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Thread: Combat system information

  1. #1
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    Combat system information

    Note: This information is not 100% fact just observations and translation of the german wiki from german to bad translator english and then to understandable English. I will add more as I encounter more but the basics will always be the same.

    Combat Basics -

    Unit LP - This is the hit points that the unit has

    Max Damage - This is the maximum damage that the unit will inflict on an enemy unit

    Min Damage - This is the least amount of damage a unit will inflict on the enemy

    Chance - This percentage is the chance that the unit will inflict max damage. If the unit does not inflict max damage then it will inflict minimum damage. Example: 80% means that the unit will inflict Max Damage 80% of the time and Min damage 20% of the time.

    Initiative - This is what determines which troops attack first. There is Low, Normal, and High initiative. If the units have the same initiative there is a ranked listing of who goes when within the game engine.

    About the battle itself, all you do is pick your troops and pick what you are attacking. After that, everything is handled by the game. To pick troops you assign them to a garrison you have made with a general.

    Before you attack, you need to decide the target your going to attack. Before selecting the garrison you should click on the bandit camp on the map. This will tell you how many troops are in the bandit camp as well as allow you to see troop info like min and max damage, life points, chance, and troop numbers. If you select a bandit camp (not bandit leader) notice the red area shaded on the map. If your troops enter that red area on the way to their target, they must must attack that particular bandit camp first. If there are two camps that you enter the red zone at the same time, it appears you only have to fight one if that is the target you choose to attack
    Last edited by Selak; 07-23-11 at 03:55 am.

  2. #2
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    Other things to note (some from german wiki others not):

    1 - no unit will cause damage to more than one opposing unit unless it has the splash damage property (only bandit bosses have that property).

    This means that it will always take 2 or three scavangers to kill 1 recruit (depending on damage roll). The recruit has 40 health. A scavanger will do 30 damage 60% of the time and 15 Damage 40% of the time. It takes two 30 damage hits, one 30 damage hit and one 15 damage hit, or three 15 damage hits to kill a recruit.

    2. The ensure least amount of losses, always make sure to bring enough troops to kill all enemies in one round while also bringing enough recruits to absorb one round worth of damage to prevent losses to your higher valued troops.

    3. The general does 120 damage all the time. (max and min damage are the same and hit chance is 100%). This means the general will always kill or finish off one enemy unit each round except for the Bandit Bosses (named bandits like One-Eyed Bert and Skunk).

  3. #3
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    Ok, just as a heads up, I have finished translating a Combat simulator I was able to get a hold of from the German forums. I have made a few changes to it and it is missing some of the functionality that the German version has (namely the ability to simulate multiple waves). I does have the ability to simulate PvP as well. since the data for that was already in the program.

    Before I post it, I am going to update the icons used in the program to the ones found in the Fan Site Kit (Thanks Blue Byte for making all those icons part of the kit).

    As a bit of forewarning, right now the program is in visual C# and needs .Net framework 3.5 in order to run.

  4. #4
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    Addition information. All units have a priority for being attacked.

    in general that priority is melee units before ranged units.

    The player general should always be the last unit attacked.

    In the special case of cavalry or Guard Dogs, they always go for the units with the least Max Hit points.

    In all cases if a unit of a particular type has damage, it will be the first unit attacked of that type by the next unit that is attacking that type.

    For example if you have 20 recruits and one suffered damage in the last round of combat then that damaged unit is the first recruit hit during the next round.

    All units only attack one enemy unit with the exception of Bandit Bosses with the "Splash Damage" ability. If you have a recruit with 1 hit point left and the next attacking unit does 40 damage, all 40 damage will be absorbed by that recruit with one hit point.

    Some enemy bosses have a hidden trait "Courageous" that means that all incoming damage hits them first. Cavalry ignore the "Courageous" trait and still attack the weakest units first.
    Last edited by Selak; 08-18-11 at 05:24 am.

  5. #5
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    Attack Priorities (been meaning to add this here for weeks just never found the time)

    Non Cavalry troops versus Bandit Units:

    Metal Toothed / Chuck / Wild Mary (Bosses with courageous trait)
    Scavanger
    Thug
    Guard Dog
    Roughneck
    Stone Thrower
    Ranger
    Skunk / One-Eyed Bert (bosses without Courageous trait)

    Cavalry versus bandit troops:

    Guard Dog
    Stone Thrower
    Ranger
    Scavanger
    Thug
    Roughneck
    Any Boss

    Player or Bandit non-cavalry/guard dogs versus Player units:

    Recruit
    Militia
    Cavalry
    Soldier
    Elite Soldier
    Bowman
    Long Bowman
    Crossbowman
    Cannoneer
    General

    Player Cavalry or Bandit Guard Dogs versus Player units:

    Cavalry
    Bowman
    Long Bowman
    Crossbowman
    Recruit
    Militia
    Cannoneer
    Soldier
    Elite Soldier
    General

    First Strike Units:

    Cavalry
    Guard Dogs
    Wild Mary

    Last Strike Units:

    Chuck
    Skunk
    One-Eyed Bert
    Cannoneer
    Metal Toothed

    Normal units:

    All others not listed in first or last strike

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