new combat update?

eerr

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May 27, 2006
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The 1.61 patch brought further changes, and now damaged units attack or defend with the average of their current and full strengths.

i saw this in the civ wikia, is it true?, and is it applied in ffh?
 
Yes its true, and it does apply to FfH. I forget what the specifics were but it has sometihng to do with the units strength being modified by how much it was damaged. So a half dead archer wouldnt be as effective in combat as a fully healed one.

(come to think of it a unit ability that it ignores damage and always uses its max strength may be kind of interesting)
 
I don't think so. They are hard enough to kill as is, especially with heroic strength/defense II. I was thinking it could be a special ability of undead units or perhaps be granted by a promotion such as valor of courage.
 
That's not the average.
 
(come to think of it a unit ability that it ignores damage and always uses its max strength may be kind of interesting)

Actually, that sounds very berserker-esque. Perhaps rather than fighting with the full strength regardless of hp it could scale differently (in a more favorable way, that is), if this ability is too powerful.
 
the average of 1% and 100% is about 49.5%
.495*2=~.99
Oh, I see what you were doing. Warriors are base STR 3 now, though. **he says in hopes of covering up his oversight**
 
if you wanted to go for the beserkers idea, you could give them a something like an enraged promotion, equivelent of twice the dammage they've recieved. so at 75% health they get +50% offence, -50% defence, at 20% health they get +160% offence, -160% defence, but that doesn't mean much when they'll die in one hit.

at 100% health they have X strength
at 90% health they have 1.2*0.9=1.08X
at 80% health they have 1.4*0.8=1.12X
at 75% health they have 1.5*0.75=1.125X
at 70% health they have 1.6*0.7=1.12X
at 60% health they have 1.8*0.6=1.08X
at 50% health they have 2*0.5=1X
at 40% health they have 2.2*0.4=0.88X
at 30% health they have 2.4*0.3=0.72X
at 20% health they have 2.6*0.2=0.52X
at 10% health they have 2.8*0.1=0.28X

Hence you make the unit usable at lower health levels up to a certain limit, thus encouraging you to continue fighting with a wounded beserker unit, improving the offence initially, of course at a certain level the risk becomes much greater.
 
i really like that idea. but you might have to deduce their base strength a bit and give them blitz as i dont want to loose the healing from high preists just because it would reduce the effectiveness of berserkers.

and as another thought, maybe having more damage could instead increase collateral damage?
 
i really like that idea. but you might have to deduce their base strength a bit and give them blitz as i dont want to loose the healing from high preists just because it would reduce the effectiveness of berserkers.

and as another thought, maybe having more damage could instead increase collateral damage?

Actually they don’t heal between battles if they don’t have march. So in the first battle they'll have full health and attack as normal, then the following turn they will have 90% health, and will have a little extra strength, so you can continue fighting. Until they become weaker, and when they get to a certain point they still need to take a little break to heal. But this’ll allow them to fight 2-3 battles in a row without having to wait to heal at the end.

Naturally their chance of winning a battle is not only dependant on their strength but also on their hit points left. So even if their strength goes up, they’ll need less hits to die, and so become more fragile.

So now berserker function makes strength X+2*(1-H)*X = 3*X-2*H*X
For H=unit health; 0<H<=1

Having less health also lowers the chance of winning a battle, even if the strength goes up, the unit will take less hits to die. So maybe the optimum health might be much higher than 75%, maybe nearly 100%, but the difference is that this unit would still be able to fight effectively down to levels of 70% health before there is a degradation in ability
 
the average of 1% and 100% is about 49.5%
.495*2=~.99

i mean a .01% health warrior would be calculated .99 str

your math is right, but you had written 0.01%, not 1% :mischief:
Even if you meant 0.01 health it would still not be 1% (that would be 0.02).

PS: even your math doesn't sound right actually.
 
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