LM+ said:
You are quite right that leaders (and unit experience, etc.) improve the combat efficiency of a unit. However, combat efficiency acts as a modifier to naval attack, sub attack, air attack, soft attack, hard attack, toughness (when unit is attacking), defensiveness (when unit is defending), air defence, and naval defence.
Combat efficiency has *no* effect on the actual values for GDE before or after defensiveness/toughness/airdefence are used up.
So, if you change "defensiveness" into "vulnerability" by reversing the chance to hit ratios, good leaders, high experience, and everything else that improves combat efficiency
increases the rate at which the unit will take losses and be disorganized in combat.
If you are reading this, please spread the word around. I'm noticing several mods making this mistake, of which the otherwise excellent Francophone project "MOD 33" was probably the first. I figured this out after I noticed some very strange combat behavior in my test game in that mod.
Here it is:
http://forum.paradoxplaza.com/forum/showthread.php?t=265632
Note especially my explanatory comments in the "misc.txt" snippet posted.
Hi LM+
You're right. I incease the chance of losses. Thats why I increase both values!
# Base chance to avoid hit if defences left.
AND
# Base chance to avoid hit if no defences left.
That way every unit now gets easier losses on the beginning of the battle and it is much harder to inflict casualitys when it run out of defense or toughness.
Also, better units run out of defense or toughness earlier and are therfore harder to destroy.
Thats why the values are now higher than normal. That should also make the battles last longer.
Additional, newer units also have lower defense and toughness, so they even get earlier the bonus.
The Mod33 did only this:
# How effective is ground-def efficiency when applied to defence chance rolls.
1.4
# Base chance to avoid hit if defences left.
0.8
# Base chance to avoid hit if no defences left.
0.95
And leave the defense/toughness system untouched.
But I just recognized some other thing I have to prove.
Here is how I understand combat now(vanilla):
A attacking B:
A attacks so long with a strengh of A's attack value(SA or HA...) as A has toughness points left.
B is defending, with a strengh of B's attack value(SA or HA...) as B has defense points left.
If A is rolling a "hit", B can avoid this hit with a;
# Base chance to avoid hit if defences left.
0.8
And;
# Base chance to avoid hit if no defences left.
0.6
The same happens to the attacker if the defender rolls a hit..
Every expierience or leader boni counts on the chance to inflict a hit, or to avoid a hit.
So, for example, if:
# How effective is ground-def efficiency when applied to defence chance rolls.
1.0
The chance of avoiding a hit would be 1 if a hit is achieved from the combat system.
With a unit experience of 10 and Leader boni of 10 it would be easier to avoid a hit.
If I remeber right, thoughness/defensiveness determines also how often a unit can try to inflict a hit.
So a elite unit would be hard to destroy, but has also only few shots per round..
Am I totaly nuts about this topic now, or is there still ligt at the end of the tunnel?
I hope I don't miss anything.
Maybe i would be good to open a new thread on this topic again, to get some other views too?
Also it might be hellpful than to update the wiki for hoi?
Greetings from a confused Chromos