moopoo
King
Yes, I know, I've done this before. Yes, I know, I should learn how to mod. I will. Some day. in the mean time...
MY (second) FIGHTING SYSTEM!!!
My newest system is based on two systems already in BTS: Withdrawal and unit directions (yes, this is actually only in the afterlife mod, but it's still there )
First the directional thing. This part is a simple one, and one that has been floating around here since BTS. The Idea that when units fortify, they fortify for a specific direction. In this direction they get an excellent defensive bonus (100%, say). They get a lesser bonus from a 45 degree angle (75%, again for arguments sake). a lesser bonus again from the side, and no defensive bonus from the back.
For the system to be most effective, units on a tile must all be facing the same way. This would create the need for defensive lines. It could also be changed for specific units - for example, pikemen could get excellent front-on defense, and crap back defense, whereas archers would be pretty all-round (pun intended).
Next - withdrawal. First of all there could be a defensive withdrawal. It would only take place when a unit has less than 10% health, and doesn't occur if the unit starts with less than 75%, so that offensive units can still kill units
Offensive withdrawal. With the excellent defense from front-on, attackers need a way to breakthrough. offensive withdrawal is the key - with High chances, around the 80% mark i think. However there is a catch - your withdrawal chance lessens, the more units you have on a tile. This is the best way i can think of to recreate logisitics problems encountered on the field with taking a pant-load of units intlo one little area.
So lets recap. Units only get good fortify bonuses from front on, so defensive units will be spread to cover corners, and back each other up. the one direction thing means you'll be better off defending land rather than cities. To counter this awesome defense, attaking units get good withdrawal - but only if the general (you!) has planned his attack properly. Find the weak spot and drive your forces into it.
One final thing that I just thought of - supply lines. This could be recreated by needing a road/rail route to your nearest city, otherwise health recovery is severly diminished. Also, the health recovery could depend on food from the cities to emphasis pillaging.
What dost thou think?
MY (second) FIGHTING SYSTEM!!!
My newest system is based on two systems already in BTS: Withdrawal and unit directions (yes, this is actually only in the afterlife mod, but it's still there )
First the directional thing. This part is a simple one, and one that has been floating around here since BTS. The Idea that when units fortify, they fortify for a specific direction. In this direction they get an excellent defensive bonus (100%, say). They get a lesser bonus from a 45 degree angle (75%, again for arguments sake). a lesser bonus again from the side, and no defensive bonus from the back.
For the system to be most effective, units on a tile must all be facing the same way. This would create the need for defensive lines. It could also be changed for specific units - for example, pikemen could get excellent front-on defense, and crap back defense, whereas archers would be pretty all-round (pun intended).
Next - withdrawal. First of all there could be a defensive withdrawal. It would only take place when a unit has less than 10% health, and doesn't occur if the unit starts with less than 75%, so that offensive units can still kill units
Offensive withdrawal. With the excellent defense from front-on, attackers need a way to breakthrough. offensive withdrawal is the key - with High chances, around the 80% mark i think. However there is a catch - your withdrawal chance lessens, the more units you have on a tile. This is the best way i can think of to recreate logisitics problems encountered on the field with taking a pant-load of units intlo one little area.
So lets recap. Units only get good fortify bonuses from front on, so defensive units will be spread to cover corners, and back each other up. the one direction thing means you'll be better off defending land rather than cities. To counter this awesome defense, attaking units get good withdrawal - but only if the general (you!) has planned his attack properly. Find the weak spot and drive your forces into it.
One final thing that I just thought of - supply lines. This could be recreated by needing a road/rail route to your nearest city, otherwise health recovery is severly diminished. Also, the health recovery could depend on food from the cities to emphasis pillaging.
What dost thou think?