Baby Billy's Battle Bonkers
Also it makes sence that some amount of buildings more than what was just on the land lost would be destroyed however an even larger percentage should be destroyed in the transfer of land, usually you would only get around 75% +/- 10-20% of the buildings that were on the land, in this instance I got all of them so my max build is now -5, (at least that part works.)
Honestly maybe there should be a script that says when you are attacked you defend with the full force but only loose up to 70% and the attacker has some amount of surviving troops equal to the amount of damage the 30% that lived would deal? I dunno if that makes sense but something to think about.
Otherwise that battle seems like a real life working BR, except possibly the 0’ing of the defender and the troops returning being 2x less than losses.
Xliest that's kind of what I was trying to accomplish with phased casualty caps, I wanted to make attacking/defending more player/army friendly and balance the battle phases to be more realistic = long range has least casualties as it's used to thin the ranks, short-range skirmish has slightly higher casualties as the battle heats up, melee phase has highest casualties.
But, I guess the current battle mechanics is closer to old-Thardferr. People will just need to be more strategic about managing protection/retals/castle-passing, and careful about getting their armies zeroed @_@
As things are going currently, I think in a real round I would just build 100% archers as a elf and count on being able to obliterate enemies in the ranged phases of battle lol
Lord Thane heh, I don’t like that so much. But there is obviously room for work still before we go to any rounds. The cap is a good idea. But it would probably be tricky to code I bet? And would require some fine balance. Anyways, I got your server fees covered for this month. Enjoy!
Lord Thane or we make strategies better...like have a rock paper scissor available. Also would support truesighting people to see what strat would work best to attack. maybe force people to have balanced armies. i think old Thard had caps or some kinda diminishing returns on ranged.
Think about it, hitting a blob of units is easy, once they thin out ur chance of hit will go down making it harder to attrit the force.
Dont know how i would make this into a program or scale it but basically as range attrits the other force they become less effective.
trupheus will we be getting our doubled losses added back into the returning troops or have to start building again from scratch?
@Lord Thane , @TheKeeper ?
Xliest I had the phased caps idea running a couple days ago, if you scroll up in this thread you can see the progression of battle casualties from testing. I hit Trupheous like 20 times fine tuning it lol. We removed it though, in favor of sticking to the old Thardferr style casualties (I guess? I can't remember getting zeroed out so easily before).
Lord Thane i do remember getting zerod but it was rare and i dont think it ever happened with my actual army home
Darteye yes getting zeroed when you had army out was a thing I don’t know the mechanics behind it though. But the randomness usually allowed for some small percentacge of survivors maybe it was based on KS or something where the larger you were vs how much army you had defending you would lose more… I dunno
It does look like the losses displayed is halved. Which begs the question which is correct? Were real losses double or should we have more troops returning home?
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I added a fix for this buildings issue, capped buildings gains at 10 per land max, also added entropy for building destruction
Here's a demonstration of before/after this change, attacks:
We won 1 Castle(s) sorrounded by 10 lands.
In this lands are also constructed : 0 Advanced Training Center , 12 Farm , 3 Forge , 10 Guard House , 0 Guard Tower , 40 House , 8 Market , 0 Medical Center , 16 Mill , 10 Mine , 0 School , 2 Training Center
After:
We won 1 Castle(s) sorrounded by 10 lands.
In this lands are also constructed : 0 Advanced Training Center , 9 Farm , 1 Forge , 8 Guard House , 0 Guard Tower , 26 House , 5 Market , 0 Medical Center , 9 Mill , 6 Mine , 0 School , 1 Training Center
Before I got 101 buildings from 10 lands, after the change I got 65 buildings from 10 lands. With entropy factor I could have gotten 60-80 buildings.
Also just noticed it says "sorrounded", was that typo always there? Lol
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Lord Thane perfect! I love how that works!
Does it leave the defender with more buildings ie -max build? Or are they completely destroyed?
There used to be some collateral where the defender would lose some amount more buildings between 1 and five acres worth as the KS and total land increased. So someone on 20 land would lose 5 land and have 10 buildings destroyed on their 15 remaining and some one with 200 land would have between 20 and 40 buildings destroyed it helped with fixing ratios back to what the defender wanted also! Not just a pure negative affect.
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Lord Thane Yes, I kept that from the original game XD
I could add the concept of "Evasion/Accuracy" to Thardferr, it would give new depths to the game and each unit could have a different parameter.