armour value & Foot missile bug

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armour value & Foot missile bug

Post  Cute Wolf on Tue Jun 21, 2011 11:39 am

well, the problem, if you re-read Darth's foot missile bug fix, you'd realize that AI led non ap, non thrown, foot missile troops (archers, for specfic) will refuse to shoot and directly enggage their target in melee in non siege situations, IF their missile attacks are less than 1/2 of their target's armour value.

Well, maybe we should start to discuss proper armour value here, since to avoid missile slaughtering everyone or don't want to shoot, there should be a kind of balance.

and keep in mind, low missile attacks compared with melee attacks MUST be compensated by giving extra 2ndary HP to missile troops, so they won't suck on autoresolve.
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Re: armour value & Foot missile bug

Post  gamegeek2 on Tue Jun 21, 2011 12:29 pm

THat's good, we don't want the AI wasting missiles on high armour troops.

I think I got the armour about right in the alpha. I have a system where horse armour doesn't give a bonus, but rather it's scaled to the armour of the rider. For example a cataphract on an unarmored horse would get a large armour penalty (-3 to -4), while a Reidanez on an unarmored horse, who would get no penalty.
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Re: armour value & Foot missile bug

Post  Cute Wolf on Tue Jun 21, 2011 1:48 pm

gamegeek2 wrote:THat's good, we don't want the AI wasting missiles on high armour troops.

the fact is, instead of merely "don't shoot" high armour troops, the AI archers suicidally charges them in melee, and mind you, they pick their target at random, if you field several legionaries at the front, and put your light troops in behind, instead of saving the missiles *for* light troops they'll suicidally charge the legionaries.

yep, putting less armour values will still make AI waste their missiles, but at least it's nicer than put them on hopeless melee
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