Is the base value of health points always 20 for all units or is it directly linked to the number of unit hits?
To determine actual attrition loss of men, is the the loss of 1 health point equivalent to the loss of one man?
Primasprit wrote:'Health Points' and 'Hits' are only different words for the same thing.![]()
The parameters 'MenPerHit', 'GunsPerHit' and 'HorsesPerHit' are the conversation factors for Hits into the number of men. Additionally a slight random fluctuation is added.
The game itself uses only the 'Hits' for it's calculations. Never the 'real' number of men. This number is only used for the display on the interface. So if you tweak the attrition and want to check the effects, look for the number of Hits, not the number of Men/Horses/Guns.
Cheers
Norbert
Do you know if hits are calculated each day or if a single cumulative hit check is made? I assume hits are checked each day.
The system looks very good. I would be nice to have a attrition variable available for unhealthy terrain such as swamps/marsh during warm weather. Something inherent to certain types of terrain.
Primasprit wrote:The Attrition due to movement is checked daily. The additional attrition for the game rule 'Historical Attrition' is checked per turn.
The decimal fractions are rounded up or down with the correct probability.
This can be done. You can define in the terrain DB for each weather if the effects should be harsh, very harsh or not harsh.
While in clear terrain, for warm weather, the effect on cohesion and attrition would be defined as 'not harsh', in a swamp terrain the effect on cohesion might be defined as 'very harsh' and the effect on attrition as 'harsh' (only as an example).
(Remark: The numbers I used for my examples above, are different from the ones used in AACW right now. They were heavily tweaked by the ACW experts of the Beta group.)
Jagger wrote:So if hits are calculated daily, then in the last example using .052 health points, the total percentage chance of suffering a hit in clear terrain and harsh weather over 15 days would be:
1-(.948)15th power= 55%
So in a regiment of 1000 men with 20 hits at 50 men per hit, then a total 55% chance over 15 days of suffering one hit and losing 50 men from the regiment in open terrain and harsh weather. Although an unlucky regiment could suffer more than one hit if hits are calculated daily.
If a division of 12 regiments of 12,000 men, then expect to suffer approximately 6 hits or lose approximately 300 men for a 2.5% attrition rate.
lodilefty wrote:Maybe I'm dense, but I interpreted this as 'hits', not the 'probability of a hit'.![]()
Jagger wrote:Units can only suffer losses as hits. So a minimum loss for a typical regiment would be a single hit of 50 men. I don't believe you can get partial hits.
So I am assuming the numbers are percentage chances of a complete single hit.
Jagger wrote:I think we are going to have to wait till Primaspirit can clarify.
It is odd that "Historical Attrition" is checked per turn rather than daily. A player could hop from city to city and never suffer historical attrition. That loophole could be abused. [...]
Primasprit wrote:Yes, this is possible. If this is really a loophole that can be practically exploited is something that might be worth a closer look.
One could argue of course that troops don't loose health and morale instantly once they leave a city, so if the start and end the turn in one....![]()
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