Can anyone tell me where the displayed power factors come from, in the combat animation? I've read the FAQ, and while it's informative, I can't see the answer to this. What I mean is the numbers "6+1" & "5" for the respective armies, in the fire phase. (I've used those shown in the FAQ's example). I understand how those #s work in combat, but I cannot see how they are derived.
I am asking because I am thinking of modding the tables, to give some (minimal) fire & shock values to all units, in every era. It's always troubled me that
(a) the system ignores archery in 1419,
(b) it assumes that transports (which I assume are merchants) are unarmed, & have crews which won't defend themselves,
(c) it takes unit type very literally in a game in which combat is actually quite abstract (e.g., a 4000 man cavalry force might well have some crossbowmen attached), &
(d) as a result, commanders in low tech forces may as well have a 0 for their fire factors (Henry V???).
Has anyone out there tried this, & if so, what should one avoid?
I did change them once, just to see if it'd function, & it did, but that was very unsystematic, just to test if the numbers worked. I'm now thinking of trying it seriously. What I'm looking at would be something like this:
Inf + .5
Art + .1 (?)
Cav + .01
All ships +.1
Multiply each by (tech level + 1), & use that in the tables.
Thus the resulting land fire factors would be:
Level 0
Inf 0.2 vs 0
Art 0.1 vs 0
Cav 0.01 vs 0
Level 8 (just before Inf gets fire in EUII):
Inf 1.6 vs 0
Art 10.8 vs 0
Cav 0.04 vs 0
Level 9 gives Inf 2.8 (1 + 9*.2) vs 1
Level 21 (when Cav gets a fire factor):
Inf 114.2 vs 110
Art 152.1 vs 150
Cav 1.21 vs 1
By level 60, Cav would be 10.6 vs 10.
For ships, I'd just add something like .01/level to all 3 types.
Clearly, if done right, the added #s would really matter only in early tech levels, as their impact would be minimal as tech levels rise.
What I'd like some feedback on, is whether anyone thinks this'll wreck the game, &, if not, what early relative values would work best.
Anyone interested?
I am asking because I am thinking of modding the tables, to give some (minimal) fire & shock values to all units, in every era. It's always troubled me that
(a) the system ignores archery in 1419,
(b) it assumes that transports (which I assume are merchants) are unarmed, & have crews which won't defend themselves,
(c) it takes unit type very literally in a game in which combat is actually quite abstract (e.g., a 4000 man cavalry force might well have some crossbowmen attached), &
(d) as a result, commanders in low tech forces may as well have a 0 for their fire factors (Henry V???).
Has anyone out there tried this, & if so, what should one avoid?
I did change them once, just to see if it'd function, & it did, but that was very unsystematic, just to test if the numbers worked. I'm now thinking of trying it seriously. What I'm looking at would be something like this:
Inf + .5
Art + .1 (?)
Cav + .01
All ships +.1
Multiply each by (tech level + 1), & use that in the tables.
Thus the resulting land fire factors would be:
Level 0
Inf 0.2 vs 0
Art 0.1 vs 0
Cav 0.01 vs 0
Level 8 (just before Inf gets fire in EUII):
Inf 1.6 vs 0
Art 10.8 vs 0
Cav 0.04 vs 0
Level 9 gives Inf 2.8 (1 + 9*.2) vs 1
Level 21 (when Cav gets a fire factor):
Inf 114.2 vs 110
Art 152.1 vs 150
Cav 1.21 vs 1
By level 60, Cav would be 10.6 vs 10.
For ships, I'd just add something like .01/level to all 3 types.
Clearly, if done right, the added #s would really matter only in early tech levels, as their impact would be minimal as tech levels rise.
What I'd like some feedback on, is whether anyone thinks this'll wreck the game, &, if not, what early relative values would work best.
Anyone interested?