravel. The message "Your Dromon has lost its Assistance of Enki promotion and as a result, may now select a new promotion to take its place." appears.

I think the bolded sections are unnecessary. Compare this:

"Your Dromon has lost its Assistance of Enki promotion and may now select a new promotion."

I think that gets the point across in fewer words.
I've never valued brevity much as I'm sure you can already tell from everything I write. I can forsee a lot of complaints along these lines from you but in this case at least, I don't mind shaving it down as you suggested.

Pursuit: Good idea

Early Withdrawal: Is this something the player can set, or will this be hard-coded into unit stats?
Only some units would have it as a standard ability but I do note the double edged sword feature of this. Generally only units intended for a quick in and out raid style attack will have this in any inherent value, but even they could possibly be given a promo line for those who wish to force them to take deeper risk (yes, the Early values can be safely reduced on a unit without fearing it might completely eliminate the unit's ability to do so at all!) But I'm not a good enough programmer to have every attack prompt you to define your desired HP threshold so its a static value on the unit. It should rarely ever be a very strong value on a unit out of the gate, but should be develop able through promos IF you like applying this as a strategy for wearing down your enemy without losing any units.

VSBarbs: I don't see much use for this on anything else than the Tribal Guardian and even there it seems kinda redundant.

There are some more uses for this in promotion lines and would have a big impact in the early stage of the game.


Armor+Puncture: YES!!! This is an excellent idea and I'd be happy to give my input on unit stats utilizing this once you get it working.

As stated though... mostly to be considered in designing the equipment promos that those units will use. Although for vehicles, it may be more natural to give as inherent values.

Dig In: Interesting ability, reminds me of Operation Spellcross (infantry was able to entrench better than tanks). Might be difficult to use properly though.

As Koshling mentioned, not so hard for the player, but it may be challenging to get the AI to make it work as well as they should (but not impossible by any means.)


Fortified Collateral Defense: Not so sure about this one. This ability would effectively give units an ability to build fortresses (until they move).

And that's pretty much what trenches were... on the spot forts designed by the soldiers stationed there.

Overrun: Interesting idea, but has a some problems (tanks can go through barbed wire, but not through tank traps/AT trenches and many other obstacles that pose no problems to infantry) that will need to be looked at.

I didn't want to get too technical on this... not when we also have 'trap' improvements planned and coming eventually.

Repel/Fortified Repel/Early Repel: A wounded archer hiding among the rubble until the invader gives up trying to find him is no longer a combat capable unit and is effectively destroyed. Not a fan of this idea.

Think of it more as dancing around the attacker and never letting him really get their hands on the defender to finish off the defender until the attacker grows too frustrated or the day's worth of combat simply comes to an end and the attacker must retreat to camp to recover. There's a number of ways to envision how Repel is being applied. That was just one example, and perhaps a poor one. What about a swordsman trying to climb a wall to get at an archer at the top who just moves to another battlement whenever he's approached but just keeps on shooting at the swordsman until the battle has become ridiculous to persist?

Unyielding/Knockback/Early Knockback: Flamethrower units are perfectly happy to torch their enemies right in their defenses. The defenders have to Withdraw if they want to survive and Flamethrower troops don't go out of their way to make that happen.

Actually, this comment has me rethinking one way that both repel and knockback are applied... I'll say more on that later.

Dodge/Precision: EXTREME care must be taken here as this can easily break the entire combat system. It will probably be quite confusing as well. Not sure how I feel about this.

It can break the system no more than armor/puncture. It's got limiters in place so that a unit can't ever be completely immune to being hit.


BTW see Myth #4 http://www.thearma.org/essays/TopMyths.htm (and all the other ones as well while you're at it)

I'll take a look at that link in a bit then say more.

When do you anticipate that this will be implemented? What version?
The dll code is in place to allow (almost) ALL of this now but it's going to be a second phase of the project here to get the units to use it all properly and in balance.

You need to write AI to handle some of these new tags. Especially:
  • Overrun
  • Dig in
  • Repel
  • Fortified repel
  • Unyielding
I think the current AI will work fine with the others, provided the (simple) change of adding them to promotion valuation is done (which you already have I believe). However, the ones listed above will need significant work in the unitAIs to appropriately USE units that get them (e.g. - dig in units shouldn't be used in roles that have them moving around a lot, and if units need to be moved even in more static roles then it needs to actively consider which should move based on this promotion).

That sort of AI change is MUCH harder to get right, but without it units that have these tags will be far more useful to a human player than to an AI and will lead to imbalance.
Couldn't agree more. But its a level of AI skill and knowledge of the AI structures I lack and was hoping to get guidance, or at least have you include it in your considerations when moving on to more AI work.

I agree. This will be a major headache for me specifically, as I'm nominally in charge of units. The base BtS combat mechanisms worked perfectly fine, there was no real need to change them like this IMO.
Just too routine at this point is all. You, of all people, seem to have well considered how most of these can be balanced into the existing structures so this surprises me somewhat. If we take it one era at a time, we can have it all balanced out quite nicely very quickly. In the meantime, perhaps it should be a branch effort. More on that when I return.
 
I love all of this on so many levels! I am often found complaining on these forums, but I have nothing but admiration for all this AWESOME work you have done! And you said more was to come? :lol:

I think these changes will, in a good way, revolutionize the game play experience. Thank you!
 
I just want to know how Tbrd can make such long posts and stay on subject?!!

:mischief: ;)

JosEPh :)
 
@Thunderbrd

Some ideas for animal that have different abilities. Note we can have more its just some off the top of my head.

1. Pursuit (Wolf, Dire Wolf, Cheetah, Lion, Panther, Cave Lion, Sabertooth, Canines, Great White Shark, Reef Shark, Orca, Dolphin, Giant Squid)

2. Early Withdrawal (Gazelle, Most Birds, Most Hoofed Animals, Kanagroos)

3. Puncture (Rhinos, Deer, Elephant, Mammoth, Narwhal)

4. Dig In (Badger, Ratel, Wolverine, Warthog, Aardvark)

5. Overrun (Locust)

6. Repel (Galapagos Tortoise, Desert Tortoise, Rhinos, Skunk, Ratel)

Note that its an Armadillo not at Aardvark that can roll up

7. Unyielding (Rhinos, Warhog, Wolverine, Ratel, Bears)

8. Knockback (Rhinos, Elephants, Mammoth, Moose, Mulfons, Aurochs, Muskox, Kanagroos)
 
@Thunderbrd

Some ideas for animal that have different abilities. Note we can have more its just some off the top of my head.

1. Pursuit (Wolf, Dire Wolf, Cheetah, Lion, Panther, Cave Lion, Sabertooth, Canines, Great White Shark, Reef Shark, Orca, Dolphin, Giant Squid)
Cool... some in here I hadn't considered as I had not given naval much thought throughout this process assuming that they would inherit whatever would apply naturally. But yeah, you got the concept here in full I think.

2. Early Withdrawal (Gazelle, Most Birds, Most Hoofed Animals, Kanagroos)
Probably a much wider application, almost to the point of universal for animals. Very useful for animals that would flee from a fight as a matter of course, or from animals that may readily attack but would get out of there quick if they got hurt (which would count most animals actually, even some rather fierce ones.)

I think Hunters should really want to develop Pursuit skills, as animals, in general, aren't the types to fight to the death usually.

I believe we can rapidly apply Early Withdrawal to a wide swath of animals varying on their subcombat class categories including an auto promotion that includes a well assessed Early Withdrawal value that would apply to the whole Combat Class category (this was part of what I was getting at with Predator/Prey SubCombats but then rescinded.. it should be more like, Rapid Prey (for those animals that get the heck out at the first sign of danger), Cautious Predator (that turns to run as soon as it gets unexpectedly injured like most Felines do), or Confident Predator (that stands its ground when hunted and fights back). Or we could try to just define it by more generic CCs like Bovine, Equine etc...

This mechanism is part of why I would strongly urge players to play with Defensive Withdrawal ON at all times to keep things rational. Its an option I'd love to default to ON and hide from toggling but I know there are still some players that just don't like it (though I'm hoping with Pursuit in play they may rethink their stance on that...)


3. Puncture (Rhinos, Deer, Elephant, Mammoth, Narwhal)
As animals that have HIGHER puncture values, sure. But keep in mind, Puncture should be seen as a value to consider on all units rather than a 'special ability'. Thus, all animals should be evaluated for how strongly capable of piercing armored defenses with their attack modes. You can't have negative puncture values but a puncture of 0 should really be represented by something like a Tuna (completely useless at piercing any defenses at all and only possibly dangerous to a really fleshy foe.) The animal world will probably set the definition of Puncture values to compare our own weaponry to actually, so should be the first to be defined so that all others can have standards to be judged by. The range among animals should probably span from 0-100. At Metal weaponry, human weapons would begin to reach and at times exceed even that and grow from there with a huge jump in Puncture at Gunpowder.

Given time, I'll work up a complete proposal one era at a time for puncture/armor values and equipments to go with them. Once we start applying these values (Puncture and Armor), we'll need to quickly review all units and design basic (core) equipments rather rapidly or in a module project that will only go online once fairly complete.


4. Dig In (Badger, Ratel, Wolverine, Warthog, Aardvark)
Those sound absolutely applicable!

5. Overrun (Locust)
Hmm... definately! ;)

6. Repel (Galapagos Tortoise, Desert Tortoise, Rhinos, Skunk, Ratel)
Not sure about the Rhino necessarily but otherwise all fit the concept of Repel perfectly - note my next post here about a mechanism adjustment I've now come to realize I need to make on Repel and Knockback effects.

Note that its an Armadillo not at Aardvark that can roll up
Ack! You're so right and I'm now embarrassed :blush:

7. Unyielding (Rhinos, Warhog, Wolverine, Ratel, Bears)
Absolutely :D Among others of course but yeah, that sounds right.

8. Knockback (Rhinos, Elephants, Mammoth, Moose, Mulfons, Aurochs, Muskox, Kanagroos)
Again, this is another application of knockback outside of what I had originally intended... BUT with a rework on some of what knockback is all about, and seeing how you WANT to apply it, I'd be happy to enable the Brute Force Knockback as part of the envisioned use of the mechanism, so long as the original Fire use intention isn't retracted entirely.





OK, ADDENDUM TIME!

Based on initial feedback I've decided to adjust, before we start using these, the fundamental mechanisms behind the Knockback and Repel effects.

Currently, as noted above, I have their attempts being enacted by a unit about to perish. After some rethought, this just makes them enhanced withdrawal attempts (somewhat) and messes with the manner in which they are intended to be visualized.

Therefore, what I'll do to change these is:

When the unit with Knockback or Repel first damages its opponent (knockback only possibly taking place when attacking and repel only on defense) the Knockback or Repel check is made immediately and only once. Whether it succeeds or fails the enemy still takes the damage that round and it doesn't deny your unit taking damage in that round at all either. But the battle ends after that round, nevertheless, and it ends with the Knockback or Repel effect taking place. If the check fails, the battle proceeds as it normally would otherwise.

This means that Early Knockback and Early Repel will be reworked into Knockback Retries and Repel Retries (adds extra attempts on successive hits if the first (and ensuing) check(s) fails.)

The mention that those effects would generally be immediate stuck a chord. This means Repel can not ONLY indicate a unit wearing out the will for the attacker to sustain the fight, but it would ALSO now indicate the attacker immediately suffering a confidence collapse when taking the first damage from its defending enemy, such as what may happen when a unit rushes a spear wall or tries to run in under heavy archer fire.

This will eventually then tie into Morale promos nicely this way. High morale will lead to natural Unyeilding values and low morale would potentially lead to Unyielding penalties (which I'll have to adjust the code to allow for.)

It also indicates that when a unit first suffers damage from an attack from a fire wielding attacker, it may force the defender to back out of the fight from the Knockback effect, or could just as equally indicate a powerful blow sending the defender(s) flying out of the fight.

This means I should also add new tags on my next round to enhance Knockback and Repel on Power Attacks (more on that in my next Introduction step!)


Once those addendums are completed in the coding, I'll re-explain them in the top post here.


@Intlidave: neat thread that could be very helpful in guiding equipment definitions! I could not disagree or object to anything it said. Having extensively sparred with mock medieval weaponry, I learned a lot of things that seemed to contradict the usual projected view by media sources on the uses of these kinds of weapons. I found the mid sized, highly wieldable spear was one of the most easily lethal weapons of choice actually. But yeah, shields weren't half as useful as they seemed without a lot of practice and swords were really, really, as it states, versatile, but only if you really knew what you were doing with it. Nevertheless, its one of the most controllable weapons in the hand and can perform a wide variety of stunts and maneuvers many other weapons cannot. So yeah, I liked that read... thanks!
 
I was thinking about these abilities, and while they can be gained through some promotions (hopefully high level ones so they are still considered special) I think some units should come with them by default.

Pursuit: Light cavalry, Light tanks, Helicopter units
Early Withdrawal: Skirmishers/Javelineers, Horse Archers.
Overrun: Light cavalry, Light tanks, Helicopter units
(Same types of units as Pursuit, but they are used in two different type of situations so I don't think it's overpowered to have them have both. I think Overrun should be about exploiting weak points to break through behind their lines, so it would be good for fast units. Heavier units like regular tanks should get Unyielding.)

These abilities I think should be almost unseen until the industrial age:
Repel: Machine guns, APC's.
(This is a really powerful ability, I think it should only come standard on units with fully automatic weapons.)
Unyielding: Medium and heavy tanks, clones, super soldiers.
Knockback: Flamethrowers, Missiles, (and if ranged bombardment can have the effect: Artillery, Bombers, Battleships (but only against land units))
(This is another really powerful one, especially if it can happen on ranged bombardment. A few artillery rounds from some howitzers could scatter an enemy stack and allow your fast raiding units to pick off the ones that are no longer protected by the machine guns.)

I think we should still see them in high level promotions, something that's available on a level 6 or higher unit. By the medieval era I can train units with +25 xp to start with from buildings, great generals, and civics. And since I build almost all my units in my capital they all get that xp. I think the more powerful abilities should have a prereq of Combat III and _____ II, say Drill II for Repel. That way the you will have to train your medieval or renaissance unit in combat, it will keep those powers as something special.
 
I watching 12padams 21st episode lets play.

I have feelings that defensive strenght of siege units should be reduced by 75%
Unprotected siege units should be easy to kill or capture.

Look at the minute 3 of this lets play and you will understand waht i am saying.
It is very funny that archers cant kill unprotected siege ram.
http://www.youtube.com/watch?v=2RLD5WUIw1Y&feature=g-high-u
 
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